Showing posts with label Deep Carbon Observatory. Show all posts
Showing posts with label Deep Carbon Observatory. Show all posts

Wednesday, December 9, 2020

House rules for Warlock!

In my review of Warlock!, I mentioned that I was running a group of players through my conversion of Deep Carbon Observatory. Now I love the Warlock! system, but if you don't see the gaps in the rules while reading them, then you'll find out when you run it.

The great Mustafa Bekir is coming for you...

Rules for poison? Falling? Combat movement? Nope, none of that. So then you know there aren't any mechanics for sneak attacks! I anticipated some of these things ahead of time, and others came up during play. Along the way, I even decided to make a major revision to the magic system.

What better place to share all that than here?

Friday, November 17, 2017

My own private Anomaly

I've mentioned here before how I've adapted Patrick Wetmore's brilliant Anomalous Subsurface Environment for my house campaign.  Or rather, I'm mentioned that I've adapted it, if not how.  Which is mostly fair, since I didn't start out with any major changes besides the stats and mechanics.  After all, I had a rationale to explain that the party traveled to the Land of One-Thousand Towers from their homeworld, allowing the two settings to be almost entirely distinct.  In other words, there was no need to figure out how to integrate ASE into my home setting.


I dig the metal bard in the lower right corner wailing on his ax

Given that I've been moving to a somewhat more ad hoc approach to GMing (perhaps better described as just-in-time design i.e. desperate brainstorming the night before and not a moment earlier), it makes sense that I didn't bother to think about things in great detail.  I'm into a more organic approach to world building, although I'm careful to avoid the pitfalls of illusionism.  Suffice to say, my approach was to just start with straight-up ASE and let it evolve from there.

And evolve it has.  At this point, some of the heretofore unimagined backstory is starting to coalesce.  I now know a lot more about what makes this world tick.  I know why wizards are all insane, and why their magical tools don't work after they are killed.  I know what happened to the ancient civilization that discovered/created the ASE.  Heck, I even know what the ASE is.  

At least, now I know all these things in the context of my own campaign.  And I'd like to share it with you.  It all started to come together when I tried to imagine a reason that my players might venture forth from Denethix to visit a distant village by the name of Carrowmere...