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Thursday, July 5, 2012
The Old Brewery - Deep Cellars
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Wednesday, July 4, 2012
Wampus Country Contest.
Do this! Do this now - Wampus Country is the best.
Vector Sigma of Wampus Country (which I always want to call Wampus County) is running a contest to sponsor the creation of a Western Penny Dreadful style set of game content. The prizes are pretty great and the campaign world very fun - I can't recommend this highly enough! Get it while it's hot.
Again here's the link:
CONTEST!
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This! Illustration by Jim Calafiore, from Rex Riders |
Again here's the link:
CONTEST!
Tuesday, July 3, 2012
A doodle of Skull Town
This is the City of Skull - from Gib's Metal Earth.
So this city is a pleasant oasis inside a giant skull ruled by some kind of horrifying centipede thing. Now I think the main problem with this drawing is that the angle makes the town look tiny not huge.
Check out Gib's blog - it's pretty great and I like to steal his rules. Metal Earth the blog.
Now in Black and White!
So this city is a pleasant oasis inside a giant skull ruled by some kind of horrifying centipede thing. Now I think the main problem with this drawing is that the angle makes the town look tiny not huge.
Check out Gib's blog - it's pretty great and I like to steal his rules. Metal Earth the blog.
Now in Black and White!
Monday, July 2, 2012
Belated Weird Adventures Review
WEIRD ADVENTURES
"I take SPACE to be the central fact to man born in America. I spell
it large because it comes large here. Large and without mercy" - Charles Olson, 1970
Since the Internet seems to have an insatiable hunger for my maunderings about DYI game products I've decided I will put up another review for an excellent OSR product that I have purchased. Trey of Sorcerer's Skull has produced "Weird Adventures" a campaign book/gazetteer for a fantastical 1930's America. It's a commingling of Pulp Science Fantasy and Pulp Detective/Adventure and is the most compelling “Diesel Punk” settling I’ve seen, as it’s well rooted in weird Americana, horror and New York’s anarchic past.
Now I've always liked Pulp detective stories of the 30's/40's and I think it's been because they evoke a sense of place. In my favorites - the Phillip Marlowe of Chandler comes to mind, one can almost smell the sun baked concrete of 1930's Los Angeles. Weird Adventures has this feel as well, putting setting first - a setting that has internal logic, and is perverse reflection of out own history, but changed enough not to be a simple dribbling of fantasy over interwar America. The book touches a little bit on the hinterlands and wildernesses of the world, and in general is good at giving a feeling of a larger globe beyond "The City" (New York) through small adventure seeds and notes. Buoyed by this believability and feeling of place, the vast majority of the book is devoted to an almost block by block survey of the City that contains a fair number of ideas to spark adventure.
Since the Internet seems to have an insatiable hunger for my maunderings about DYI game products I've decided I will put up another review for an excellent OSR product that I have purchased. Trey of Sorcerer's Skull has produced "Weird Adventures" a campaign book/gazetteer for a fantastical 1930's America. It's a commingling of Pulp Science Fantasy and Pulp Detective/Adventure and is the most compelling “Diesel Punk” settling I’ve seen, as it’s well rooted in weird Americana, horror and New York’s anarchic past.
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Gratuitous Gun Moll |
HMS Apolloyon - 20 Questions
My idea of running a giant haunted
passenger liner of science fantasy regressed to low, zeppelin free,
steam-punk as a Google + game is coming together.
Here's how I am thinking of doing it.
Characters: Standard “Flail
Snails” conventions, you can bring anyone in from anywhere as the
fishing crews of the HMS Apollyon are constantly pulling people up
out of the eldritch seas. All your character needs do is take a sea
voyage that goes badly... Right now the oceans around the Apollyon
are especially active, and the Stewards and 1st Class of
Stern-town are taking advantage, trying to use this influx of
man/strange creature power to reclaim and refortify lost areas –
right now they are looking towards regaining the nearby forges, so
that the town will have more industrial capacity.
The other option would be to roll up a
local via the tables nesting tables I'll put up sometime soonish.
It should be noted that there are only four races, human, flying monkey, tainted (exiled 1st class), and frogling,
though more friendly races may become available if players discover
them.
Rules: I will be using
Labyrinth Lord Rules, as I am familiar with them, there are a few
bits of additional rule – I will be adopting something like the
LOTFP Specialist rules for “Thieves” - Assassins,
Pack-handlers(Rangers of sorts) and a similar system of military
proficiencies for fighting types. Firearms will be available up to
the breach loading rifle (though cartridges are dear and expensive)
and will use exploding damage.
Below I have filled out a Jeff Reints
“20 Questions” because I hear it's a cool thing to do.
Sunday, July 1, 2012
The Old Brewery - Why we fight.
THE OLD BREWERY - ADVENTURE HOOKS AND A NOTE ON SOURCES
DM's Notes:
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Friday, June 29, 2012
Wampus County - Play report.
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Skeleton Knight by Maxarkes on Deviant Art |
Played a game in Wampus County last night - Google + worked well until the GM was apparently carried away by storms and hail.
My alter-ego was a 3D6 in order nebbish of a college twit named Chauncy. He is an unreilavble narrator, but since he came into some gems decided to write home about his first Wampus experience.
Chauncy is a jerk, so when his overly bold 3HP self inevitably gets devoured by some terrible zombie beaver no one will feel sad.
Letter is as follows and the Heathen practices of Preacher Jones are only causally referred to for the delicacy of civilized readers.
Mr. Sandman, Send Me a Dream.
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Anything that stuns, traps or immobilizes seems to work. Sure Color Spray, hypnotism and hold person also do these things, but with different mechanics, and most of these sleep spell re-skinnings could apply to those spells as well.
The image on the left is Maxfield Parrish's "Sleeping Beauty"I think, and even if it looks like something that Grandmother would have loved, it's a cool painting I think. It also suggests that sleep spells needn't be violent, NPCs might pay to have sleep cast on them if it provided nice dreams, or untroubled rest for the ill.
Here are some sleep alternatives in the spirit of the Magic Missile ones from yesterday.
The Old Brewery, Den of Thieves
The Old Brewry - Area 2 - The Den of Thieves
GM's Note: As a matter of play majority of the denizen's of
the first level are not evil, simply the poorest and most pathetic of
a the fantasy city's residents. They are weak and sickly, and frankly
using them as a lesson about XP and alignment is not a bad idea. I
would give the full (paltry & maybe a bonus) XP to Lawful
characters for trying to help them (ineffectual though it will be)
and full XP Neutral characters for bypassing them, Chaotics of course
are simply in it for the money and thrills, but I still wouldn't give
them XP for slaying scabrous children, feeble beggars and drunken
wastrels. I would also provide an XP penalty for any character who
engages in wholesale slaughter of these people simply because they
are so feeble it doesn't even comport with the diabolic evil of a
worthy anti-hero to kill them – it's just sad. It's so sad there
won't even be consequences from local law enforcement. Of course there are other nasty surprises related to the halt and the lame.
2. Den
of Thieves - While this room contains thieves. The chamber is crammed with the
lowest sort of petty pilferers and diseased kleptomaniacs, but most of
its residents are simply the desperately poor. A huge, filthy,
stinking chamber with tall ceilings lost in soot and darkness.
Wooden Pillars with filthy sheets and assorted rags strung between
them block the view, except for a gaping doorway at the far end.
Several small fires provide the only illumination while the scent of
rotting garbage and smoke sting the eyes of anyone entering.
The
back half of the room is shadowed by the a loft (Area 7) 14' above
the floor. Thick curtains drawn tight conceal the loft, but if the
room below is quiet and dark dim light and soft hypnotic music will
be noticed leaking through the curtains (they magically keep sound out, not in). A ramp leading down to the
cellar used to serve as a way to roll beer kegs up from below for distribution and brandy kegs down below for aging. The huge wooden doors
to the cellar are now barricaded (on both sides) by the mutually
distrustful inhabitants and trash is piled five feet deep against
them. Opening the doors would require much work including hacking the doors off
their hinges.
Character Sheets and Hopeless Losers
So I drew up a simple character sheet for use in a Google + game, my first, and thought others might want a gander at the character sheet - two semi-disposable minimalist mooks on a single page! Also the mooks in question are included as an example.
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