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Showing posts with label old school. Show all posts
Showing posts with label old school. Show all posts

Wednesday, November 13, 2019

Alright I can sleep now

I lay awake at night thinking about world's and adventures.  I'm sure I'm not the only one.  There are so many little details that I have in my head about world's that I haven't quite got on paper (or digital) yet.  For the most part these are the little things that crop up when I'm trying to fall asleep.  Here's a few examples of that. 

My old school campaign:  I ran some basic fantasy a LONG time ago with a group.  The big bad was this Hobgoblin and his army.  The PCs never quite got to him.  They just wandered around doing adventures.  Obviously the sessions ended, however world kept moving with or without the PCs.  The nagging thing in my head is starting an adventure after the war.  The hobgoblin and his troops have devastated the countryside, the forests burn, the dwarven mines have been flooded, there is death everywhere.  In the midst of all these chaos the PCs are holed up in the basement of Elerd's Keep, the sounds of catapult ammunition bounces off the walls, creating rumbles in the room.  Elerd sits with the PCs.  "It's time for you to save the world....."  says Elerd.  The PCs question how.  Elerd, whose pale skin shines in the lantern light points at a small ebony stone altar.  "That is a time stone, and I intend to send you back, to right these wrongs and save our world".  

(I should note that Elerd is a local ruler, whose been around for years.  He is a vampire.  But not totally evil.  Every few years the local populace starts to figure out that he doesnt age.  At that point he marries a woman, has a child, that child then becomes the newest ruler.  It's a whole bunch of magic, and sleight of hand to make it look like he's actually human.  In reality he's just figured out away to make it work, using doppelgangers at public appearances. )

The PCs are sent back thru time, the goal to stop the hobgoblin.  They need to make the Elves and Dwarves aware of the situation.  Setup alliances, possibly run errands for them, and be as diplomatic as possible without coming off as crazy.  The supply lines for the Hobgoblin army need to be destroyed.  There's small encampments all over the northern part of the province.  This provides a ton of adventure.  At some point the PCs may meet 3 witches, who send them into a demon realm looking for a weapon to destroy the hobgoblins (or some other coolness).  There's human barbarians that play a role in the adventure as well, similar to the elves & dwarves they don't care much for the human settlement of Elerds Keep.  At some point hopefully the PCs are able to convince them to help.  

There's a random mechanic for time travel.  Anytime the PCs show up in a new location, there's a 5% cumulative chance that they may run into their previous self.  The disasters of which could be catastrophic!  One handy thing about this is that if one of the future PCs die, the past PC could be introduced to the party.  Of course at a lower level.  

There's also a statue in the wilderness that will grant visions of the future.  Foreshadowing the hell that has already happened.  (yup timey wimey stuff.  I love it!) 

Eventually the PCs get to the giant battle.  It may take place on the steps of the Hobgoblins headquarters, or it may take place at Elerd's Keep.  It could even take place around a small halfing village.  The fight ensues.  The players take over regiments of Elves, Dwarves and barbarians fighting against the forces of chaos.  Cut scenes to individual PCs fighting hobgoblins for a few rounds.  

Unfortunately this whole thing is a bit railroadey and not entirely old school.  But sections and a map could detail different parts to it.  Setting it up as more of a hexcrawl, the PCs could make  a beeline straight to the hobgoblins palace if they want.  


This is one of a few different campaigns/worlds that I've been working on whilst attempting to fall asleep.  Hopefully I'll get a bit of rest this evening, before Crimhuck wiggles it's way into my head. (Which is a whole different thing). 



Tuesday, March 26, 2019

Black Hack "the old school" session part 2

Alright so I think I sorted lost track on how many sessions we have had.  I believe the Gonzo session with Matt was 2 - 3 sessions.  And now the more old school vibe session has been at least 2.  Unfortunately I don't completely remember everything that happened in session 1, but I'll try my best here.  More of this will be session 2 (at least the action bits).

First and foremost it was a fucking blast! It's really nice to game again, and on a regular basis.  As well the black hack is a very easy system for me to grasp (I'm not a fan of getting bogged dow with mechanics).

Colin, Alex, Steve, and Vance all joined in (and I f I missed someone I'm very sorry).  We had a good core group of classes, with basically one of each.  My silly thief Jax Whindlehen (who is a carry over from the gonzo session) is impetuses at the very least.  Unlike a typical old school thief, he likes to see what things do.  He doesn't always sneak into a room, if there's a button he will push it, if there's a door he'll open it.  It's just him.  Which of course makes for the cleric (thanks Vance!) having to save his ass on a regular basis.

So we get to the mountains and this northern village which has been under the icy thumb of a snow queen.  (cue the frozen jokes).  The feel of the game is very "north of the wall", with wildling types etc.   We basically found out that we need to stop the snow queen.  And off we go to the lair!

Once we got in the dungeon, we found a bunch of tunnels, and tombs.  I managed to find quite a bit of gold (that always makes a thief happy!).  One of the tombs had some undead, and thankfully the cleric managed to banish them fairly quickly.  I can't quite remember what his god was, but it was entertaining (I think it was a random roll in the back of the book). 

We got into this room that had a waterfall and a drain below us, which was odd.  But we kept moving.  Finally we made it to this room where there were 6 wildling types arguing.  I believe Matt expected us to straight up fight.  But in the last game, instead of negotiating when we were supposed to, we fought.  So this time I decided I'd attempt to negotiate.  I stepped into the room that had some Iron doors open and basically said "Ola me amigos!"  Which threw them for a loop.  One of them was chipping away at some ice (looks like there was something behind it). 

After a successful charisma check, they sorta seemed to be cool with us.  Although they were pushing me a little bit.  I side stepped and went down a hall way.  The rest of the hero's didn't know what was happening with me, and went into the room.  All of a sudden this huge 14 foot tall twig golem burst out of the ice and a fight ensued.  There was a pile of rubble around the room, and at one point I had to haul people over it into the tunnel.  The widlings followed.... err ran right past me! hahaha.  Prior to this one of the ladies had grabbed what appeared to be a cloak that was embedded in the ice. 

We made it down a hall way, with the monster sufficiently trapped (the hallways were too short for him to get thru!).  We get into this room that's basically a giant hockey rink of ice with these hug icebergs.  After a few successful tests we moved one of the icebergs blocking our way, only to find another.  This process kept going until a major fail happened.  Colin (Jin) and I fell thru the ice and down into the drain waterfall area.  I got knocked right out.  the other's managed to get thru. 

After a bit of time passed, I was awoken to Jin screaming at me to get up.  Damn it we have to go back and take on that golem.  A bunch of the wildlings fell down with us, and a few died.  The rest we made a deal with to fight the golem. I grabbed the magical cloak from the dead lady and moved on.  It appears to basically keep me super warm! wooo. I hazard to guess this will help us.

We go back, beat the crap outta the golem with a few successful rolls and then meet up with everyone at a rope bridge.  As we cross (I went first I believe) ghosts of peasants started filling the chamber around the bridge.  It was very much an indiana jones bridge over a huge deep dark hole.  The cleric thankfully banished enough of them to get us across the bridge without any casualties.

And that my friends is where we left off.  Not too bad for 3 hours of play.

Can't wait for the next game.




Friday, June 8, 2018

The fire I needed!

WOOO!  As you may know I've taken a somewhat sabbatical from playing elf games, and more importantly DMing.  Just had a lot of things going on in the last while and I couldn't wrap my brain around doing anything.  I decided to take a good step last night and email my old school group for a possible one shot.  It's scheduled for the week of my birthday.  Normally we go camping that weekend, so we are shooting for the Tuesday! 

Now of course, my head is running thru far too many ideas!

First adventure:  I originally thought maybe i'd run Isle of dread because I've honestly been dying to.  However this may not end up being a full campaign, possibly just a one session thing.  The nice thing about possibly doing isle of dread is that I'd have a lot of prep to do!  I've decided instead to run "Palace of the silver princess" because it's also been on my to do list.  If they survive and want to keep playing, I think I will do the following.  Have the players guard a caravan, and then use the intro for isle of dread from that point.  I'm thinking I will have the POTSP happen around the town of Luln in karameikos. 

Rules: gal darn I've got a LOT of rules kicking around the house.  I'm going back and forth between running straight up b/x or whitebox.  They both appeal to me.  I know the players like having variable weapon damage, but they are not big fans of descending ac.  If I run whitebox, I think for ability checks I'm going to do something super simple.  Roll 10 or higher. As I've stated before we usually end up having a few drinks while playing, and I feel like whitebox might be the best bet. 

Level:  The module is for levels 1 -3, I think what I'll do is have them all create 2nd level characters, along with possible henchmen NPCs.  Looks like I'll have at least 3 players, possibly up to 5.  In which case I'll increase monsters and the like.

Alright, so unless i change my mind, which is bound to happen!  I think its going to be the "palace of the silver princess" with whitebox rules.

I'm off to go and print some character sheets!

Thursday, April 12, 2018

First half of #aprilttrpgmaker

Not that anyone really cares, but here's the first half of the April TTRPGmaker for me.  First off, I'm not really a RPG maker, I create adventures for the most part.  Although I've released a few half baked rules hacks.

1.  Who are you?
Shane Ward, sometimes I go by the nickname "Gilligan" or "Shaner".  But don't call me that.

2.  Where ya at?
The great white north kids! Specifically the city of Winnipeg, which is currently in a "white out" situation.  ie the Jets are in the playoffs.  The city is nuts.

3.  How did you start creating ttrpgs? 
I honestly fell into it I think.  I started this blog in 2013 (holy shit!).  Shortly after that I wrote "caverns of ugard" and it sort of spiraled from there.  I normally put out one to two adventures a year and they are almost all PWYW.

4.  Describe your work? 
In my adventure writing I try for a "swords & sorcery" feel, but I think it comes off more as low magic vanilla fantasy.

5.  Favorite game you've worked on? 
I'm guessing this is based on a set of rules I've written, which I really haven't.  I really like writing for Blueholme as a game.  Favourite thing I came up with is probably "Invitation from the blue baron" collaborative dungeon project.

6.  Favourite game mechanic? 
I'm a big fan of old school reaction and morale checks, I really should have used them more when I was a kid.  Makes the game a little less hack and slash sometimes.

7.  Your workspace? 
While I attempt to write at home on the couch with my laptop, nine times out of ten I get all my writing done at lunch at work.  Pretty much everything I do starts in google docs and then eventually get's ported to word or publisher.

8.  Describe your routine? 
I get an idea, usually when I'm feeling a bit manic and creative.  Write as much as possible on that, then totally forget about it when the next ADD moment crops up, and rinse and repeat.  Eventually things come out, but I don't really schedule myself at all, it just sort of happens in time. I currently have about 5 projects on the go in various states of completion (one of which I haven't even started, but I think about on a regular basis).

9.  Describe your process? 
As above.  ADD kicks in, usually on my walk to work (that's where I get all my ideas from).  I get a coffee and sit down and write the ideas while they are fresh (when I should be working.... like now).

10.  Favourite game to relax with? 
I can run b/x or blueholme all day.  Relaxing wise it's totally mexican train.  Put on an album, grab a beer and play for 4 hours.

11.  What's yer brand?
3 Toadstools publishing, which is a stupid name.  It's basically a tavern name in a hobbit village somewhere.  That was the name that I came up with for the blog, and then later used for the publishing end of things.  (cuz cross branding I guess?).  I think my stuff is sort of in the "old school" aesthetic as far as looking like a revamped TSR product and a bit of DIY RPG thrown in for good measure.  Reading other designers stuff gives me good ideas to incorporate.  So I'm learning.

12.  How do you get your work out there? 
Mostly google plus, posting in some communities.  Just talking with people.  I don't push as hard as I could.  At some point if I get something super exciting maybe I'll pour the coals on.  I do have a facebook page for the publishing company as well.  Once in a blue moon I'll email my customers thru drivethrurpg.com

Find my stuff here. 

Grab my latest adventure "Dusty Door" here. 


Friday, March 2, 2018

You know what? I'm perfectly happy being a Grognard

Honestly I am.  I've been involved in a few discussions latetly that have led to the "Old school vs New school" thing.  As much as I understand both sides of an argument, and I am empathetic to were someone is coming from (and vice versa hopefully), I still have the view point of Old School being better.  I get it, it's not a contest obviously.

Here's a case in point:
At some point I'll probably have to run a game for the new 5e group.  I started writing out a adventure plot outline thingamabob. Thoughts running thru my head as follows:  Alright check the CRs, make sure they have time to rest safely, hopefully there is a bit of roleplay in here, but not too much because some people don't like it.  Obviously the CR thing is highly annoying coming from an old school guy stand point.  I have to make sure that the encounter is tough, and level wise it matches but they don't die? Why can't they die? Well first things first, it takes for fucking ever to create a character.

I had a discussion with a friend of mine about "balance", and he basically said "Your not going to chance my mind, I like balance".  Balance is a DM illusion.  In this new school game I can fudge the whole damn thing behind the screen.  However next time I DM I won't be doing that at all.  Roll in front of the screen and watch with glee when the terror strikes.

The simple gist is that I understand how to be a new school player/DM, but when I run a game it's going to feel like an old school game.  Because that's what I am.  Balance is getting thrown out the window.

"There is an old dragon who lives in a cave not far from here" says the Innkeeper.  "I've also heard that a bunch of kobolds have been robbing people a few miles from town".  

There's your two choices.  Now keep in mind that dragon is not a small youngling (like in lost mines of phandelver), nah he's a big ugly bugger who has the whole legendary stats, the ability to do things within your turn etc.

So if the players want to take the bait at first level, they can go right ahead.  There is a very good chance they will end up as a crispy treat.

I've recently been watching Venger's youtube channel and he's been talking a lot about the old school aesthetic and how to bring it to new games.  Here's the thing, it all comes down to how you want to play it, and every DM is different.  It seems that the games I've been involved in are very by the book.  Which I'm okay with, but if it's my game I intend to run it differently.

There was a good article about session 0, and I will probably do that at some point.  Once I get everything figured out first (house rules wise).

I also think that I'm going to stop getting into long drawn out conversations about this.  Because it's very hard and time consuming to sway someones opinion and honest there's no point.  Play the game the way you want to. 

The whole balance conversation started when I sent this video to my friend. The guy brings up some wonderful points, and he sells playing old school very well.

Anyways, long story short I'm a grognard and I'm totally fine with it.  And I think that how you learned to play the game will always affect how you actually run the game.  So you know what?  "It's a big world and some of the monsters are going to be above your pay grade".


Monday, February 5, 2018

Making leveling a bit more fun in old school

I sort of enjoy the process of leveling up a character.  More so than creating the character in the first place.  In newer editions of the game, leveling can take awhile (pathfinder, D&D 3,4,5) however it can still be a bit of fun if your a math nerd.  Some of these systems you start to get into real feature creep however.  

That all being said, leveling in OSR, and older D&D type games is fairly quick and easy.  Get a few extra spells, add some extra hit points and viola new level!  It's wonderful that it's so fast to do (part of the charm of old school gaming).  But it can take a really long time to move between levels, and the pay off isn't always that great.  So rather than being a little down that you only get a few extra's, here's a few ideas for old school leveling. 

1.  Increase an attribute. 

Upon leveling up can attempt to increase an attribute score.  The player decides which score they want to increase, they then roll 3d6.  If the outcome is higher than the current attribute score the player gets to keep that score.

2.  Spell mastery (Magic User/Cleric only) - One time only 

The player can pick one spell to "master", they are allowed to cast it one extra time per day.  As well they can add an extra 1d4 damage to offensive spells, and 1d4 to any healing spells.

3.  Lingering injuries & medical conditions 

You have been in battles, but where are your war wounds? Roll 1d8

1.  Scar across chin
2.  Missing an appendage
3.  Blinded in one eye
4.  Deafened
5.  Back pain
6.  Weakened immune system
7.  Liver damage
8.  Strange growth

4.  Add an extra 10% (Thieves) 

Player can add 10% wherever they choose to a specific thief skill (or skills)

5.  Undead Turning Mastery - one time only 

Add a plus 1 on any turning roll to a specific monster that you have mastery over (skeleton, wight, etc

6.  Gain fame/infamy 

Every level you move up you gain one point of fame/infamy (depending on your characters actions).  In some cases this will change the course of conversations with NPCs, as per GM discretion.  It may have an effect on hireling morale, monster morale, bargaining and charisma checks.  You may also get harder and more lucrative quests.


7.  Fighter weapon mastery - one time only 

You have mastery over one weapon, which allows you to have 2 attacks per round with that weapon

8.  The gods are watching (once per level) 

Once per level you are allowed to change any dice result to a critical roll. 

9.  Altered appearance 

Roll 1d6

1.  Your height has decreased
2.  Your weight has increased
3.  Your weight has decreased
4.  Your hair is graying
5.  Your hair is balding
6.  Your beard has gotten longer! (alternatively you have started to grow a beard.  This counts for dwarven females as well).


Thursday, February 1, 2018

Mystara as my campaign setting

I think from now on I'm just going to use Mystara as my campaign setting.  If the players do something it affects the world moving forward.  If I play an old school campaign or a fifth edition campaign, doesn't matter.  A few things have crossed my mind latetly:

Old School Campaign: 

After reading the back of The grand duchy of karameikos gazetteer, There's lots of little adventure ideas.  My first thought would be for the players to start in Luln, and investigate the old castle (which would be the sample dungeon from basic).  From there they can get hired by Gnomish caravan to bring goods to Specularum.  During the trip a major rain storm will hit, causing the caravan to get stuck in the mud, falling over, spilling out the contents of one of the wagons.  There the PCs will uncover the map & letter regarding Isle Of Dread.  Once in Specularum I think a perfect adventure would be "Veiled Society".  After that the PCs will hopefully have enough money to make the trip to the Isle of Dread.  (And be of decent level).  Since Specularum isn't that detailed in the gazeetteer, I think using specific bits & pieces of Blacksand should do the trick.  There's a lot of good information for sections of a city in the book.  Should be easy to use that.  At some point maybe "A nights dark terror" or "castle amber" might make an appearance. 

Fifth Edition Campaign: 

I've been reading a pile of Al-Qadim stuff latetly.  The land of fate is a really good book.  In Mystara I could pretty much set everything in the Emirate of Ylaruam, in the city of Tel Akbir.  I really dug "Golden Voyages" and a "Dozen and one adventures".  I think they would be relatively easy to convert to fifth edition.  At least bullet points, rather than the adventures (In the case of a dozen and one adventures).  There are a lot more combat opportunities in the 2nd edition adventures, and because combat in fifth takes for friggin ever I'd probably trim it down a bit. 

With Golden Voyages I think I would redraw the ocean map near the coast of Tel Akbir.  For the most part I think I'm going to sit down and do a bit of detailing for the city of Tel Akbir & Dozen and one adventures.  If I can get 2 or 3 adventures re-written & converted for Fifth that should give me enough ammo if I ever have to run a one shot campaign.  I guess I'll create a wiki for the players.

Oh and the gods are going to be the immortals. Until the players reach 20th level, then they can replace em.

That's enough rambling for me this morning, cheers!



Thursday, August 17, 2017

New old school products at OBS August 18th Edition

Zach Best Family Benefit Bundle - $12.61 CAD.  Zach is in hospice, and if you can help out his family by grabbing this bundle that would be wonderful.  If you can't, please share this link with your friends. - http://drivethrurpg.com/product/218759/Zach-Best-Family-Benefit-Bundle-BUNDLE


Unofficial

Wolf Packs & Winter Snow - Strange Prehistoric Role Playing - OSR Ruleset.  - It's Pay What You Want.

Battle for the purple islands - A O5R adventure for Crimson Dragon Slayer - $6.30 CAD

The Gunslinger - Character Class for the Frontier RPG.  - $1.25 CAD

Castle Old School - 4800 pages of Epic OSR Gaming - Generators, Character Classes, Random Tables.  - $51.55 CAD

Castles & Crusades - By The Shadow Of Night - Adventure for C&C - $17.64 CAD

Village Backdrop - Needlebriar - System agnostic adventure location background - $4.35 CAD

BlueHolme Character Record Sheets - 6 unique sheets - $1.37 CAD

The Adventurers Almanac - Magic items, festivals, dates, personalities, looks neat.  $16.38 CAD

Official

Empires of the shining seas - (2e) Adventure - $10.07 CAD

Demi Human Deities - (2e) Sourcebook - $10.07 CAD

Cloak & Dagger - (2e) Sourcebook - $10.07 CAD

War Captains Companion - Spelljammer Sourcebook - $10.07 CAD

Secret Of the dread realms - (3e) Ravenloft - $6.29 CAD

Dragon Magic - (2e) Dragonlance Adventure - $6.29 CAD







Saturday, August 12, 2017

New old school produts on OBS Aug 12

This is a little late, I was camping.  It was quite nice, minus one pretty wicked rain storm. Anyhow here's some new stuff.

OFFICIAL 
More 2nd edition stuff, lots of silver anniversary modules.

Against the Giants (The liberation of Geoff) 2e - Silver Anniversary

Land Of Intrigue 2e

Return to White Plume Mountain 2e - Silver Anniversary

Return to the keep on the borderlands 2e - Silver Anniversary

The Shattered Circle 2e

UNOFFICIAL

Hideouts & Hoodlums [Basic 2nd edition] - Looks like a cool super heroes game.  $5.70 CAD

The Tomb of the Forgotten Toad-People from the Planet of the Nameless Grimoire - Cool one page dungeon with a great name from a neat generator. FREE

Wyrd ways of Walstock - Adventure plus setting $7.59 CAD, doesn't say what system. 

The Fallen Star - one page adventure for Swords & Wizardry Light - PWYW

The Lost Lands (pdf) - Swords & Wizardry adventure - $82.37 CAD

White Box Light - Rules for old school play, looks like a bit of a Asian twist.  (not to be confused with Swords & Wizardry Continual Light.) $2.53 CAD




Friday, August 4, 2017

New old school products on OBS

It appears one of my fav blogs is taking a bit of a break to deal with some personal things.  I wish you all the best Jeremy.    http://osrnews.blogspot.ca/2017/07/taking-short-break.html ,

In the mean time, I figured I'd do a quick little check on obs to see what's new for Old School.  This probably won't be a regular thing, just figured I had some time today.

Here goes:

Official formerly TSR stuff: Bunch of cool 2nd edition things from WOTC.

Reverse Dungeon: $6.27 CAD.

The Shattered Circle: $6.22 CAD

Destiny of Kings - I remember this from my old dragon magazines, there was a bunch of adverts for it.  I'll probably grab it (once I check my bank balance). $6.27 CAD

Road To Danger - $6.27 CAD (I'm guessing that's 5 bucks USD, seems to be what keeps coming up)

Moonlight Madness: $6.27 CAD.

RULES:

Furies of the Barrens RPG - A science fantasy roleplaying game Written and illustrated by Andrea Sfiligoi Rules based on “The Black Hack”.  $10 CAD

The Hundred Worlds: An Introduction for Players - this looks neat.  Appears to be rules, with a setting and character creation.  I'm going to check it out today. PWYW

OSR: Rules.  PWYW.



ADVENTURES: 

Ice Kingdoms: The Temple of Drawoh Rock - Neat adventure, has descending AC, it's PWYW.  I'm downloading it shortly. 

The Atheneum of Yearning - a LOTFP Adventure.  50 rooms, for factional play? It's PWYW.  Downloading it shortly. 

SO2 Clash at Fort Valour - Compatible with OSRIC, 1E and 2E game systems.  $12.75 CAD




SUPPLEMENTS: 

Sanctum Secorum - Episode #27 Companion - Appears to be a companion to a podcast (which I'll probably check out here's the link).  It's free, there's monsters, curses and a few other neat things.

Castles & Crusades Players Handbook 7th Printing (Alternate Cover) - $27 CAD for the pdf! Looks like a new printing, or atleast a new cover for a printing.  I personally haven't tried C&C yet, but I've heard some good things. 

House Of Darkness: House of Darkness is a sourcebook intended for use with Dark Dungeons or any other rulebook recreating the classic version of the world's best known roleplaying game. It's PWYW.

Dungeons in Blue - Mega Tile Five Pack #6 [BUNDLE) - Some cool blue maps! I like blue maps.  $5 CAD.

The Trove of Magic Items (Labyrinth Lord) - 100 new magic items for Labyrinth Lord.  $3.77 CAD

Atlas of Mythika: Charybdis - A new volume of the Atlas of Mythika for the Mazes & Minotaurs RPG. FREE