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Tuesday, December 17

Looking Forward to Ghengiscon


It is not completely solid, but all indications are I will be attending Ghengiscon this February in Denver. Over Valentine’s Day no less. Most likely the only convention I go to all year (lets hope not). The price to be paid for this running on Valentine's Day I imagine a few grumps and grumbles in the cabin.

The two games I offered have been accepted so I will be running FGU’s Space Opera on Friday and Saturday run my current OSR release, an adventure module for PCs 2-4.
Space Opera needs prep while AA03 not really. For the OSR adventure I hope participants bring their own characters. Put some real money in the game. No one is going to do that though. Players are cautious, paranoid lot. I have been twisting up layout machine to make an original, comprehensible character sheet for SO and is working out well. Unless you are willing to draw one up,like James V. West, I find software creation to be clunky and hard to fine tune. Fortunately sci-fi character sheets lend themselves to structured layouts, clean text and picture frames. 

Character sheets and monster stats! The adventure takes place in a hostile jungle so a variety of critters to encounter should be drawn up into its own monster section. Like an appendix or “New Monster” section you can find in traditional modules. Having a few pages with all the monsters to be encountered in the adventure, with stats, is a must for me when writing dungeons. Detailing and tricking out the flying ATV which will be used in the adventure. In a one-shot adventure players don’t have much to hang their hat on, so useful items and gear begin to define their capabilities. Having depth to the information about the rig will help the players come up with ways to use it and escape danger!

Traversing the canopy below by flying is hazardous, there are large raptors which are attracted to anything they can see in the sky. Having your Air Raft break down deep in the jungle is when you need to call for a lift, and fast. Once I have something worth playing at when the PCs arrive at the “Forbidden City” the rest of the content will be much easier to write.

I’m not sure what kind of presence RPG’s have at Ghengiscon, but I know Savage Worlds is played more than any other thing, followed next by 5e? I think.
There are some luminaries of the OSR-o-Sphere living on the front range so there is always the chance I see someone I’m a fan of. Toughest thing about the con is the drive over the continental divide. It is always a crap shoot. There is no guarantee you  will get where you are going once your on I-70 in the high country.




Thursday, December 12

Silver Best Seller is USR Sword & Sorcery it is!

I don't know how long it has held this position but USR SWORD & SORCERY is a Silver Best Seller on DriveThruRPG. Not bad for an obscure ameture publication. I think I even saw a few months back a pirated copy available online. So it is that big time as well :)



Anyways, really proud of this little game with big ambitions. Deluxe is moving along at the heart-breaker hobbiest pace. The AA03 module is still waiting on an acceptable proof to release the hard and soft cover editions with color covers. A whole back-log of shit really. Fear & Loathing in Fat City needs to get off the outline board and yellow-lined sheets of paper and squished into my laptop. That's another thing, the longer you work on a project the more certain you get your laptop is going to crash.

The total numbers include free copies, many of them mine. I believe how that works. Just volumes of copies downloaded. The actual paid for downloads of USRSS numbers is 188, just shy of 200. Total downloads is over eleven-hundred, so free copies boost your rankings kind of unfairly. Either way, this slim publication will be yanked as soon as Deluxe comes out, so who knows how long you have for an "original" edition?



Oh yeah, my other early on project, Classic Modules Today, at DMs Guild continues to be as stand-out success for the Vanishing Tower. CMT B2 Keep on the Borderlands has gone PLATiNUM thank you very much. This goes to show you the value of a sellable brand. My stuff combined barely hits five hundred units moved while the licensed products, the Classic Modules Today, are in the thousands for downloads. Most of the other conversion guides have hit Silver or at least Copper as well. Once again, Vanishing Tower's most successful venture so far.



Santapocalypse has moved a whopping 4 units in legit sales, but hey, you do it for love of the game! Cio for now from the old VTP.

Tuesday, December 10

My Rom'Myr Campaign


is my online game and I have been enjoying the taping and recording of these sessions. But with the crash of G+ and YouTube I cannot seem to get a reliable audio (or video) recording of these sessions. These recording issues have forced my hand once again to write in review of the games held in Rom’Myr Dying Earth Campaign. This current blog post is a quick summation of Sunday’s game...

The party is of 5, not all from the same world. Traveling the Averoigne wilderness they encounter the mule-thing Farthingnay. This enchanted beast of fairei compels the PCs to collect 8 threads from the Pale Knight’s cloak.

The party finds and penetrates the Pale Knight’s ruined palace. It is a crumbling pile haunted by dark obscenities. Feasting on the dead appears the main form of sustenance for the palace’s denziens. In the lower level dining room the party crosses blades and hammers with the Order of the Maggot, a martial order of ghouls. They claimed to be the personal guard and escort of his grace the Lord Bishop of the Pale. It appears the Pale Knight is holding audience!

An artifact of ancient evil was uncovered, a black cauldron. Toth, with his mighty hammer Jyfryth, sunder the cauldron in twain. The two thieves of Valla’Tair lead the way into darkness. It is not long before the palace responds to the party’s intrusion. Red and Silver Dragon soldiers, terror gnomes of in-between, clash with the PCs in a large chamber deep in the dungeon. Knives and axes snicker-snap in orange torchlight. The fight is sharp and swift. 8 of these creatures lay dead on the floor, for no race of man were these terror gnomes, while the party suffered wounds to the paladin Toth and Lumin of the Hidden Hand. The terror gnomes wielded short side swords in battle and capable of wicked wounds. It took much faith and bandages to restore their health. Vari’dell and Cree, the thieves of Valla’Tair, are only covered in gore from the soldier they slew. La Batard was equally unscathed.

The palace had more to throw at the brave party, the palace walls itself! Mere doors turned into mystic portals, dividing the party and leavining others truly lost. Cree, a monster-hunter by trade, is left stranded in an unknown cavern, vast and dank. He must move swift and silent, he must brave the terrors of the living dead and eventually return to the radius of the party’s torch. Erstwhile, the two warriors of faith, Lumin and Toth, scout and thief, all of them slay the petty-lych Skeelos, and restore Aladona to life.

How will the temporary alliance with the lady called Aladona and the PCs last? What awaits them in the throne room? Only the next game session can reveal!

Saturday, November 30

Tables from Cyberpunk 2020 (for your Traveller game)

These tables are system agnostic enough to rip from the rulebook and plug into that dirty shit-hole you call a downport;

Useful tables from cyberpunk 2020 (for your Traveller game);
p.33 lifepaths,
p.30 fast and dirty expendables,
p.43 fumble table,
p.58 occupation table,
p.61 weapons list (damage and ammo stats work easily enough)
p.68-69 gear descriptions/gear list,
p.76 cyberware list,
p.83 chips & prices,
p.142 programs list,
p. 167 programming 101 (more for the setting info then a table),
p. 179 uniform civilian justice code,
p. 220 night city encounters.

The DM’s Guide is System Neutral


Or at least can be used with any game you may be running, regardless of genre. There are many useful random tables and information any Game Master usually feels are essential at the table while running. For myself, I am constantly turning to the Non-Player Characters section on page 100. Regardless of genre I am running I can always turn to this section and quickly get an NPCs personality whipped up on the spot. This makes for legitimate apprehension in the PCs. If they know the Game Master is rolling up personalities randomly they can’t get all mad at you when the last three armor smiths turned out to be sociopathic cheerful aesthetics! There are twenty tables alone on these two pages, no NPC ever has to be like the other. I don’t even use all of them. I roll randomly four or five times to get the tables I am going to roll on and then roll for results. This mix and match of character traits assures me and my players will have unique NPCs to engage with whenever this level of detail is warranted.


Here is a list of other tables which are useful at the table, no matter the genre!

p. 25, Value and Reputed Properties of Gems and Jewelry

p.12, Character Age, Aging, Disease and Death

p. 215, Appendix F: Gambling

p. 82, Effects of Alchol and Drugs

p. 53, Waterborne Adventures, excellent resource for manual and wind-driven craft!

p. 29, Description of Occupations and Professions

p. 32, Sage Fields of Study and Special Knowledge Categories

p. 36, Loyalty of Henchmen & Hirelings, Obedience and Morale

Really, you should get your own copy of this 1st edition book and mark it up for all the tables you find useful. If you are running any type of fantasy game the book becomes even doubly useful with the more fantasy specific sections and tables in the book. It is dubbed a “Special Reference Work” on the title page. I would go so far as to call it an “Essential Reference Work” for the serious Game Master as well as the fantasy codex it is.

Thursday, November 21

Back Ad Copy for Deluxe and classic USR Sword & Sorcery and Horrors Material & Magic Malignant

The primitive media operation which is Vanishing Tower Press has been busy making product ads for all the mad DIY zine and POD products Vanishing Tower Press products can currently be found.













Here is what I am using right now.

Wednesday, November 20

Santapocalypse - Holiday Themed Wargame

Is NOW released in PDF form from Peryton Publishing for the holidays. Not an overtly complicated miniature/P&P wargame, it is heavy on theme!  A commissioned piece (yes I take paying work blind, unquestioned and with enthusiasm), the publisher seems to be really pleased with the game because they really delivered on adding commissioned art for the game cover.

The rules are a minimalist distillation of my years reading and not playing hex-and-chit wargames, and my developing rpg mass combat system for Deluxe USR Sword & Sorcery.

The only components of the game will be the rules and counter sheets. If you are familiar with miniature war-gaming you will know what to do. Even so, I think you will see where I am going with a role-playing mass combat mechanic; random tables to generate unique encounters, while underneath is a simple, scale-able, playable set of rules which facilitates getting the battle completed, with interesting results, and leaves traditional role-playing unhindered.

The order of battle is, under the leadership of Santa; reindeer, toy soldiers, and toy cannon. The elves do not have leaders, but their force pool is as such; elves, elven archers, and some candy cane pickets which may or may not come into play.

No pretense of a balanced engagement being modeled here! The counter sheets don't represent a limit on force-pools, print as many as you like? The combat resolution mechanic is a contested dice roll with results being rolled on a Christmas Carnage Table. Right? Who doesn't want to roll on that?!

I designed the game basically around one result off of the Christmass Carnage Tabel; Mound of Bodies!. If this result is rolled..., well, you will have to play it to find out.














http://www.perytonpublishing.com/ 

Sunday, November 3

Daniel Hernadez Delivers!

Another artist finished their commissioned work for Deluxe USR Sword & Sorcery, Daniel Hernandez. He completed six black and white line drawings of the signature mascot for Deluxe USR Sword & Sorcery; Dor Stryker! A reaver of blood red rivers and blood red passion, she embodies the wild freedom of the Sword & Sorcery genre I have built into the game. 

Dor Stryker earning a night's pay


I should probably keep these under wraps, make folks pay for a view in my book, but I am so excited by the whole experience; searching, contacting, negotiating, and waiting for finished product, f#@%ing exiting I tell you.

Daniel Hernadez is an artist in San Diego, easy to get a hold of, and charges appropriately. You can trust him with your project. You heard it here from the tower.

Here is my current list of reliable artists for hire:

Michael Gibbons, Aos, Metal Earth; if you are a fan of black and white illustrations and want them fast then Aos is your guy. Themetalearth@gmail.com.

Jeremy Hart; monster stock art and commission work. He does solid, detailed line drawings.

and Daniel; makestuffsd@gmail.com

All DIY'ers can get some great art in your games with this bunch. It also will also prompt you to start drawing your own illustrations. You'll want to see your own stuff in your books for sure, and damn, your art budget will thank you.

Friday, October 11

Classic Traveller Combat Revealed!


I don’t know if Traveller’s combat system is considered “deadly”, but it has carried an air of complexity around it by those who have never played. I’ve had the pleasure of running six-seven sessions of Classic Traveller and I find the combat system amazingly plain, but with oft overlooked features which make it really sing!

Look at the combat turn order, nothing there any regular rpg’er hasn’t seen. The surprise mechanic is simple, and interesting. To hit is 8 or better on 2D6, and wounds are applied to your Physical attributes; Strength, Dexterity and Endurance. Range is simplified and the list of actions a character can take is boiled down into 4 actual combat actions. So where does this notion of an opaque, killer combat system for Traveller come from?

The reason Traveller combat is considered deadly and/or complex is because of at least two rules never used by regular players and referees. Rules so important it changes the whole relationship of the PCs to the game universe. They are the rule on weapon skills and the use of endurance attribute in melee.

The weapons skill rules are the most significant. Ranged combat takes on a completely different dimension when not used properly. The lack of this rule makes PCs less competent and easier to kill. On page 36 of the LBB’s is the entry Untrained Weapon Usage. “Any character using a weapon in which he or she has no training is subject to a penalty of 5 when attacking and +3 when def[i]nding (defending). While you let that sink in check out the next few sentences; “All player-characters automatically have an expertise of zero (0) in all weapons shown in this book.”

Not only does the average NPC have a 5 to their ranged weapon attack, the average PC suffers no disadvantage. A minus five swing in Traveller is a BIG deal. It makes most NPC’s the players interact with are “mooks”, adversaries which they can brush aside quickly. Add in proper use of cover and the surprise mechanics, any experienced combatants run effectively will roll gangbangers, grumpy miners, thugish dock workers, enraged bureaucrat; the PCs are designed to be Bruce Willis in Die Hard. A cut above the rest of the folks trapped in the tower. This is where you get to swing from the cable with auto rifles blasting the poorly paid and trained security guards! In a flat-footed straight out draw a PC should be Clint Eastwood to every one of those “lucky” punks out there.

My test was a poll on the Mewe Classic Traveller group and it looked like this:



Your average Traveller player and referee doesn’t play with these rules at all. This is what I mean about swinging the combat game against the PCs. They are playing the game with one arm literally tied behind their back. Unlike weapon speed in AD&D, the -5 for untrained weapon usage is an essential mechanic for the Traveller game. Remove it and the way players play Traveller significantly changes. Further, this small sampling shows most referees and players have never considered this rule and its effect on combat.

Myself, I’m stingy with zero level weapon skills for NPCs. The weapon is deadly enough. Anyone can squeeze a trigger. But who can keep their heads about them when multiple people are firing guns, at short range no less?! Pandemonium is what happens. A character trained to be cool and deliberate during fire brings your game to movie-level action. Like in Heat, and Den of Thieves. The tattooed, ipod-wearing street hood goes down in a street fight with one spray from the trained PC.

In conclusion, there are some assumptions placed on Classic Traveller which change game play away from superior PCs, and therefore the game is going to be played differently. If you implement RAW I believe you will find players enjoying the game more.


Wednesday, October 2

OSR adventure AA03 early edition is now available!

Purging Woth Nrld Oekwyn's Muddy Hole, Vanishing Tower Press' first OSR-compatible adventure module is available for purchase as a PDF.

It is a tight little work and is available in PDF form for $3.99. 

[10/13/19] Final edits complete, the PDF is clean with little or no typos now!

The set-up: 

A gasping faithful of the Grim Gauntlet, gripping bloodied mace in gashed hands, lies
wounded in the forest. They have just crawled out from their failed mission within the “Hole”. A trio of fanged-mouthed humanoids killed their party before they escaped with their life. Robid has sworn to destroy this forgotten shrine of evil. Will the PCs help?

The POD version and the PDF with internal links is most likely two weeks out. I could have the book go through another round of layout. I may for the POD version.

But for those who want to put this adventure into play now use PayPal to send payment. I'm at jay@vanishingtowerpress.com!


It is 40 pages, includes original art from myself and others, has had editing work done to it, an Appendix and a full monster "manual" of all creatures used. 

Keyed dungeon map and a "dungeon ecology" breakdown to help the DM run the dangers fully.

Feedback is encouraged. The PDF is also on DriveThruRPG if you can't wait for me to get home and email your copy, but I do take the hit on OBS's commission. 

That is about it. Perfect Bound, I don't think I can do saddle-stitched. If it is an option I will make it saddle-stitched. 



Saturday, September 7

CT: Shattered Worlds, The Siamese Syndicate, One-Shot


Need a Traveller Encounter Fast? Here is one for the harried Referee; (made using the Augmented Reality city kit!)
A New Plot for the next group of Pcs: The PC's are confronted by mysterious deaths in their concourse and are motivated to find the answer. A.C.M.W screamsheets are on the story. 
What’s going on: Rob ‘Infidel’ Castro, per orders from the Siamese Syndicate, a fixer network, is testing the “Acoustic Weapon Sensor for the Nordeast Corporation. It is being kept at a Nordeast Safehouse(???). And is triangulating a “field of death” around the Nelson Hale Block off of Cruikshank Concourse. Nordeast hopes to buy a minor nation state on the restricted planet of Port Prince Peace.
Angry Citizens Media Web, a pro-labor propaganda outlet. ACMW is trying to uncover the cause of these deaths. They have a lead on this Siamese Syndicate.
Local Conflict: Castro is experiencing TREACHERY. The Angry Citizens Media Web possibly infiltrated the Siames Syndicate fixer network and are trying to uncover the Accoustic Weapon Sensor tests which are killing their friends and neighbors.
Fixer Network "Boss":
Shaven head, wears grey suit, bulky, and sombre. He is obsessed with "zone" dancing in public places. Secretly employed by the Huron corporation, follows their instructions acting as a Siamese Syndicte diploment.
Area Event: Development/Investment leading to Rapidly Escilating Fatalities from the McGuffin.
McGuffin: Accoustic Weapon Sensor is causing the fatalities.
Where is this all located? Vanders Colony Dome 1, Cruikshank Concourse, Nelson Hale Building, as well as the Bio-sculpt sex studio Aztechnology, in ARchLuxury Apartments building complex.
Nelson Hale is mostly 2’s and 4’s (apartment type), pumped of course.
Current Events; Oil spill on Cruikshank has caused an Agit-Pop Flash Demonstration led by the Copy Catz. Ad-Lib is looking for “Infidel” Castro. He thinks he might know something about what’s going on.
NPC Names: Bashar Ad-Lib; ACMW Reporter,
Boris Yelpin’; Ad-Lib’s camerman
Dilemmas Dangers, Gang Leader of Copy Catz
Wes Dekine, Siamese Syndicate Boss
Dot Avi, Siamese Syndicate Boss
Salted Hashbrowns, Nordeasat Corp. Scientist
Uetake Kunio, Nordeast Corp. Agent
Greto Giles; Nelson Hale Urchin
Tarzan Lopez; Cruikshank Concourse scavanger
Opening Sounds: Police band radio, “Attention mobile unit. Confidential informant advises possible facilitation. Sending Threat-Let. Suspect cover is Wes Dekine, uploading profile dump, no further information. Please respond.”
Gang in the neighborhood: The Copy Catz, composed of 24d10 members led by an adult, . They fight with mixed weapons and their tactics tend towards assault and flank. The gang's primary reason for being is Political (Conservative); they love gambling and HATE daylight! The gang's symbol is two cat skulls facing each other. Gang memebers tend to wear yellow/gold attire. They usually have music from the latest Agit-Band. When first encountered, their initial reaction will be hostile, watch and wait for attack of opportunity. You encounter 3 members hanging out on a corner.
The Gang: Dilemmas Dangers (leader), C8A6B7, light auto, not skilled.
Gangmember Stats; 777773,
Hot Swap, Mad Dog, Booker Numbers, Bad Hayes, Gay Nava, Commodore 69, Computer-1.
Then there are 120 more soldiers of the line which need calling up from Cruikshank neighborhood.
Random Encounters:

Encounter 1 (Pest Control)

Blood-Matted Fitz-Trap, a dangerous predator found on the Skalvil wastes. 4HP, Bite (1d6). What the frak is it doing in the dome? A Copy Catz foolishly brought one back after field trials of the A.W.S. His body is nearby. What do the Copy Catz have to do with wild animals?

Encounter 2 (Hot Cyber Goods)

Urchin Greto Giles14 DEX, 4HP, Knife (d6). She is leading a Scavenger Tarzan Lopez 2HP, Taser (d8 stun damage) to try and sell their cybermodem. Essential part to the AWS. Copy Catz, on Infidel’s orders, are tracking them down. The pair look nervous. As if they know what they have is hot, dangerous goods.

Encounter 3 (Residents pleading for help)

Body Pit: Copy Catz members are disposing of jellied bodies in the Nelson Hale Block.

Encounter 4 (Hot and ready to rock)

Eviction Squad: Roll random reaction to see how it goes down. 1d10+SS+Int=stand down #. They are juiced and ready to pop!

Encounter 5 (Breaking & Entering) Exploitable for entry; Samuel Gompers Building.

Working for Needful to dispense street hygene. Security techs to silence the persistent alarm. These are possible angles to get access into the building. Needful Hygiene Dispensers: You will be deployed to a building lobby or reception area, and sometimes you'll operate in the street, where you will remain for the duration of the gig. You will be supplied with a paper coverall, nitrile gloves and a 20L back-mounted tank full of hand sanitiser, or other germicidal, dispensed by trigger pump to hygiene conscious citizens. You may leave your patch once you've run out of gel. Pay is docked per 500ml remaining at the end of your shift. The tank must be returned in good condition, but the gloves and coverall are yours to keep.

Encounter 6 (News scoop!)
Angry Citizens Media Web (ACMW link-95)reporter Bashar Ad-Lib and his camera man is onto the story. He wants to try and find the source and is looking for people handy with sensor equipment and electronic counter-measures to do some triangulation.
What is happening at ARchLuxury Apartments, 10 floors, malfunctioning alarm, a crime scene, the building looks gothic, pristine. Remote Assistants grant access. Eyeball recognition. The whole thing is encased in plastic siding.



Friday, September 6

OSR XP Awards Expanded

The conceit of XP for gold in Dungeons & Dragons is to incentivize adventuring. To face unknown peril in the hopes of in-game rewards. And since then DMs and PCs have argued for and have given XP for behavior outside of wealth accumulation. A great example of this mechanic is found in TSR’s Marvel Super Heroes. The game incentivizes heroic action by awarding “Karma” points. The spending of Karma point values by the PC is then used to turn in-game failures into successes for the hero. Do more heroic stuff during the game and your PC continues to enhance their ability to successfully pull off heroic stuff! Play it safe (and decidedly non-heroic) and the PC will not have a means to pull the proverbial fat out of the fire when the stakes are nigh insurmountable.



And there I have let the XP for gold standard lay. The end-all and be-all means of OSR-character advancement, while expanded means of character advancement I accepted in any other game as well as the conceit implied. I mean, I never had reason to change OSR experience awards. Sure it forced me to become oblivious to standard economic reality in my fantasy settings, and what it would require for in-game financial management, let alone where are the staggering tall stacks of cash being kept! But I was young, impressionable and really didn’t care. My sandbox DM hands were kept out of meddling with value judgments and in-game awards outside of the prescribed method.


But now I am older and game time is not had everyday. It is three times a month or less. Me and my players will be long dead before multiple campaign worlds will be played out and characters risen to heroic, high fantastic deeds if I kept XP count strictly on coin. Besides, my interest in player motivation and player-driven goals leads to no other conclusion than XP awards for goals, activities and actions.

My current OSR campaign, the Dying Earth of Rom’Myr, started as a genre-enforcing thought experiment by restricting PC class. Basically house-ruling the character creation rules to suit the game worlds genre. Without diving into too much detail, here is the long and short of it. Decidedly pulp-flavored fantasy the default class is Thief. Good attributes qualify the budding PC for any of the other six character classes available. But restricting character class wasn’t going to get my desire across. That of incentivizing PC play inline with genre tropes typical of the literature.

For this task I had to offer up XP awards for actions and behaviors. For example, I wanted the PCs to take a look at some great indie-OSR product as well as take faction affiliation more seriously. Therefore I offered 250 points for a god from the Petty-Gods compendium at character creation. Completing “jobs” for Patrons gave more XP than just their financial award. Achieving party-agreed upon goals generated XP awards, causing story-appropriate reactions and results gained XP, engaging with the campaign world’s people and places gains XP.

How these XP’s are rated and distributed has been an ongoing experiment, really just giving out group XP rewards for great game play. Here is a good example of my evolving thought on these XP awards. The PCs placed a modest wager on a racing long shot. They then involved themselves mightily in the races intrigue and double-dealing to orchestrate a win! Against all odds the PCs slapped their marker down at the betting window, achieving an 8,000 dollar win! Except the poor never win in Rom’Myr. Just like the real world, when the powers that be are denied they call foul and cancel the payout! No gold, no XP. I did not like this, not one bit. So the crown and cathedral confiscated the “fairly” won spoils. Why do the PCs get no XP? The players themselves achieved an amazing in-game feat, one worthy of cataloging in any dying earth tale. So I gave the party the 8,000 XP.

Look, I want my players to succeed. That is why I don’t fudge to-hit and damage rolls. It makes those miraculous rolls, those narrow odds achieved, really memorable. I also don’t want them to toil endlessly for thousands of coin to achieve heroic stature and reputation. The geometric expansion of XP totals forces me to litter the game world with ridiculous treasure caches otherwise. Screw that noise. Specifically, cash and gems generates instant XP. Items of value must be converted into cash before XP is awarded. Pulling off risky actions typical of the genre grants individual awards. Now I am rewarded by having good players. Players who “do stuff”. They most likely would play in-character even without artificial XP awards. But sometimes they want to play it safe, drift away from trouble and take the road more traveled to save their hides. Turning up the possible XP available makes ignoring new, dangerous hooks and threads just that more harder. That the call to adventure, and its awards, can be found in completing well known tropes and attitudes. I think rewarding the PCs for completing goals agreed upon by the party the most satisfying of all. This “rapid” advancement drives the game with a fast pace, the other great ingredient marking a good game. This idea of additional XP awards driving pace is something for another blog post itself. Suffice to say, reward your PCs for doing stuff. Not just with coin and magic. But with meaningful XP awards.

Gambling Mechanic for your Online OSR Game

A great roadside attraction thrills your fantasy players. The promise of unexpected boons and banes from carnival games is a thrill not unlike gambling. Most tavern encounters and back-alley interactions are spiced up with an odd game of chance or ridiculous custom being played out. In a FTF game going “all-in” with a game of cash poker can be done in real time if the DM and PCs agree. While not necessary, the “game-within-a-game” has not uncommon interest for your average gamer. Just like a mass combat encounter where the DM and players through down miniture armies and work out the fight with a table-top wargame, so to can gambling games be so straightforwardly delivered.

Image result for fantasy tavern characters

Not so online. The DM can’t whip out a deck of cards and start dealing, all the while laying out house-rules. Falling back on the hobby’s early improvisational roots, you can roll out both use real gambling games to play for a winner. Online, not so much.

Besides the physical barrier to play, if some PCs are in to gaming while others want to move on to other goals this can cause disruption in play for everyone if the games of chance take too long. I therefore conjured up a quick way to resolve exotic card games while retaining a reusable mechanic which gives the thrill of hitting a payout!

For my occasion I came up with a poker game called “Dragon Master”, and resolved it thusly; any PC who wants to play a hand must put up an ante. This is added with all other antes to give the starting “pot”. The DM decides how many additional players are so the number is correct. Now each PC must Save vs. Poison to get a playable hand, a hand worth betting on. If not then the PC looses their ante and must wait for another round to play. The NPC’s the players are gambling against never roll for a playable hand. This set up is completely player-facing. If only one PC is gaming against others than rolling for a playable hand is straight forward. Roll your Poison Save till you succeed. Pay the amount of antes equal to the number of hands you were “dealt” before you stayed in.

Now the PCs declare their wagers and roll to win. This is resolved with an attribute roll. The PCs are free to choose from Intelligence, Wisdom or Charisma. Both the DM and any active PC players roll a d20. Winner is the highest number without going over their chosen attribute. Rolling over your attribute represents folding, losing in a showdown, however the PCs and DM want to role play the encounter. There is nothing in the way for any amount of role play PCs want to do because the final dice roll always gives you the winner.

I give my PCs xp for every bit of cash they win, even if they loose it all in following hands. Nothing sharpens a card player like taking a few beatings along the way! The improving saving throw with character advancement complements the idea of a more experienced traveler and adventurer getting mre playable hands. Face it, good card players are more than likely to have had a wide variety of wordly experiences, and PC level is a good representation of this in game terms. The d20 throw against attribute counts both the edge a character may have with high numbers while at the same time these flat rolls can also throw surprises!

So, to recap;

1. Place your ante.
2. Roll save versus poison to continue, or loose ante.
3. A saved ante now must be wagered on, PCs still in declare their wagers.
4. Roll d20. Highest number without going over attribute wins.
5. Repeat.