Copies landed on my doorstep today! Here are photos of the actual product, cover, interior pages, etc.
Contact Information:
Thursday, October 13
Thursday, November 5
Can there be too many charts? No!
My latest call-in on the Vanishing Tower Podcast posed two questions. For those specific questions you can hear them at the front of the blog recording. Here are my answers, which I putting up.
The description of the game session watched was a less than optimal use of tables in a Dungeons & Dragons Game. The reasons why it is a poor use of a table are apparent, numerous and generally understood. So, I won’t dwell on that here. I have used a campsite set of charts in the OSR game I run. It was stuff from Wormskin zine. The PCs were deciding whether to travel in the wrong direction and take refuge at a village for the night or continue and hope for a suitable camp site in rough, rainy terrain. All for 50 men. They chose to move on and look for a suitable campsite. I rolled on a chart for this from the zine and told them what they found for use later.
Notice I am not rolling to determine whether they have found a spot to camp. I’m rolling for what kind of campsite did they find. Finding the camp site and firewood is a forgone conclusion. I have decent charts which provide something I can use for descriptions and random encounters. If it does not, I shouldn’t be using it. And the roll, most importantly, will inform me if an interesting encounter happens in the night or is it dawn and time to get moving. I hope the tactile details I provided were enjoyable enough they pin the location for later use, but that is just icing on the cake if it occurs. We all did just add something to the campaign world, a camp site, all because the players made a choice and acted on the choice and details of possible results has been anticipated by the DM. So, whether on a table or from a block of text the information I'm throwing out there is in concourse with the game. It has a reason for being and is not wasting the player’s time.
As For the follow up question, no, there cannot be too many
charts. Here is my thinking on this, the game designer included the tables and
charts they believe should be used with the game. If I’m having trouble and
frustrations with the amount of charts I need to reference, and I’ve given a
good faith try in learning/running the system, then it isn’t a good fit for me
as a DM. There is nothing inherently wrong with the game, I tried RoleMaster
back in the day, but it was a backward fit for what I do at the table. But
there were many other players who used it and enjoyed the game. They were able
to use the tables in a learned way to make their play create what they were
after.
Thursday, September 10
Is the Cleric spell Protection from Evil too powerful?
This question, one of many from Mark, regular gamer and commentator on all things Vanishing Tower (VTP), is definitely an issue I put in the undecided box. And is a spell, much like Read Magic, which I struggle with cap-stoning with a definite and unequivocal opinion. The tendency for myself and players is towards specificity. The nebulous definition of “Evil” in a variety of fantasy relevant context is rendered more apprehensible with hard walls. Hard and fast definitions. “Elves are good, Orcs are evil.” Black is back and white is just alright with me, just alriiiight, oh yeaaah.
But my game world, my fantasy campaigns tend to begin with
the question, or nature, of evil relatively unanswered. Outside of societal norms
defining moral and its opposite, evil, the nature of a roleplaying game is to
have these big questions answered in play. And so is why everyone wants to know
the answer to these type of questions before play, or when they come up.
So my answer is the bullshit one, it depends. What is
the right call at the moment? Everything in a roleplaying game is case and or
context dependent. Some one has to decide what is or isn’t evil in the game
world and that job ultimately ends in the DM’s lap. My best efforts have come
to a couple of “best practices” I’ve adopted for myself. Have the player define
what their god considers good and evil. Accept it and incorporate their ideas
into the pantheon developing. And when I say accept it I don’t mean make it all
true. Just be super-mindful of it and you can be prepared for when you have
something they believe their spell would protect them, and it doesn’t! If they
really start to push on it sucking ask them if they have considered their god
may not be correct in all things? Maybe their god is fucking with them? Maybe
their god lied about this subject? It makes sense to attack, or frame, the PfE
spell with less specificity on the front end because it preserves the
fascinating feature of emergent play.
Saturday, May 30
2019 in Review
Sunday, March 15
DFD Hits the Table
Stocked with bear traps, hunting weapons like spears and bows. It is indeed a good spot to defend from. The rooms are quickly tossed and a trap door is found in the floor of the Great Room. There is also a thick book. It is pages on pages of names. They change over time, in fact the sweep of names covers thousands of years! The earliest names are in a language unknown. Not till the end of the book, representing the last two hundred years or so, are they comprehensible. These contemporary names continue until the last three pages where there are no signatures. Only row upon row of a bloody fingerprint. The blood now long dried these last few pages appear as some gory stamp book.
Saturday, March 14
Perhaps a session report on the eve of a Feast of Blood
Thursday, March 5
Random City Folk for your Fantasy Streets
Thursday, January 23
Patrick Stuart's Sky-Stone-River Place
My Rom'Myr Dying Earth campaign was built around this adventure module as the start location. Firstly, because I think the adventure is hella-cool. I knew I wanted to run it as soon as I skimmed the plain text doc. The other is because my OSR Homebrew setting used the Thief class as the base character class. If you don't qualify for any of the other six classes you are a thief. And with thieves having a high Climb Walls ability, the only ability they can really exercise with some assurance of success, is a perfect match for the dungeon's interior environment.
The campaign has moved on from the starting location, obviously, in the last year and a half, but before more daylight appears between that glorious opening and the current campaign's direction I would like to honor this original freebie with my own illustration of the water-warped temple.
Sunday, January 12
Death in Rom'Myr
Tuesday, December 10
My Rom'Myr Campaign
Wednesday, October 2
OSR adventure AA03 early edition is now available!
[10/13/19] Final edits complete, the PDF is clean with little or no typos now!
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.