Friday, January 23, 2015

1d10 Random Villages

Go straight to the entries: 1d10 Random Villages

Some of my associates are planning a round-robin D&D 5e game, and an entry I placed on a random encounter table is "A small village of 30+3d10, nestled in the woods."  Although I have some village building resources, it's always helpful to prepare ahead of time so you don't have to pause the game to generate a village.

So, I made ten of them.  Since that means that anywhere from 0 to 10 results might not get used, someone ought to find some use for them, right?  Why not these fine readers?

Stats are exceedingly minimal, but assume 5e.  (If it matters, the Religion check in entries #2 and #5 should be whatever would reflect an exceedingly difficult check regarding an obscure religion.  In entry #9, the deity should be any Lawful Good deity, and you can change the dragonborn paladin to a human paladin with no particular trouble.  If you don't use paladins, just use a cleric or a religious fighter.  Likewise, if you don't use sorcerers, assume the sorcerer in #9 is a magic-user.)

So, without further ado, 1d10 Random Villages.

Friday, January 2, 2015

The Obligatory Update: 2015 Edition

Sadly, not a whole lot happening on the gaming front.  (At least, not anything truly blog-worthy.)

I'm still running that Dungeon World game.  I don't have much DIY stuff for it, though, because the PCs' responses to most things are Hack and Slash and Volley (usually with intensely graphic descriptions).  They are exceedingly efficient at murdering Scandshar.  I have a couple of extra monsters and magic items, but those will likely stay under wraps for now.  (Although, if you missed The Wendigo compendium class, there's that.)

It looks like Nicole and I are about to play a spot of D&D 5e.  I already have a sorcerer in mind; I don't know what she'll play.

Spelljammer has returned to my headspace and still won't let go after a year and a half; it now comes complete with a character creation document (still in progress, of course).

The current plan is to run A Single, Small Cut and Death Frost Doom at Madicon this year, as a sequel to the Death Love Doom run from two years ago.

A friend of mine wants me to run Rifts, which would require me to read any Palladium book; I have several, but I've never had cause to read them.  I suppose this is just cause.

The Carcosa megadungeon continues to lay fallow.  I think my New Years' resolution should be to get that underway.

I have been playing more video games, however.  I'm currently absorbing Dragon Age: Origins, Dragon Age II, and D&D: Daggerdale.  As I'll likely be playing Dark Souls next, I clearly only play video games that start with "D" anymore.  I think that's why Spelljammer has returned to my headspace; fantasy immersion brings me back to AD&D.  (Plus it helps that Dragon Age is a little sandbox-y, as that's completely what I want for Spelljammer.)

Thursday, November 27, 2014

Happy Thanksgiving from the Wendigo!

In honor of Thanksgiving in the United States, I offer you a Compendium Class for Dungeon World: The Wendigo!  Based on the D&D 4e monster of the same name (detailed in the Demonomicon), the wendigo is a demon that possesses people who become cannibals.  Willing cannibals can channel the power of the demon such that they retain control of their faculties.

It's my first Compendium Class, so feedback is welcome.

So, without further ado, The Wendigo!

Wednesday, November 19, 2014

Review: Dungeon World

This is probably a little less structured than my other reviews, more properly being "rambled thoughts on Dungeon World," but there you have it.  (The fact that I haven't blogged in two months likely contributes.)

For those not in the know, I have been running a Dungeon World campaign every two weeks for two months; today is session number six.  Having had a few weeks to ruminate on the subject, I've started forming some thoughts on the game.

(Also, if you're interested, you can read the whole thing online.  So you can easily take it for a test drive before purchasing.)

Dungeon World hits a lot of notes I enjoy in gaming.  I enjoy quick task resolution, modular complexity, and modular character ability, and Dungeon World has all those in spades.  Roll 2d6, add your modifier, and compare against a set range of numbers.  Boom, task resolved.  Likewise, you can easily hack it, so it can be as rules-heavy or as rules-lite as you'd like.  Finally, since it's heavily narrative, you can be as gritty or as high fantasy as you'd like with it — maybe each attack roll kills hordes of mooks, or maybe each roll represents a single, desperate struggle against one guy.  It's your call, really.

Coming from a variety of wide-open, traditional RPGs, though, the prescriptive basic/advanced move list is a little different, at least at first.  (I personally prefer the simpler task resolution in World of Dungeons.)  Beginning GMs will likely spend time trying to delineate whether a given action falls under a given type of move; it's a small learning curve, but a notable learning curve nonetheless.  Likewise, it's not as granular as many traditional RPGs.  It can handle the mapping and resource management tasks of classic D&D, as well as that Oregon Trail feel, but it certainly doesn't do it in quite as structured a way — if you're expecting to map a dungeon 120' every ten minutes, this is going to be quite different.  (You're probably just going to manage a rough sketch in vague, narrative time.)

Likewise, it does narrative combat rather than tactical combat.  Since I started with World of Darkness, narrative combat is old hat to me, but it's still a very different animal than D&D's regimented combat system; even classic D&D's abstract combat requires a certain amount of tactical acumen (unsurprising, given D&D's wargaming pedigree).

Overall, Dungeon World is very good at providing a quick, action-movie feel to the somewhat staid world of fantasy role-playing games, but lacks the granular rules that sometimes add a little panache to the affair.  It won't handle resource management and dungeon mapping in a way to which you're accustomed, but that might suit your needs.

For me, I'll certainly use it sometimes — it's great for beginning groups, particularly since it's a little forgiving in terms of combat, and the fast resolution mechanics mean it's also great for one shots — but sometimes I want that complexity to give the rules a little more shape.  Additionally, the emphasis on narrative and intraparty relations does not suit every game, although it certainly covers a wide variety of them.

Monday, September 15, 2014

The Sorrowfell Plains

I finally made a Hexographer map of the Sorrowfell Plains, the main campaign setting for my Crux of Eternity game.  I haven't yet put the roads on it, but it otherwise includes all locations noted in Crux of Eternity or any of the associated one-shots.

There are, of course, towns, villages, and geographic features not yet noted on the map; they'll get added as they become important.

Bread and Circuses players take note; this is where you live, too.  Scandshar is right in the middle.

And yes, you grognards, one hex is six miles across.  Geographic features are written in Dominican font; settlements are written in Village font (or you can download it from this The Prisoner fansite).

Click to enlarge.

Friday, September 12, 2014

Dwimmermount: the Dwimmermountening

As of a week ago, our long national nightmare is over:

There are still some bits and bobs coming, but the bulk of the thing actually exists and is in the world.

Wednesday, September 10, 2014

Dungeon World: Bread and Circuses

Running the first actual session of my new Dungeon World game tonight, so we'll see how that goes.  The characters are all enslaved gladiators.  We did character creation last week, with the following results:

Ashraf Scarscale, The Battlemaster

Evil kobold battlemaster

Croitus, The Necromancer

Evil alligator-man necromancer

Dhavita, The Medic (picture updated 9/14/2014, 5:41 PM)

Good dhampir medic.

Nobody, The Barbarian (picture updated 9/14/2014, 10:45 PM)

Chaotic eladrin barbarian

Resh Burntscale, The Skirmisher

Neutral kobold skirmisher
Southie, The Brute

Chaotic dwarf brute
That's the setup — we'll see how it goes!

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