Monday, February 23, 2015
You Should GM: DM Roundtable
Labels:
advertising others' work,
DnD,
RPG industry,
You Should GM
Friday, February 20, 2015
Tom Braider
There'll be mild spoilers ahead, so be wary of those.
For those of you who don't know, this is a reboot of the franchise in which an archaeological expedition hits some foul weather and shipwrecks on an abandoned island in its best Lost impression. Lara Croft — a mere stripling of an archaeologist, and not the action protagonist treasure-seeker of previous games — is separated from the group. After almost dying several times, she manages to find the others and uncover the secrets of the island.
Despite the more-or-less linear gameplay, they manage to make a neat little island hexcrawl with all the hallmarks of D&D. Resource management isn't actually a thing, but one of the first objectives is to find food, and ammunition is always threatening to run out, even though it never truly does. You don't actually risk starvation, but hunting and foraging are core mechanics. As befits a game called Tomb Raider, the island is pock-marked by numerous small tombs, and tons of relics dot the island.
Plus, there are (admittedly simplistic) factions. The main secret of the isle revolves around the worship of the so-called "Sun Queen," and the two groups are mildly antagonistic to each other despite both being her cultists. (On more than one occasion, the appearance of one group distracts the other, allowing you to escape certain doom.) On the one hand, you have legions of the Sun Queen's undying samurai, and on the other, you have a cult of shipwreck survivors who believe the Sun Queen will allow them to escape if they can provide her spiritual essence with a new vessel to inhabit.
It's not quite The Isle of Dread, but I would love to run an island hexcrawl of this nature. Instead of idols and gems and gold, treasure tends to be food and whatever you can scavenge to craft the things you need to survive. (How often do the crafting rules get game time, anyway?) And in the meantime, you can have all the D&D weirdness of exploration, magic, secrets, and tombs.
It's not quite The Isle of Dread, but I would love to run an island hexcrawl of this nature. Instead of idols and gems and gold, treasure tends to be food and whatever you can scavenge to craft the things you need to survive. (How often do the crafting rules get game time, anyway?) And in the meantime, you can have all the D&D weirdness of exploration, magic, secrets, and tombs.
Monday, February 2, 2015
Tower of the Stargazer for 5e
So, here are Tower of the Stargazer 5e conversion notes.
I used a gold treasure standard, but you're of course free to do as you'd like.
Incidentally, it went about as well as one might expect — the thief fell victim to one of the mirrors, and then wandered off by himself to steal the golden thread, which went about as well as one would expect. The other three PCs survived, gained the thread, and profited from his fatal mistake.
Subscribe to:
Posts (Atom)