Wednesday, July 14, 2021

Update!

 I have been busy as shit with work, running two games, and playing in a game.  Oh, I have also been working on some content.  Last post I mentioned Patreon, but after adjusting to my new post covid life, I am giving that a hardy "fuck that" for now.  I just do not have the time to produce content I would be happy with at the time, and I wouldn't want to charge for something I wasn't happy with.  Maybe down the road I will if and when this grows, but getting back into a structured life has been harder than I thought.

Shifting gears, a new 5e book is being announced Friday, and as far as I can tell it should be a classic setting.  I am hoping for Dragonlance or Greyhawk.  Spelljammer is a close second.  I will be following the DnD live event closely this weekend, so look for more posts.  

Finally, I have been staying away from the blog in part because I had some pretty strong feelings about the rise and fall of TSR3, and I didn't really want to add to that mess with my little corner of the world.  If you have no idea what I am talking about, good for you, if you do, I am glad it is over.  I have my thoughts on it and I am sure that I don't need to bring those here.  I will say that it reinforced me wanting to interact in some way with the gaming community, because being out of touch is a bad look for anyone, and being an asshole about being out of touch is even worse.  

Keep your eyes peeled for a My Appendix N post in the next day (hopefully) or so, and some reactions and thoughts about DnD Live this weekend.  

Wednesday, June 16, 2021

Raido Silence

 I have been absolutely slammed so far this month, so sorry for the silence.  I am toying with the idea of putting random tables on a Patreon, and I have one launched but haven't added any content yet.  I was thinking of compiling them into a zine originally, but I think that I want to go the Patreon route for now.  Maybe.  We will see.  Feedback is much appreciated.

Other than that, nothing is new minus me returning to work full time (boo), and now running two long term 5e campaigns.  Stay tuned for more.



Thursday, May 27, 2021

Thoughts on Van Richten's Guide

     So, I got the newest 5e setting book Tuesday, and have had enough time to digest it, and watch and read what some others have said about the book.  This isn't a review.  I want to be clear about that coming in.  Not a review, but just my thoughts more on reactions to the book that I keep hearing from people old like myself, and older.  

    The book isn't bad at all.  It does what I wanted it to do, and that is give ideas, some light lore, and sets a tone for Ravenloft and broad concepts of horror genres.  What more do you want?

    I get it, I have been complaining about WotC for decades now.  It has become as much a part of the hobby for me as painting miniatures.  However, most of it is just bitching and complaining for the sake of bitching and complaining.  After talking to people I know, and suffering through YouTubers complaining, I felt compelled to say something.  Here it goes.

    First, and most importantly, don't say the new book isn't "proper horror" or "horror for kids."  Especially don't do this if you cannot give a single example of what proper horror is.  Ravenloft is, and has been  a very Hammer Horror inspired style.  This works well, especially since the cleric class was heavily inspired by a certain character right out of Hammer films who hunted vampires, but his name escapes me.  At least, that is according to Gary Gygax, but my tongue is in my cheek, and I digress.

    Second, stop complaining about the use of end pages instead of making the books look like a shitty textbook by throwing tables on them.  It really shouldn't be that big of a deal.  If you want access to tables, use a DM screen like a normal person.  If I hear another Gen X'er complain about something so insignificant on their channel, I will probably spend even less time on YouTube.  No, Dungeons and Dragons didn't go to total shit because the inside cover doesn't look like a Wal-Mart notebook now.  

    My final point, and the most important, is about the whole "keep your politics out of my game thing.  Nothing at all has changed about the Vistani to take from your game.  If it has, then your game was filled with ethnic stereotypes.  The only real difference, is that a certain word that is often seen as a slur, isn't included in the content covering them.  If you don't follow what I am saying, then you cannot make fun of diversity training anymore, because you are the reason we have it in the corporate world now.  

    That is all I really have to say about it.  I think the book is fairly good overall, and there are probably hundreds of reviews of it on the internet, so I didn't feel like I would contribute much.  I do not know if it was the week I had, or the people I talked to, but I felt like I needed to develop this thought.  Toxic fandoms are the worst. 

    As always, I wasn't paid by WotC, although I wish I were, to write this.  The ideas are purely my own, along with any and all typos and displays of good old fashioned shitty grammar.  

Saturday, May 15, 2021

Review: Glimmering Crypt of the Ioun King



 I have been meaning to get to this, but I have returned to work full time, and haven't had as much time as I would like to dedicate to this.  Let me just start off by saying that Levi Combs, and Planet X in general, are putting out some of the best content for 5e right now.  It all fits well into any 5e campaign, and will make your games weird as hell, basically gonzo gaming.  The real benefit for this for me, is I tend to run games in established settings, and all of this content is a great way to break up the feel of the campaign for a short time, and is a great pallet cleanser for me as a DM, and my players.

Obviously, this is set in the Underdark, or whatever servers as the Underdark in your game.  I personally feel that this is a perfect adventure as far as going underground goes.  The descriptions of the locales are unique, there is a heavy alien feel, and it is extremely dangerous.  One of my favorite places to set adventures is underground, and sometimes it can get a little repetitive.  This adventure gives off a heavy feeling of isolation inside of an already isolated world, so it really enhances the setting.  One other thing that I want to add about this, is that this would perfectly fit as a short trip underground, and would be really effective in a campaign that takes place on the surface.  It is open ended enough to where you can use it in either, and that is exactly what I want in adventures.


As far as the plot goes, I do not want to give up spoilers, but I will say that this brings a very flavored old school feeling adventure that could easily be dropped into any setting, and not feel forced.  I am planning on running this in the Forgotten Realms and Eberron, and I don't feel like any major reskinning would be needed.  I really can't say that about a lot of adventures, particularly thrid party ones.  This is generic enough without feeling... well, generic.  Replayability for an adventure is huge for me, and this has it.  It also has monsters that fit well into 5e, and seem well thought out for monsters.  I want to be honest, sometimes I feel like third party monster stat blocks are my least favorite part of TTRPGs, but I can't say that here.  I do not really want to dig more into the plot, but a lot can be gathered from the title alone.  

Overall, I cannot really think of any downsides to this adventure.  Everything from the art, to the inside covers, and the content of the adventure make this stand out.  While I haven't had a chance to run this yet, I have been dropping bits and bobs of the Phylactery into my games, and I am sure this will be as well received and memorable to the sessions as that content was.  





Wednesday, May 5, 2021

Random Table

 I have been making some random 1d6 tables to compile into a publication, and some are foods you would find in locations.  I have decided that I do not want to use these in the collection, so I am boing to periodically post some here.  Feel free to use them if you like, they should be suitable for any fantasy style TTRPG.  Layout was done on The Homebrewery, and you can find it here.  



Monday, May 3, 2021

Return of the Blog...

 Holy smokes, I have been busy.  I returned to work like the before times, turned 41 (yikes), and have fallen into more of a routine than I have in a little over a year.  I have been absent from the World Wide Web, and it has been two weeks since I spammed any social media about how they should check out my blog (if they are into that kind of thing). 

I have also been slowly working on some content, and I have decided that I am going to do some small dungeons that will go up on DriveThruRpg.  I have a few I have ran in some sessions that I think would work well with 5e, and I am working on some other things as well.  Since I am suddenly busy, it will take some time.

I also am going to be reviewing more stuff.  My ZineQuest pickups have been coming in, as well as a few other things, and most of if is stuff I feel like people should be buying.  Third party creators are absolutely killing it right now, and I hope to join your ranks soon.  


Wednesday, April 21, 2021

Zine Quest Review: The House of the Hollow


 Okay, so I am a fan of third party publishing, and Zine Quest is right up my alley.  I want to use this as a space to review some of the things I picked up this year, in no particular order, and first up is The House of the Hollow by Dylan Mangini.  This is an adventure for Mörk Borg, which I should add is hands down one of my favorite systems.

I want to start of by saying that this is a very well done, straight forward adventure. I do want to disclose that I have not used it for the intended system yet, but I did adapt it for a 5e session, and it worked wonderfully.  You could realistically adapt this easily for basically any system, which is a huge plus.  I also want to say that while I haven't had a chance to run this in Mörk Borg, I really like the overall feel of it for the system, and I feel like this would be a great place to start with that system for someone interested in it, but a little hesitant because they want a good place to start.  


The adventure is so straight forward, I don't want to expand on it too much here, because of spoilers.  I will
 say at times it reminded me of a better version of the 5e Death House from Curse of Strahd. There are also plenty of tables, which is something I love, and something that I love about Mörk Borg as a system.  The adventure hooks are also well done, and open, but not generic.  I will say that this was very easy to just throw into a game and have it feel completely organic.  I used this in an Eberron game, and it didn't miss a beat, and to be honest, all I did was reskin some names, and I had to do little prep at all outside of reading through the adventure.

The use of artwork is decent, for what it is, because I have seen things in the past that came off as way too "clip-arty".  I did not get that feel here, and the look of the book works well for the system, and feels like a finished product, which I will admit is significantly harder to pull off than it looks.  The print quality, especially for the two pamphlet size inserts is good too.  

Overall, this was a good pick up.  I am not familiar with Dylan Mangini, or what he has done in the past, but this is something I would strongly recommend.  I couldn't really find a downside to this at all, the length is perfect, the adventure is clear and not generic, and it is highly adaptable to other systems.  The PDF is also only four dollars, but I would definitely go for the book for ten (since I already did).


Here is a link for the product, if you are interested:

https://www.drivethrurpg.com/product/348976/The-House-of-the-Hollow-compatible-with-MORK-BORG


Friday, April 16, 2021

New logo! Upcoming projects!

 

I have been thinking about different options for a logo for things I will be publishing in the future, and I settled on this.  I am pretty happy with how it turned out, and I feel like it captures the vibe I am going for.  Saying that, I am working on some material now, which is a system agnostic d6 table for dungeon crawling RPGs.  Since this will be my first actual release, I think that I want to take my time and possibly launch it during next year's Zine Quest on Kickstarter.  In the meantime, I am slowly working on some adventures that will most likely be coming to DM's Guild.  Thanks for the support so far, I have grown this significantly more than I expected since I launched it in January.  


Sunday, April 11, 2021

My Appendix N: The Wizards

The 1977 animation The Wizards has some of the best visuals I have seen that really embrace a great sword and sorcery type aesthetic.  While the point of the movie is a little heavy handed, it is still a very underrated movie.  As far as inspiration for an RPG goes, it is basically gold, especially if you want to run a post apocalyptic campaign.  This movie is definitely 
atmospheric.  

This movie is a great inspiration for my Eberron world.  The way war is presented in the movie is a great way to look at how technology, magic, and the past interact.  The character Necron 99 is an actual NPC/villian warforged in a campaign I am running right now.  I will admit that I have difficulty breaking outside of clichés when coming up with a plot or a session, which I think everyone who runs games does.  This is of course why Appendix N is important, but more importantly, is that drawing and combining on the familiar helps to keep your game feeling immersive and not as boring.  

Personally, playing over Zoom the last year has really had me thinking about how important influences are for my games, because games over Zoom are boring.  At first, there wasn't as much of an issue when it felt new early in the pandemic, but a year later, myself and some players are really starting to feel the lag.  The best way to combat that, is to make games interesting, and the easiest and best way (in my opinion) to do that is to draw inspiration (i.e. rip off) ideas from where ever you can.  I touched on this early in this blog, but I want to revisit it again after rewatching this film this past Friday.

If you haven't seen this movie, I encourage you to.  It definitely has a Dungeon Crawl Classics Wizard Van vibe to it, and since it came out in the era of early D&D, I feel like this movie has a solid place in required viewing for any GM or fan of the genre and hobby.  

Finally, this movie has a weird as hell vibe to it, and I think weird is always a good thing in RPGs.  Even if you don't use it often, totally gonzo feeling elements have their place in almost any campaign.    


Wednesday, March 31, 2021

Critical Damage in 5e

 Underperforming critical hits are a total bummer as a player.  It seems like damage from critical hits isn't across the board uniform, like most things in TTRPGs, but rolling garbage on a critical hit sucks.  I have been in games where you roll the dice twice, which seems to be the most common.  This is not my favorite way to determine damage.  Another way I have seen people do crits, is to roll once, then multiply damage by two.  If you roll low, you just made one of the more exciting parts of being a player underwhelming.  A third way I have seen damage done--and in my opinion, the best way--is to max out damage and modifiers, then roll and add mods.  This way, you at least get max damage, and the roll isn't as important.  I cannot remember the times over the years I shorted myself on a critical hit, by rolling as low as possible on attack dice.  

Doing this for players seems to be best, at least in my experience, and of course, I also use this method for monsters, especially in 5e.  The main reason is that the monsters are a little soft at times, and I have had encounters go sideways fast in player's favor in 5e--much more than in 3.X editions.  While I am personally not a fan of TPKs, I also know that sometimes they just happen.  Play in any game should be challenging enough, and sometimes encounters tend to be catered to player characters (which they should) in a way that can sometimes make the games boring.  A PC at a lower level suddenly taking 20 damage from a critical hit always has the same reaction from every group of players, every time, and it always increases the quality of play from the players.

I also want to touch a little on role playing monsters, because I feel like this is something lots of DMs new and old struggle with.  Role playing a monster appropriately usually makes combat significantly more dangerous.  Not all monsters react the same, and people newer to the game and unfamiliar with monster lore sometimes just look at the stat blocks and roll dice.  On a basic level, that is what you are doing, but for me, the real reward of being a DM is playing the monsters.  I probably will not really get into how to actually play specific monsters, because someone has already done an amazing job of that here, and if you aren't familiar with Keith Amman, you need to be if you are running games.  I will say that his book and website will make you get more mileage out of the game if you are running them.  

That is all I've got this time.  Feel free to add to this topic, or shoot my an email through the contact stuff on this page.  All typos are for your enjoyment, because I am terrible at editing things I wrote, and I want to leave them as easter eggs for you, the reader.  

Sunday, March 21, 2021

Candlekeep Mysteries: Is it Worth it?

 The newest 5e book, Candlekeep Mysteries, is out.  I know that lots and lots of people just buy every release, but if you don't, I am going to give my first impressions of the book, and if it is worth it.  Full disclosure: I have not used any of the content in a game yet, and some of my opinions tend to change once I use the material.  As always, this post wasn't paid for by Wizards of the Coast, although I wish it were, and I am not employed by Wizards of the Coast, but I again, I wish I were.  

I preordered this off of Amazon, and while I try to buy from my FLGS, but they are only open three days a week now due to the pandemic, and the other one in town I boycott because of an attempted rip-off of another 5e preorder many moons ago.  I didn't really want to wait months until I would get around to getting it, so I got it from the devil of the internet and actually got a super pristine copy with the regular cover a day before it released.  The fact that I didn't get it at my FLGS brings me to my first point: the cover, particularly the alt cover.

I am not really big on collectable things at all, and I don't usually go for alt covers.  Saying that, the regular cover of this book is one of the derpier covers I have seen in a long time.  Something about the background of the art is super off putting to me, but I think that it might be because I am comparing it to the absolutely stunning alt cover.  While I haven't seen it in person, I am starting to regret not getting it, just because it is perhaps the best alt  cover from a 5e release yet.  I may still pick it up, just to have.  One reason I don't often spring for alt covers, is because my books tend to get a lot of wear and tear, and I absolutely despise things like D&D Beyond for my own use.  

Now that the cover is ... er... covered, I want to get to the real important part: the contents.  I feel like as a source book for Candlekeep, which this is, it is very well done.  It fills in enough blanks about the location without being oppressive and constrictive, and it also answers some minor questions I have had over the years about the location.  That alone makes this an absolute must buy if you are playing in the Realms.  The only section that is 100% source book in the traditional sense, is about six or so pages, but it is just enough to keep it open ended.  This is also a pretty cool poster map that I really like.

Outside of that, there are 17 short adventures from levels 1-16.  Each one is linked to a book you would find in the library, and I have to say, it is a really unique way to extend the sourcebook portion of the book into the adventures.  Since this is an anthology, the adventures all have really different feels to them, and I really think it would be difficult not to find a way to weave them into basically any campaign.  I hate spoilers, so I don't want to delve to far into it.  I do want to note that I feel like all of these could easily also work in basically any setting, especially Eberron (Morgrave University anyone?).  

I would say this is a heavy must buy for a DM that runs in the Forgotten Realms, particularly in published 5e campaigns.  This book gives you insights on Candlekeep, as well as things to do in Candlekeep that can easily involve all members of the party.  I also feel like this book does a pretty good job of fleshing it out just enough to allow for DMs to make it their own.  


Monday, March 15, 2021

My Appendix N: The House on the Borderland

The House on the Borderland, by William Hope Hodgson, is an early 20th century weird fiction story.  H.P. Lovecraft said that Hodgson was a huge influence, and to be fair, you can really see it in this novel.  I do not want to spoil this novel for anyone, but imagine late 19th century fiction being hijacked by a Dungeon Crawl Classics party.  If you are a fan of sci-fi or weird fiction in general, you should check this out if you haven't already, but there is also a lot to unpack in here for a GM.  As I read this, two huge things jumped out for me, at least as far as finding inspiration for my games and gaming through other mediums.  First is the use of the story being told through a found object, and the second was using a location as a character.  

When I think about it, telling a story through an item has long been a staple in my gaming.  There are several ways to do this, but in this particular story, it is a little different than say a story like the Lord of the Rings series.  Using an item to drive or provide narrative is an easy way to add a layer of mystery to games.  I am writing this on the eve of the release of the new 5e book, Candlekeep Mysteries, and I am willing to be that a few of those will have stories told through finding a book that will hold the key to some part of the story.  Something along these lines is also interesting to do, because a book could be only one source of information.  The book could also be completely misleading, and false.  To be honest, these are things I often think about when prepping a game, and this story really helped me look at the different ways how I can do that.  

As the name of the story suggests, there is a house in the story.  Location as a character makes for great RPG content.  Some of my favorite all time adventures are really driven by the location when I think about the Sunless Citadel, the Temple of Elemental Evil, or even Castle Ravenloft or Death House.  While I feel like I really shouldn't need to sell anyone on using a location as a major part of a game, reading this sort of expanded and reinforced some of the things I do and can do in sessions.   

Since I know a lot of people haven't read this, I want to stop right there with discussing the story.  There is a lot more I took from this, but digging into it will give away stuff.  I also was planning on writing this a little while ago, and it has been talked about on Goodman Game's site that also goes into this.  If you haven't read it, I would strongly recommend, especially if you run games.  
  

Tuesday, March 9, 2021

My Appendix N: the Exorcist

While definitely an obvious influence, the film and the book (mainly the book, if you haven't read it, you should) are both a master class in horror.  Adding elements of horror to games is hard.  The Exorcist makes it bleak, claustrophobic, and personal.  While the actual plot isn't something extremely noteworthy, certain aspects of it are.  

The first, is that the "experts" don't even really believe what is happening.  That doubt plays into the fear of the unknown, and just overall hopelessness.  This is something you can copy and past into any session, because the lack of belief and available help is literally deteriorating several people in the story.  Making NPCs doubt, particularly NPCs who should have a handle or knowledge of something supernatural or an aberration in a game is an easy way to keep doors closed for player characters, which is a great way to add tension.  Player frustration at in game events has been something I use again and again, and you don't want it always to be the same.  The Exorcist is a great source of a variety of that you can throw into an arch in a campaign.  

A second great source, is how exactly would a fiend behave towards players?  The only real example, at least in possession, would be from the Exorcist.  It is basically the standard that every similar film has tried (and I would say failed) to recreate.  There is more going on though, as part of the story is about a detective looking into a murder.  This is way more obvious in the book, because the film is so over the top at times, I think some people miss it.  An unlikely person being used by a being for a murder or other serious crime is a perfect storyline in nearly any RPG.  Make that person someone that isn't accessible because of their condition, and you now have a (chef's kiss) easy plot that you can use and adapt, and most of the time players will not even see it coming.  This is right out of the Exorcist, and unless you really screw it up as a Game Master, it will work most of the time, and is hard to derail.

The final point about this, is particularly about the film.  The movie is extremely atmospheric.  The limited set, the creepy subliminal face, the iconic music.  Horror in RPGs should be atmospheric.  The theme Tubular Bells causes anxiety still for millions of people when they hear it, nearly 50 years later.  While you probably won't manage to land something like that for your players, I have pulled off sessions where I really thought about weaving these elements in, and players still talk about it a few years later.  I play a lot of games, so I am pretty proud of that myself.

One last thing about the Exorcist, is something more apparent in the book, and that is hinting that some kind of occult activity or a cult of devil worshipers may have had a hand in the happenings of the story.  This is something as a GM you can and should jump on, if you feel that you pulled off a successful session.  It opens up options down the road if you are planning a long term homebrew campaign--it is always nice to have a few threads available to give you some breathing room planning for sessions.

So yeah, this influence in my gaming is something out of left field, and really goes against what I think of when I think of the place of Appendix N.  That is a good thing, because predictable gets boring, especially as years go on and people see the same things over and over again.  

I want to make this a regular thing on the blog for awhile, because influences need more love, and people new to the hobby, especially GMs are looking to soak up as much as they can.  I started working on a Spotify playlist of Appendix N songs you can find here.  As always, emails and comments are welcome.  

Tuesday, March 2, 2021

Appendix N the Importance of Influence

 I often have discussions with other gamers, many of them close to my age (40), about the exact state of how Dungeons and Dragons is being handled by Hasbro and WotC.  While I have a lot of opinions about this, I understand that they are just opinions, and I do not feel that the foundation of the game is really being attacked or threatened by a "woke mob."  What I do think, is that there are four major generations of players who are all active in the hobby, and it ranges from people who got into the game at its advent in the 70s and 80s, people like myself who got into the game in the late 80s/early 90s, early 2000s, and more recently.  Of course, the game changes mechanically with each edition, and you could argue that there are 10 or so versions of the game around.  There is plenty of discussion about mechanical differences in the game, so I do not want to dive into that here, because I personally do not think it is that important.  I have long been in favor of house rules, and I believe that while important, rules are sometimes optional.  

Much of the criticism I hear from the game, is about the "direction" of the game.  You would be living under a rock to have missed some of statements WotC made about certain game topics--particularly race-- over the summer, and there are plenty of Facebook arguments, Twitter meltdowns, and toxic YouTube shit out there to catch you up, so I do not want to really dive too deep into that here either.  What I do want to talk about is the idea of Appendix N and it's influence on the game.

If you don't know, Appendix N was a list of fiction that essentially influenced the early game.  A good Game Master should milk as many ideas as possible, it is advice I almost always hear on panels at cons, and it is what I do when I think up a session.  I do not think that a good GM needs to reinvent the wheel, there is tons of stuff from fiction, movies, history, et al to weave into a session.   Of course, everyone does this, because everyone has some kind of expectation they bring to a game, and I would say that very nature of RPGs makes you use your imagination to picture things, which is almost always referenced by something.  

Many, many players who have come to the game in the last five years got to the game through Critical Role.  This is their Appendix N.  I want to be crystal clear that I do not have a problem with CR, I just don't really follow it because it is hard enough for me to find time to play my own games, much less four hours a week set aside to watch someone else's.  If anything, I like that now I have access to so many players, that most games have too many Player Characters, and most games have a waiting list (at least in my experience).  To say that this isn't because of the popularity of CR would be an outright lie.  Ten years ago or so, a lot of people were getting into the game through MMO games, so much so that we ended up with an edition that will almost always be remembered as the biggest flop of the game.  In a lot of ways, World of Warcraft was Appendix N for some players, I remember those days.

I just wanted to put this out to the universe, because I don't know if a week has gone by in the last three years that I have talked about the state of the game at least several times with someone.  As you can imagine, I hear mostly negative garbage, or wild assumptions, depending on who I am talking to.  It is somewhat exhausting.  I do not feel like the game is in itself inherently racist because of ideas of monstrous races, and I do hear what people are saying, I just disagree.  Mainly, because the early game was modeled on fiction written between the late 19th Century until the 1970s, and you would be a fool to think that offensive ideas would not have found their way into some of that literature.  I personally think that committing the Historian's Fallacy is equally as foolish.  

Saying all of that, I want to dig into my personal Appendix N.  I think being aware of it makes you a better player and GM, and outside of the folks at Goodman Games, Appendix N is seriously overlooked these days.  

I don't want to start with obvious influences for me, but a great one is the A Song of Ice and Fire series by George RR Martin.  The series is sort of like the Beatles of grim dark, and it also has great descriptions of what is happening through the eyes of characters, often after the fact.  Seeing the aftermath of the war as certain characters travel, is something I use often in travel during RPGs, and the early books of the series do it well.  Sometimes it even feels like a campaign to me.  Also, political intrigue is something hard to pull off in games, and there are thousands of pages of it here.  It would be hard to find players who aren't familiar with the show or the series these days, so it is definitely a great place to look. 

Mark Lawrence's The Broken Empire series is another fairly recent series that is great for ideas.  I do not want spoil any of it here, but if you have read it, there is plenty of grim stuff, and great ideas for gonzo games.  Yes gonzo RPG stuff is something I am rather fond of, but that is a post for another day.

I would like to keep this as an on going thing here, hopefully others will contribute in the comments at some point.  If you have any ideas about music, fiction, comics, other games, whatever--I want to hear them.  Some of these posts have gotten more views that I was anticipating, so don't be shy.  

Finally, nothing I said here was official content for Dungeons and Dragons, and as always, none of this is for sale.  All typos were unintentional, and consider them gifts from me to you.  

Tuesday, February 23, 2021

New 5e Book is Ravenloft

 Ravenloft it is!.  Expanding outside of Bavoria, the new book for 5e seems to be more or less a campaign setting for Domains of Dread.  This is pretty exciting, because 5e has been slightly lackluster in producing classic settings.  The Sword Coast Adventurer's Guide was somewhat disappointing to me as far as a sourcebook goes, and much of the Realms has been... Forgotten?  I couldn't resist, so excuse that.  

As I said in a previous post, I didn't really see Ravenloft coming, not as an expanded campaign setting, but this is exciting, because I feel like Wizards is really focusing on the multiverse aspect of the game, and traveling to other planes of existence.  What I really mean by that, is that Ravenloft can easily be thrown into any existing setting, or be one all on it's own.  Plus, it is a great way to really expand the cosmology of the game into something larger, like Sigil or the Outlands, and not overwhelm people new to the game through 5e.  

Things I want to see are solidified and tangible use of negative planes, the Shadowfell, and of course corruption to characters.  5e has been good at using what I call "swappable parts" for older editions, but also putting things from a setting like Eberron into the Forgotten Realms (Living Spells is a great example).  I have always sort of looked at the game like this, but 5e plainly does a really good job with it.  Also, this really adds to the accessibility of 5e.  I feel like in the 90s until the end of the 3.X era of the game, things that happened in fiction based in the game, and just lore in general really impeded the game.  The Forgotten Realms in particular suffered from this in my opinion, because so much detail of the world became almost crippling--at least in my opinion--the the creativity of the DM.  The ease of just slapping something into a 5e game has really helped with that.  Of course, that is something I want to expand on overtime with this blog, but in a nutshell, Ravenloft as the new book really expands the way I want to play the game.


Monday, February 22, 2021

New 5e Book to be Announced 2/23/21

 Of course, no one will probably have read this by the time the book is announced, but it is looking like a Ravenloft book.  I want to be honest, that takes me a little by surprise because I was expecting an announcement of a setting for either another Magic crossover (I suppose it still could be), or Dragonlance because of the new novels, and the fact that it is Dragonlace.

Newest Unearthed Arcana from Wizards is Gothic character stuff, so Ravenloft makes a ton of sense, but I feel like an expanded Ravenloft campaign setting would be sort of a twist right now for Wizards.  Don't get me wrong, I am not complaining if 5e puts out more Domains of Dread.  

Of course, we will all know this time tomorrow, so let's see how far I was off.  

Speaking of campaign settings, I always like to discuss older ones that should be brought back, especially since 5e has been pacing themselves with this edition.  Are there any you want to see, or you would be surprised to see?  My wish list is Dragonlance, Planescape, and Greyhawk.  I also want to see Spelljammer, which is sort of funny because I thought it was lame back during 2e.  Turns out, I was the one who was lame as an adolescent, and Spelljammer really took the game in an entirely new direction that I just didn't want to see way back when, but that is a post for another time.

Wednesday, February 17, 2021

Resting in 5e

Resting in 5e is a much bigger topic than I expected when I started to brainstorm about this post.  Things I often hear is that clerics or healing classes aren't really need anymore because of the short rest, and that can be true, but it's a huge misstatement of the game.  The obvious glaring example is that if a party attempts a long or short rest in a dungeon, they are going to have to depend on other skills and abilities to not be ambushed and disrupt the rest.  This is of course where the Evil DM comes in, because usually players need to rest once they have used spell slots and have taken a beating, usually in a combat area.  Taking that away from them can easily result in a deadly session.

I have found there is a real art to disrupting rests.  It should never be expected, and it should always fit into the narrative.  Are the monsters or threats capable of actively looking for the party?  Are there monsters or threats further down that would stumble upon the party?  Role playing the monsters is super important here, because monsters and threats should be believable as often as possible in game.  Also, heavy handed disruptions make the game a drag if you use them too often.  

I personally like the idea of the short rest, because a long rest in a heavy combat area is unlikely.  Sure there are spells and items that can assist, but just as a general statement, a party isn't usually going to be setting up a camp inside of a dungeon.  Short rests however, can be done, and more than once (they have to be spaced, obviously).  Also, if you are a newer DM for 5e, keep in mind that the RAW for replenishing hit dice is you get half back per long rest.  This really helps with the economy of the game, because it doesn't have players unlimited HP farming, and it makes clerics and healers very useful.  

Exactly how and when to disrupt a long or short rest is usually up to the DM, but what I tend to do behind the screen is take the highest perception of the most intelligent monster within an area (I estimate approximately 100 feet as the crow flies on the map), and make a check.  Adjust the DC as you see fit based on how many walls and doors are between the party and whatever is looking for it.  Also, think about the monster and how likely it would become a wandering monster.  During a long rest, I do the same thing, but do it every two hours depending on if the party is taking turns on a watch, and decrease the DC each watch (again, according to what you are working with).  If the players aren't setting watches in an area with active threats, I set the DC at a 5 or 10, depending on what I'm working with, or just roll % to see if an attack would happen.  I tend to make it more likely than not that the party will be attacked if there is no watch set, because c'mon.

Also take into account the donning and doffing of armor.  Sure, we have the 24 AC paladin, but if they are sleeping in their armor, they will take a level of exhaustion unless they have some mechanical reason to bypass that by an item, feat, or ability.  If the party gets ambushed, the paladin isn't putting on their full plate anytime soon, always use RAW for donning armor.  Much of this sounds like common sense, but I feel like I run into it a lot in games, and it is one of the details that can seem more tedious and easy to overlook when you are running a game.  

DM-ing games is a balancing act.  If it is too easy, the game gets boring, if it's too hard, players stop showing up.  The rest system in 5e for me, is a great way to let the dice decide the fate of the party, and add just enough randomness to make the players on edge.  Of course, don't always let the dice decide, if the party is due for it, they are due for it.  The same goes for TPK situations when they party is worn out and you could easily wipe them with that CR 5 creature they don't know about.  The real decision comes down to the DM, and I tend to give the party the benefit of the doubt in long campaigns, but that is just me.  

Tuesday, February 9, 2021

Random Item Table

 Mundane items help bring low level monsters to life.  I don't think I have ever ran a game where the party didn't loot the bodies, and I often make small charts before a session with a few random items that they will find that are totally useless, but may spark imagination of the players, or just make them think they have found something interesting.  More importantly, it also helps flesh out a monstrous race in the campaign by allowing players to see what kind of items a creature would have.

It also adds to story immersion, and is a simple way to personalize a goblin.  Seems obvious, but in planning, tiny details are sometimes overlooked, and I've found that if I have charts made up before hand, I don't fumble on the fly, and it seems like I know what I'm doing, and I usually get players returning to the table (which is sort of the point).  Fumbling as a Game Master is the easiest way to break immersion, and it happens, particularly in mundane details.  

A quick note about monsters: in most of my games, orcs and goblins, et al are monsters.  I am well aware of some of the controversy and commentary about the idea of an outright evil race, but I started playing in 1989.  To me, orcs are evil and eat the flesh of men.

This is an example of a chart I would make, this particular one is a 1d6 to find trinket items on a goblin.  It was used making the Homebrewery, which is an absolutely awesome resource.  Of course, this isn't official Dungeons and Dragons content, and is not approved by Wizards of the Coast for play, it's purely just something I created.  Feel free to use it an adapt it if you want.  All resources on this blog are free.



Monday, February 8, 2021

Zine Quest 3

I am hoping to participate next year in Zine Quest 4, so I wanted to promote it a little for this year.  If you aren't familiar, Zine Quest is an annual prompt for creators to make a TTRPG zine, pretty straight forward.  There is tons of cool stuff up, and you can check it out here.

Thursday, February 4, 2021

Basic Encounter Design: Traps

I need to talk about traps.  You need to use traps.  Why am I seeing rare use of them in your adventures, and why aren't more DMs using them to waylay and destroy parties?

Traps are, easily one of the least utilized elements of the game.  I'm specifically talking about Dungeons and Dragons 5e when I make that statement.   It isn't really an issue with the system, there are plenty of rules and resources in official published material covering traps, I think that the issue is that people tend to just forget about them when they are planning out a dungeon or an encounter.  Realistically, nearly any creature with a decent intelligence would use traps, especially inside of a dungeon.  Particular creatures such as gnolls, goblins, orcs (yes, orcs are usually evil in my games), and especially kobolds would and should always use traps.  In my games, orcs often use traps to capture and maim creatures (especially PCs) that they later eat, torture, or both.  Goblins and kobolds use traps as a defense, and they are often more than just set backs.  Gnolls--in my games-- are a combination of both.  

Not only does it make sense for these creatures to use traps as far as role playing the monsters goes, but traps are an extremely easy way to bulk up encounters, and make sessions less of a grind by just having everything optimized by combat.  Also, players have no idea what to expect when a series of well designed traps are thrown at them.  In my experience, even seasoned players tend to overlook traps, and to be fair, parties that are basically Min/Maxed (most parties) get boring to DM for after awhile, and the campaign goes flat fast. Throw some traps in there, and magic users and specialists classes have a change to shine besides rolling to hit or supporting combat like your game is an analog MMO server.  

Traps are an easy way to add to encounters, and you are only limited by your imagination.  You can use them in any environment, they can be magical or mechanical, and they can range from extremely deadly to a minor set back.  They are also absent from many products and sessions  have played in, and it's really too bad.  Adding traps is a really simple idea, and outside of resources that already exist in the 5e rules, there isn't a lot to add to it.  Use them.  Capture, kill, and maim your players with them.  

While I'm not big on selling products, I will say that one of the best resources on this subject is Nord Games Treacherous Traps.  This book not only is stocked with traps for all levels and situations, but it's also a great blueprint for making your own, and ideas of where to put them.  I stand by traps being not as important in 5e because people forget about them, or are just intimidated by using them because of mechanics, and this is a great book to have for any DM.  I use it as often as I use the Monster Manual.  


Update!

 I have been busy as shit with work, running two games, and playing in a game.  Oh, I have also been working on some content.  Last post I m...