Sunday, February 21, 2016

A GM's First Steps - Evie Runs No Thank You Evil



February 21st shall forever mark a momentous achievement in the Walls Household!  Just a few days after receiving our copy of No Thank You Evil, Evie declared that she wanted to try her hand at being a game master.  So on Saturday, while my wife and I went off to see Deadpool at the movie theater, Evie locked herself in her bedroom and read through the rulebook...

... the ENTIRE rulebook!  

When Jen and I got home, Evie proudly informed us that she was ready to run an adventure.  The conversation went like this:

Me:  "How far did you get with the rules?"

Evie:  "I read them."

Me:  "Yeah, but how 'much' of them?"

Evie:  "I read the whole book."

Wow!  I was really impressed.  



The No Thank You Evil boxed set comes with three adventures, but since our family had already played the first two, Evie wanted to run the third:  The Curse of Adventure Kingdom.  I'll admit, I was a little nervous for Evie.  Not only was this her first time GM'ing, but it this was an adventure designed for experienced players.  

I shouldn't have been worried!  How many nine year olds out there have spent bennies in Savage Worlds, slung cyphers in Numenera, and lamented at the loss of so many characters in Dungeon Crawl Classics?  

Evie's already a pro.


Gathering the rest of the family, we all made characters:

Cooper played "Stampy," the Fast Robot who Eats Ice Cream accompanied by Fluffy the Robot Dog.

Carrie was "Lizzy Lizbeth," the Super Smart Wizard who Plays Video Games, joined by Izzy the Invisible Friend.

Jen (Mommy) went with "Austin," the Fantastic Spy who Bashes Evil, along with her Fast Car Tracy.

I had to reprise my playtest role of "Delivery Boy," the Cool Super Hero who Loves Pizza, with his ever-faithful Tiny T-Rex named Toppins.



As we shared in our unboxing video, there are a lot of great game pieces found in the boxed set that make gameplay very fast and extraordinarily fun.  Spending points from pools is as easy as tossing a point of Tough or another of Awesome into the middle of the table. 


New GM's get a lot of support when running No Thank You Evil.  Not only are the monsters often included with "show 'em" type cards, the adventures are written in a format that helps the GM craft the story and guide the players.  Examples of possible solutions are clear, as is guidance for when players want to do something out of the ordinary.  

At one point I wanted to climb the side of a ferris wheel rather than ride it, and Evie informed me that the climb would be incredibly difficult, suggesting I should just ride.  I asked her why she had that idea, and she pointed to the exact language in the adventure.  



Evie already has plans for running No Thank You Evil again, both in our house, but also at an upcoming Norwin Game Knights event.  I believe the game has sparked a fire in this little kiddo's imagination.  I can't wait to see her come up with some of her very own original ideas!


Wednesday, February 17, 2016

DCCRPG - Judge Carrie's Devastation


Look at that evil face!

My little girl is growing up.  It really does happen too quickly.  One moment I'm teaching her how to play Chutes and Ladders, and in the blink of an eye she's slaughtering all of her family's characters in a Dungeon Crawl Classics RPG 0-level funnel. 

On Monday night, to celebrate a day off from school for President's Day, Carrie ran our family through The Zombraire's Estate, a Basic Fantasy RPG adventure that can be found in the Adventure Anthology 1.  Inspired by our recent trip to Michigan where she co-judged Grimtooth's Museum of Death with her old man, Carrie wanted to run the adventure using the Dungeon Crawl Classics rules. 

To commemorate Carrie's first time judging DCCRPG on her own, we filmed the entire event and posted it on YouTube for your viewing enjoyment:




After the adventure, Carrie shared with us the complete list of slain characters, featuring comments on their terrible deaths:


  • WeWeGaming-Halfling Moneylender: WeWeNope
  • Stampy-Healer: It’s not such a lovely world after all...
  • Along-tong-Guild beggar: D3D
  • #GoToCanada!-Scribe: #Kn33C4pB3F4ilin'
  • Mr. Nuggetface- Halfling Trader: Nom nom went the zombie
  • Patricia- Astrologer: Not so happy Patricia
  • Gallipollo-Halfling Trader: Got Grubbed
  • Mandalf-Fortune-Teller: Got clawed by a skellie
  • Andrew Lyon-Rudabega Farmer: Brutally mauled by a skellie
  • Kermit-Dwarves Herder: KERMEEEEEEEEEEE UR DEEEEAD!!!!!
  • Shakespeare-Scribe: Got clawed by a skellie
  • Puddin’-Rice Farmer: MILKY DEFEAT
  • Theresa Caputo-Fortune-Teller: Head-Butted by a Mule

Evie's Game Face

I should note, even though I expect a lot of character death in a 0-level funnel, I discovered that The Zombraire's Estate was designed for 2nd to 5th level BFRPG characters...

... no fair Carrie!  No wonder those undead cows did so much damage!

Cooper's Game Face



Sunday, February 14, 2016

DCCRPG - Perils of the Sunken City - Part One


Planning for the "Great SCOT"


[You have to yell out "Great SCOT" for the proper effect.]

Since acquiring The Sunken City Omnibus by +Jon Marr last summer, I've read through the adventures at least twice, each time thinking "wow, I can't wait to run this!"  Of course I feel the same way about a lot of the Dungeon Crawl Classics RPG adventures that I have, so you'd think I would stop acquiring new modules.

Wrong.

Like many other DCC fans, my rate of adventure acquisition exceeds my rate of adventure completion:  RoAA>RoAC.  To make this more challenging, during the DCC 4th Printing Kickstarter I went hog-wild and pitched in to grab a whole mess of new modules.  

Legends will tell of how the Great SCOT turns the tide in this battle against my DCC modules!  It  is the beginning of my plan to plow through some incredible adventures in order to make room for the copious amounts of DCC swag that keeps showing up in either my mailbox or DriveThruRPG account.  

So what is the SCOT?  SCOT stands for "Sunken City Omnibus Tour."

The Sunken City Omnibus comes with four adventures:
Technically the first three adventures are designed as 0-level funnels, but given the flexible nature of DCCRPG, it won't take much to make them playable for 1st and later 2nd level characters.  This will probably take between 8 to 10 total sessions to complete.  

Unlike other campaigns that I've run, for the Great SCOT I'm not asking for any real commitment from the players.  Personally, I would love to have the same folks back to the table every two weeks.  Last night's session was so much fun!  But I also know that it can be unfair to ask people for ongoing commitment for a Saturday night slot week after week.  

Between work, kids, spouses, family-gatherings, weddings, and human sacrifices, Saturdays are very busy!  

That's why this is the "SCOT" and not the "SCOC."  Since this is a Tour and not a Campaign, I welcome players to join in for some sessions, and perhaps swap out for others.  I plan on following some simple player rules:

  • Schedule five players for each event
  • Hold a sixth seat free for last minute additions
  • Players who complete an adventure have "dibs" on joining the next adventure
  • Players can bow out, and rejoin later with living or new characters so long as there is a open spot at the virtual table
I'm hoping that I don't need any additional rules to coordinate the Tour.  Should you have any suggestions on running something similar, I would greatly appreciate the advice!

Well, I think we should move on to the adventure itself... 

Perils of the Sunken City, Part One


In which Ramson's The Free Company (not to be confused with Ramson's Free Company) sets out for the Sunken City, battles opossumfolk, and has an electrifying experience in an ancient colosseum.

Dramatis Personae 


Alex
  • Jimmy the Snitch, Cutpurse
  • Nicodemus, Alchemist
  • Timmy the Guy in the Red Shirt, Caravan Guard
Andy
  • Mason, Elven Barrister
  • Wade, Cutpurse
  • Renaldo, Jeweler
Craig
  • Caldwell, Astrologer
  • Watson, Parsnip Farmer
  • Vander, Elven Glassblower
Marc
  • Leif, Elven Forrester 
  • Bellows, Dwarf Blacksmith
  • Sigourney, Weaver
Michael
  • Ramson, Dwarven Herder
  • Wanna, Mendicant
  • Yicky, Gravedigger
Todd
  • Pitt, Costermonger 
  • Zevon, Trapper
  • Bata, Cobbler

Adventure Summary


Upon meeting up at the Soiled Dove in Mustertown, at the edge of the Great City (so great that no one called it anything else), Ramson the Dwarf Herder announced to everyone in the tavern that he was forming a free company.  It would be a new group of adventurers, with a bold name to announce to all the minions of darkness that this particular company would be a force to be reckoned with...

... it would be The Free Company.  

This generic name, thought up quickly by Ramson, brought forth much scorn and ridicule from everyone in the tavern.

[Judge's Note:  I took 2 points of Luck away from Ramson for this uninspired name, and then another point from everyone in the party for going along with the title.]

Gathering The Free Company together, Ramson announced that it was time to leave.  Some of the troupe, Bellows in particular, wanted to do a little light shopping.  Perhaps pick up some rope.  But there was no time!  The Free Company was not on a deadline and had nowhere to be anytime soon... and they needed to get there fast!  When Bellows refused to leave Mustertown of his own free will, some of his compatriots picked up the dwarf and dragged him towards the Causeway.

The Causeway to the Sunken City was a muddy, stinking path through the deep and fetid swamp.  With the journey north relatively uneventful, The Free Company made a quick pitstop at the Lady's home.  The Lady, known for being something of a fortune teller, could possibly bestow some fortune on the party... for a price of course.  Leif was the first to call out to the Lady. 

"IMPRESS ME!" the Lady cried out to her new petitioner.    

The Elven Forester offered some of his fine herbs for a blessing.  In turn, the Lady rubbed some ashes on the elf's face, giving him a small boon for later.  

Renaldo wanted a bigger, better blessing, so he produced a fine gem, cut by his own tools.  The Lady promised a much more amazing gift for such a token, and waded into the swamp. The old crone dug through the muck before pulling out a big, slimy stick.  With a big, toothless grin the Lady offered the branch to Renaldo.

"Here, the Stick of Smite!" she cried out.  

Renaldo seemed unimpressed, and asked how the stick "worked."  With a single snap, the Lady struck the Jeweler dead.  

"See, that's how it works!"  The Lady dropped the branch, and waved goodbye to the rest of the party as they headed north.

[The Stick of Smite:  1d6 damage, +2 to hit and damage against anyone, or any creature, whose name begins with an "R."  Also against pirates... arrgh...]

Once at the Sending Stone and Proving Stone just outside the Sunken City, The Free Company took note of the demon face carved into the Sending Stone.  Leif stepped forward and placed his hands on the stone, teleporting away a few seconds later.  Zevon was soon to follow.  But the rest of the party seemed nervous, and waited a minute before traveling with their compatriots...

... this minute would cost Zevon his life.

Since Leif and Zevon were first, they found themselves face to face with a lone Degenerate Opossum Man.  Perhaps the creature was foraging, or maybe he was just out for a walk.  Either way, Zevon tried offering some inviting words to the opossum man.  Unfortunately, Zevon's mutterings got lost in translation, and the opossum man took a step back and lobbed a javelin right into the trapper's heart.  Terrified for his life, Leif took off towards the east.  There was a fire in the distance, and the Elf hoped that some friendly faces awaited.

About a minute later the rest of The Free Company arrived in the Sunken City.  To the north east stood a massive marble arena, trimmed with metal, with the word "Madazkan" carved into the entrance  To the south was a lone opossum man picking the gear off of a dead Zevon.  Enraged, Wade the cutpurse charged forward slicing off the opossum man's ear before Yicky bashed in the creature's head with a shovel.  

Sigourney noticed that the dead opossum man had some dirty cloth armor.  Perhaps she could fashion some kind of woven-mail out of the rags, if only she had some reeds.  Between The Free Company and the arena was a small bog, so Sigourney started looking through the plants for fine reeds.  

"LIZARD!" a voice to the east cried out.

Everyone in The Free Company looked about, bewildered.  Everyone except Sigourney, who was swallowed whole by a raging Crocodillo (a crocodile/armadillo hybrid creature native to the swamps of the Sunken City.)  

The voice belonged to Leif, who was returning to the scene of the initial teleportation.  After traveling east, all the elf found was an encampment of more opossum men, so he decided to come back and wait for his team.  He arrived just in time to see the first crocodillo.

Quickly The Free Company sprang into action.  Wade and Leif charged forward, cutting down the first crocodillo in mere moments.  Soon, the second was surrounded by Bellows, Timmy, Nicodemus, Watson, Yicky, and Wanna.  Hack and slash, hack and slash, each of the adventurers tried their best to fell the beast, and their plan was working...

... until the crocodillo started spinning and whipping everyone with its deadly tail!  The spinny-whippy attack tore through Vander and Timmy, and knocked several others on their backs.  

Standing far away, Pitt and Bata never planned for a coordinated attack.  The costermonger was going to lob a banana peel at the crocodillo, but accidentally tossed the banana.  Armed with the late Zevon's sling, Bata went to chuck a rock at the crocodillo, but ended up putting Pitt's peel into the sling.  Fortunately, the banana peel smacked the creature in the eye, causing it to be temporarily blinded.  This brief stroke of luck allowed the rest of the party to take down the last remaining crocodillo, with Wade ending the creature's accursed existence with a dagger stroke.  

Dipping his quill in the dead crocodillo's blood, the Elven Barrister wrote on the shell of the wicked beast.

The Free Company, was all Mason wrote.  Perhaps their group's name was dull, generic, and unoriginal.  But by the Elder Gawds, The Free Company was here to stay!

[Given Mason's badass graffiti, I restored some of the party's Luck lost during the initial company naming.]

After hearing Leif's tale of the opossum men to the east, The Free Company chose to head north into the colosseum, hoping to find more glory and riches in the Sunken City.  Jimmy the Snitch and Nicodemus led the way up the eastern stairwell into the arena, reaching a large metal door at the top.  Carefully the cutpurse opened the door, revealing a massive chamber.  

The circular arena featured a large viewing area, covered in risers, overlooking a strange floor.  Where one would typically find sand or stone, the floor in this arena was metal and stone, crafted into several tiers.  The first tier, closest to the wall, was slanted towards a central, circular wall.  On the other side of the wall was a great funnel dropping into the unknown.  Standing over the entire structure, a great pavilion of marble dominated the northern edge of the arena.  The final unique portion of the structure, was actually just outside of the arena's walls: a large spire, with a big steel globe at the top.  From the globe, the party could here an occasional buzzing.  Most strange.

Oh, and there were skeletons.  Hundreds of them!  

At first the boney remains gave The Free Company pause, until it seemed apparent that these dead were most likely "really" dead, and not undead.

[At least not yet.]

Free pickings!  After Leif took a shiny brass belt buckle off of one of the skeletons, several other party members started looting the remains of ancient spectators.  Hoping for something more substantial, Jimmy the Snitch sauntered towards the pavilion and climbed inside.  On a large throne sat the remains of Madazkan the Necromancer, with a chain covered rod still in hand.  Three dead guardians, each adorned in black scale mail and armed with longswords and short bows, lay on the floor.  Jimmy and Nicodemus started looting the room, and were soon joined by the rest of the party.  

At the back of the pavilion The Free Company noticed several levers.  The first activated spikes in the arena.  The second fired small metal balls into the arena; steel bowling balls of death and dismemberment should anyone be on the floor.  It was probably best, everyone thought, to stay away from the floor.  

The Free Company was not a team of hotheaded youngsters!  No, these newly crowned adventurers were brave and bold, but they were also wise and knew when to cut and run.  Once it seemed that all of the booty had been gained, the party decided to leave the arena...

... but the arena was not ready to see them go! 

With a zap of lightning, the spikes and firing metal balls started to blast across the arena floor, and all of the doors to the building closed.  The Free Company was trapped!  To make matters worse, all of the skeletons started to rise, their necks creaking as decrepit heads turned towards the defilers.  Not sure whether they could handle several hundred skeletons, the members of The Free Company all ran towards the pavilion.  The only way out of the arena seemed to be the pit at the center of the arena floor.  

Jimmy tried grabbing one of the levers, hoping to shut off the machines of death below, but quickly pulled back his hands, realizing that there was electricity running through the machine.  Yicky was not so lucky.  Seeing the skeletons march towards the pavilion, Yicky tried pushing the metal door closed, but started to shake and convulse.  While Mason was able to shut the door using the Stick of Smite, all this did was stop the skeletal bodies.  The electrified ghosts simply passed through the wall, and started to scratch and claw at the living.

"Over the edge," cried Jimmy the Snitch, who led The Free Company onto the arena floor where they were forced to climb over spikes and dodge metal balls of doom.  Mason and Wade pondered staying behind, but quickly they came to their senses.  The only way to salvation was through the funnel.  

Despite the apparent presence of death, and with a little luck [actually a LOT of Luck... the players really burned themselves down during this encounter] each member of The Free Company made it to the wall in the center of the arena, climbing over and sliding down into the pit below...

... each member except for Jimmy the Snitch.  Jimmy just couldn't get over the wall, with all that ball-dodging and spike avoiding.  The ghostly skeletons soon descended upon the cutpurse, and dragged him away, kicking and screaming in terror.  

But was Jimmy the Snitch's death a blessing in disguise?  What awaited The Free Company at the bottom of the funnel?

... to be continued... 

Quotes?


"Impress me!" - The Lady's demand.

"So as long as we don't touch it, nothing can go wrong?" - Todd's logic.

"The best part about this game is it actually sucks you into a funnel." - Andy noting the funnel at the bottom of the arena in this 0-level funnel.  


In Memoriam 

  • Renaldo - Whacked by the Stick of Smite
  • Zevon - Introduced to an Opossum Man's dart
  • Sigourney the Weaver - Crocodillo food while making reed armor
  • Timmy the Guy in the Red Shirt - A crocodillo's tail
  • Vander - A crocodillo's tail
  • Yicky - Jolted by electricity while trying to work a lever
  • Jimmy the Snitch - Killed by electric ghosts

Parting Shot


Social media gets a really bad rap.  

Sure, it sucks down much of our free time and pulls us away from our family at the dinner table.  Yes, it reconnects us with long lost friends only to shatter our rekindled connections once we are exposed to their outlandish political leanings.  Often it ironically shames us with memes about its abuses and detriments.  Many times it tells us how we are "having fun wrong," and how someone else's way of having fun is far superior.  

But occasionally, social media is amazing.  This is one of those stories!

On Wednesday night I was pining about not having any gaming events set up for this weekend.  Granted, last weekend spent in Grand Rapids was chock full of some seriously sweet role-playing sessions, but I wanted more.

I always want more.

Like a "Commissioner Gordon" of the RPG'iverse, I put out a call to the faithful:


"Hey DCC fans and/or DCC-curious gamers! I've got two spots available for a run through Perils of the Sunken City by Purple Sorcerer Games. We are playing this Saturday, starting at 8:30pm EST, probably until 11-11:30 EST (this may be a two parter...) 

If interested, respond below."


I posted the call on Wednesday, and within twenty-four hours I had a full virtual tabletop.  Say what you want about all of the negative aspects of social media, how it is destroying the fabric of blah, blah, blah, *snore*....

The truth is that I wanted to game on Saturday night, and not with a bunch of artificially intelligent non-player characters.  Games like Pillars of Eternity or Torchlight or Diablo help to scratch an itch, but for old-school tabletop gamers like me, I always crave more.  I want real people, real laughter, and completely fabricated stories that I'll share year after year.  

If getting this connection whenever I want means having to look at endless, over-posted memes, and awkward and completely unflattering selfies, so be it!'

I got to game this weekend with some incredible people... so... boo yah.  

Saturday, February 13, 2016

The Sunken Torchlight


Call it a late night, kinda sleepy revelation (I wrote this at 1am), but I'm feeling a strong connection (in my own head, nothing official I'm sure) between Jon Marr's Sunken City Omnibus (DCCRPG) and the Torchlight computer game series.  Perhaps it's the way both games start in a small town, and the adventurers must gain fortune and glory at their own peril.  Perhaps it's the stylish and colorful art found in both the DCC sourcebook and the computer game..

... or perhaps its the fact that I've been playing a lot of Torchlight 2 this week on top of preparing for tonight's game of Perils of the Sunken CIty.

Truly, it could be any of these factors.

As I shake off the general malaise that accompanies late night blogging, I see some fun similarities between these two pieces of gaming awesomeness.  

The Sunken City Omnibus is a series of four adventures (three 0-level funnels and one 1st level quest) for the Dungeon Crawl Classics Role-Playing Game.  Tonight's session will mark the second time I've tried running Peril's of the Sunken CIty, the first time ending in a TPK with a party of tween gamers calling the shots.  

Each adventure begins with player characters using a set of magic stones to teleport themselves to different sections of a massive ruin situated in the middle of a great swamp.  Only the greatest of heroes can prove their worth and return to tiny Mustertown with fortune and glory.  While the omnibus is organized into just four adventures, given the sending stone mechanics, resourceful judges could run whole campaigns set in the Sunken City, bolting on published adventures or their own creations.  

Torchlight (and later Torchlight 2) follows a very similar path.  There is a small town, a dangerous wilderness, and countless dungeons to explore.  An action-RPG like Diablo, Torchlight stays away from grim and gritty dark fantasy and instead embraces bright and cheerful steampunk elements.  Characters battle their way deeper and deeper into great dungeons and use Town Portal spell scrolls to return home when they have had their fill of questing.  

Town Portal spell scrolls, sending stones, same mechanic!

The overall style of each game, tabletop and electronic, is definitely where I draw the closest connections.  Jon Marr's adventures are fun and witty, an enjoyable departure from the dark fantasy themes associated with other RPG products.  Sure that giant catfish may devour your 0-level weaver whole, but as a player you are still going to have a great time.  Whether it's battling crocodillos (crocodile/armadillo hybrids), or allowing opossum men to join the party, playing through the Sunken City Omnibus, epecially Perils of the Sunken City, manages to feel light and humurous, without tipping towards over-the-top silly.  

While I wouldn't call Torchlight "humorous", it's certainly a bright and cheerful action RPG.  Whereas games like Diablo 3 and Dragon Age are set in dark and twisted worlds, constantly beset upon by demons and foul magicks, Torchlight is outright relaxed.  The minions of darkness are all there, but the game never feels bleak.  My one character's animal companion is a papillon, but it could just hvave easily been a panda or hawk or something else.  

If you don't know what a papillon is, Google the image.  Terribly vicious looking creatures, right?  In the game I can turn my papillon into other creatures by feeding them fish I catch at watering holes I find in dungeons.  The game is not only an action RPG, it's also a fishing simulator!  

As I prepare for tonight's DCC game, I will probably pull some themes and tones from Torchlight.  I've always been upfront about my "Appendix Ninendo" leanings, so translating elements from computer games to my tabletop sessions is nothing new.  

I just hope my players are ready to fish for their treasure.  


Friday, February 12, 2016

My Favorite Green Books


Early one Christmas morning in the 1990's, I stumbled out of bed and into the living room of my old house in Levittown, Pennsylvania.  I think I was around fifteen years old, but can't be certain now.  Although it had been years since I believed in Santa Claus, my parents never gave up the tradition of leaving presents for both me and my brother under the Christmas Tree.  Being the good, geek-inspiring parents that they were, typically I find a gaming book or two waiting for me amidst a sea of classic computer games like Privateer or Master of Orion 2.  

This Christmas in particular I discovered a book that I didn't even know existed.  It was an Advanced Dungeons & Dragons 2nd Edition softcover book, very similar to my Complete Book of Elves or Thief's Handbook.  But instead of the brown cover, this book was green, with bright gold lettering.  

"The Glory of Rome - Campaign Sourcebook."

What a perfect gaming gift!  My mom and dad knew that I was a fan of Roman history, ever since watching the original Spartacus with Kirk Douglas.  Opening this intriguing guide I quickly learned how to run complete AD&D 2nd Ed. sessions in the ancient Roman Republic, and how to integrate some classical mythology into my existing campaign.  This was where I first learned about the "pilum", the devastating Roman heavy javelin, and that "garum" was a funky fish sauce made from rotten guts.  From the chronology of the Roman world to detailed accounts of Gladiatorial combat, The Glory of Rome had everything that a multi-classed History Fan/Tabletop Gamer could desire!

The Glory of Rome sparked a love for historical role-playing, that has stuck with me, and certainly blossomed as I've grown older.  I continued collecting these beautiful green gems, and each would play a significant role in developing my craft as a game master.



Age of Heroes, a sourcebook covering Ancient Greece, showed up in my house during the last days of high school.  I used it briefly during a Planescape campaign, and then later during a full-fledged, home-brewed, Greco-Roman inspired college campaign.  Once I acquired the Celts Campaign Sourcebook, my collection covered the entire ancient Mediterranean.  Although Age of Heroes tends to spend a lot of time on the shelf (I prefer the grittier realities of Rome to the flamboyant gods and goddesses of Greek mythology), Celts showed up in a long running D&D 3rd Edition campaign as inspiration.  

Interested in exploring Europe's Dark Ages, I discovered Charlemagne's Paladins while in college as well.  I used the themes of Carolingian Western Europe for a very successful Ravenloft campaign one summer.  To this day, I use Charlemagne's Paladins alongside the Vikings Campaign Sourcebook when I want to give my Dungeon Crawl Classics RPG sessions a historical twist.  

A Mighty Fortress arrived late on my bookshelf, at the tail end of AD&D 2nd Edition and the beginning of D&D 3E.  This dark and gritty book covers the battles of the Thirty Years War, and is brought completely to life by the interior art.  

Here's a quote from the credits that shows the authentic direction of A Mighty Fortress:

"All of the interior illos in this book are the work of contemporary artists and illustrators, as noted."

That's right!  Rembrandt is the interior artist for this Dungeons & Dragons sourcebook!  

The only green AD&D 2nd Edition Historical Reference sourcebook I haven't really used that much is The Crusades.  Not that there is anything wrong with the book, it was an interesting read and would match up very well with a campaign mirroring the first Assassins Creed game.  I've just never had the desire to run a game during that period of history...

... but to complete my collection I had to have the book!


*     *     *

Next time you are in a used game store, and you happen to spot one of these green-bound historical references, pay the $10 and walk away with a winner.  Who knows, maybe you will learn a thing or two!

If, like me, you are a fan of these historical references, share your experiences.  How have you used these books at your table?  Do you run entire campaigns during these time periods, or do you pilfer the parts that work best?

Thursday, February 11, 2016

A Gaming Vacation to Michigan

Enjoying some Biggby Coffee in Grand Rapids!


Once upon a time I wrote a post about gaming vacations: visiting new and exciting places with friends and family, breaking out the dice, and playing some awesome games.  Sure, Gen Con fits the mold, but I wasn't referring to trips to conventions.  In the age of social media, when many of us RPG'ers play with gamers from around the world, often we never get the opportunity to meet up in person as much as we would like.  

Thankfully, this past weekend I remedied that situation with a trip to Grand Rapids, Michigan!

This kind of journey was EXACTLY what I was looking for when I first thought up the idea about a great gaming vacation.  I threw my eldest daughter Carrie in the new'ish Civic (so shiny, so chrome!), and we set out on a 450 mile journey across Pennsylvania, Ohio, and  Michigan (adding Indiana on the return trip) for twenty-four hours of gaming awesomeness. 

I can't take credit for cooking up this quest to Grand Rapids.  Several months ago my friend (wife of my friend and Tuesday night Cypher System player Jeremy) invited a whole bunch of gamers to Grand Rapids to celebrate Jeremy's birthday.  It was a surprise party, so we had to keep it under wraps for quite some time.  All that adventure planning over the last few weeks?  That was for this event, and I didn't even get to use everything!

Inside "Out of the Box Games"

Although we squeezed in a little gaming during our first night of the trip, it was fairly late.  We played a few rounds of Aquarius, before heading back to the hotel for a good night's sleep.  But that next morning we were ready to roll!  Carrie and I arrived at Out of the Box Games, just south of Grand Rapids, with dice and books stashed in my "Han Shot First" bag.  

Out of the Box Games is such a fantastic game store!  There's a great selection of board games in the front of the establishment, and a fairly large open gaming room in the back that takes up over half of the building.  Snacks and drinks are available, for a reasonable price, but gamers are invited to bring their own food as well.  

Biggby has some great cups


During our trip, our little "Team Pittsburgh" also discovered the taste-sensation that is Biggby Coffee.  Although I'm a Starbucks addict, I could see myself becoming a full convert given the tastiness of Biggby's hazelnut blend.

What a wicked grin

Carrie and I came prepared to run several role-playing games on Saturday, from Numenera to Savage Worlds.  But we wanted to start with something light and fluffy... like Dungeon Crawl Classics!  Grimtooth's Museum of Death may be my new favorite DCC adventure, and Saturday marked my third time running the vicious and deadly adventure.  After selecting some players, and handing out 0-level characters for a brutal funnel, we were ready to go.  

Carrie's ready to unleash 1000gp of potatoes on the party (true story)

Rather than face off with her Judge-father, Carrie opted to spend the game on the other side of the screen as a "co-judge".  I took care of running most of the actual game mechanics, but Carrie added significant flavor to the session.  She helped generate some random items and monsters (specifically a cat-sized dragon) during the quest, and generously added a few splashes of peril for the player characters.  

Bring out yer dead!

During this game I figured out a terrific way of dealing with two player characters with the same exact name.  When two players made up a "Bob" character, I opened the adventure with a pretty bluebird arriving on the scene with a letter marked to "Bob."  After fighting over who would get the letter, one "Bob" opened the envelope, allowing a holographic David Bowie to appear from beyond the grave.  Holo-Bowie instructed Bob to accompany him to the other side, causing both to disintegrate.

Needless to say, when a sixth player arrived and announced that his real, actual name was "Bob," there was a little nervous laughter around the table!

The perfect Savage Worlds table

After our DCCRPG experience, I immediately prepared for another adventure, but this time with Savage Worlds: East Texas University.  Carie had been asking to play this game for several months, ever since the books arrived over the summer.  While there are many one-sheets available for ETU, one of my favorite ways to experience the college-themed setting is with the random adventure generator in the back of the main book.  

I challenged myself to come up with the adventure in the short amount of time just before the session was to take place.  While the players selected their pre-gen characters, I randomly generated a strange selection of plot hooks, including a ritual, a mass event on campus, a weather event, and aliens.  

I could definitely wing that kind of adventure!

Carrie prefers her own character portrait

One by one I went around the table asking players to contribute pieces of their own character backgrounds.  When one of the players announced that their character had a pair of strange Aunt Jeans, and another was an archaeology student interested in weird burial mounds, I realized that I had my story:

An alien spacecraft, crewed by Aunt Jean aliens (Auntjeanians), created a snowstorm above a campus building, with "snow" that would eventually turn into a dirty burial mound.  

Initially I didn't have an ending worked out to the adventure, but the party of college students eventually ended up on an alien spacecraft, where the Auntjeanians were trying to get everyone drink water that would turn them into Aunt Jean.  Only two characters survived!

GM Greg teaching Tau

After a quick dinner, everyone was back at the table and Greg was teaching us how to play Tau, a card-based role-playing game where everyone dies...

... sort of reminded me of Dungeon Crawl Classics, in that regard!  

We all took on personas of cruise passengers trying to survive a terrible day on the high seas.  My passenger turned into a shield-wielding dolphin and lived to fight another day... woot!

Carries four 0-level characters

Our final game of the night brought Carrie and I back to DCCRPG.  I'd been wanting to run something out of the Peril on the Purple Planet Boxed Set ever since picking it up at Gen Con 2015.  Saturday was my chance!  While the core adventure is designed for higher level play, the box came with a 0-level funnel titled "Escape from the Purple Planet."  So Carrie, Allison, Tamara, and I sat down for a tale of planetary fantasy under a wierdling sun!

When all your dice work against you

Unfortunately for poor Carrie, her dice rolling was going down hill as the night progressed.  By 10:30pm we were wrapping up our adventure, and Carrie's last remaining characters had burned most of their Luck.  At least one, her French Immigrant Alyda Amadour Alouette, survived a return trip to Earth!

*     *     *

By the end of the evening we were both exhausted.  After running three RPG's, spending much of the time standing, I was ready for bed... although not ready to get back in the car and drive seven hours the next morning.  But despite the long drive, the gas fill-ups (thankfully cheap), the snack food, and the tolls, this was such a memorable trip that Carrie and I will remember for a long time.

I wonder where we'll journey next?

Ready for some birthday cake!