Thursday, 23 May 2019
Saturday, 18 May 2019
Having been away a long time I wasn't sure what was left of the blogosphere but it's great to see all these marvellous things already:
- Library of Attnam has a handy list of d101 Sci-Fi gadgets, for when the players need to find something interesting out there...
- Someone recommend Trilemma Adventures for one sheet (well, two page) dungeons and I'm glad they did. The site has a Kickstarter for an adventure compendium which looks well worth backing and closes at the end of May.
- I stumbled across d4 Caltrops' ongoing list of interesting forest hexes which is well worth checking out if you're a hexcrawler - or just looking for things to fill in the blanks!
- I was intrigued by Roleplaying Tips' d6 ways to spice up next session as it made me think I must be doing something right; this sounds like business as usual at my group's table and if it's not the DM doing it to the players the players are doing it to themselves!
- Charisma over at Stuffer Shack makes a very good point about ruling with players in conflicts - and it's great to see one of my old favourite blogs still running.
- It's been great to see that the RPG Blog Carnival is still going strong too. Drop by Roll4 and see what's going on before it moves on next month.
It's clear I need to update my blogrolls but I'm looking forward to exploring and finding new favourites and hidden gems, recommendations in the comments would be very much appreciated!
Friday, 17 May 2019
|Liberator by Phil Parker, on Flickr|
Stars Without Number - Free Edition is the game that changed how I DM. It helped me prep just enough and forgot about "building encounters" and start enjoying the game so much more. It's the game I wish I'd run first, but more on that later.
But how does it play?
Mechanically, it's an odd mix of d20 (for combat and saves) and 2d6 (for skills) but the players didn't seem to mind. Skills are distinct enough without being too granular and it all seems to work. Being an OSR game there are hit dice and hit points, and my favourite method for rolling HP when you level I have seen so far: roll all your hit dice and get that if it's higher than your current total, or get +1 HP if you rolled lower. It really helps to smooth the curve.
Wednesday, 15 May 2019
One thing I loved when reading Dungeon World was how all the moves fall into the same basic pattern:
- 10+ (on 2d6 plus modifiers) means clean success
- 7-9 means success, but with a cost or limitation
- 6 or less means failure and the DM moves the story along
It's an easy change from pass/fail and it runs right through all "Powered by the Apocalypse" games. Note how there's no DC. I like this. So often my players roll skill checks and announce the result before I decide the DC that I end up just eyeballing it - so why not get rid of it? This is all about stakes and not about difficulty.
Tuesday, 14 May 2019
The d4 - origins:
- It's ancient, dating back to before the current civilisation began. Perhaps the current rulers are trying to stop it, or perhaps it's important that the people who celebrate it don't die out?
- It's traditional and has been practiced for generations here. Perhaps the original meaning has been lost, or prophecy states it must run for 100 years?
- It's new. Perhaps the organisers could do with some help getting things set up, or perhaps someone is trying to make sure it's not a success?
- Outsiders. It's touring. Perhaps some mischief - or wonder - follows in its wake?