Thursday, 31 March 2022

Status update - Still alive

Boy, it's been a while since I've dusted off ye old blog. Over four months in fact!
But yes, much to my delight I am still alive and running games. In fact, I am now here to present some of the stuff I've done in those four months that I have been absent from here in no particular chronological order.

Thing #1 - Spooky forest adventure

So I don't even remember how much I had shared of this on here, but at one point I had this plan of re-writing the forest crawl I partially ran some of my sandbox players through.

Unfortunately, as often is the fate with lot of personal projects that has been put on an indefinitively long hiatus as I at one point realised that I need to re-write and redo the layout of large portions of it.
I do now have a bit more realistic grasp of what kind of polish it needs thanks to feedback from several great minds, but the workflow I had for parsing the book together was so inefficient and painfully slow that if I ever get ignited by a burning passion to finish this particular project I'll be starting from the ground up again.

Thing #2 - Starting a West Marches game

Yup, I did that. I have a feeling that it is also something I might have mentioned before on this blog but don't feel like going back through old posts to find if this actually happened or if it's just a feeling I have.

The game currently has a grand total of seventeen players on roll20, although over half of these are not super active. A more realistic number would be maybe four to six properly active players that I can consistently hear from at least once a month.

Running a game of this type has been an interesting experience so far, and I would at least like to claim that I've learned a thing or two from running it.
For example, at the beginning I had a lot of trouble balancing the travelling portion of the sessions in such a way that travelling didn't take too much time but still felt like a meaningful thing to keep in mind for the players rather than something to brush by in favour of getting into the adventure sites and doing proper adventuring.

It has also been a big challenge to me to keep the game moving as I tend to gravitate towards slower paced gaming where the players dictate the pace things move at rather than me hurrying them from scene to scene.
The sessions I run usually aim to be four hours in length, and fitting an entire adventure within that timeframe is not always the easiest feat to pull off, but I feel like I have gotten a better grasp on how to pace oneshot adventures thanks to it.

Oh, and for those wondering I am running the game based off of the "In the Shadow of the Tower Silveraxe" zine, with things like Stonehell, and some smaller dungeons tacked on in order to give the players even more sites to explore.
Currently the Harlowe House from Sam Sorensen has played a big part in the players' interests.

As you can see, there are some additions to the milieu


Thing #3 - My very own souls-heartbreaker

It's the thing everyone who GMs and is a fan of the soulsborne games is eventually fated to start tinkering with.

The idea I had for this hack was to attempt to write a world that could be played in any ruleset rather than a ruleset for running a particular type of world.  "Make rules for a world, not a game system" was one of the things as my inspiration.
As it is currently written and as I am currently running a test of it, the game is based on the very barebones skeleton of Lamentations of the Flame Princess, but you really could substitute that with any system that can handle combat and preferrably has low starting power-level.

Some other inspirational sentences I have floating around in my notes and drafts include things like "Warm and comfy fairytale-like horror", "World where one can walk into the distance and disappear" and "Memories as items/loot". 

Other huge inspirations have been Through the Veil from Liches get Stiches for general ideas on how to build the atmosphere and some level design principles that they go over in later posts of that series, as well as a snippet of a blogpost that I actually had to employ the help of other people in this community to find. The post in question is called Consumerism in your OSR games by Vagabundork, and a section of the post called "a time for introspection" has been serving as a great central building block for this little project of mine.

The modular "tack-on" ruleset for running souls-inspired worlds in most traditional roleplaying systems is still heavily under construction and playtesting and will probably go through several more changes, but for those curious on what I have scribbled together so far you can find the up to date draft here.

Super secret design document for the project


Thursday, 25 November 2021

Stuff I use to run a game

Blogposts without images are boring -
art by me
I was originally going to make this simply a gathering of the few rule packages like Defy Death that I've made and throw some nice tables into it as well and then put it up as PWYW on drivethru, but the more I wrote the more I was thinking that this would fit just that much better into a blog post, and what more I haven't really shown this blog that much attention lately, so here we go.

To start off, this will be me listing off the various supplements, tables and procedures that I've added to my games and actually found fun or useful.
I obviously can't share everything that I use at my table because a good portion of it is also stuff that have been picked up from other products and people, but I will still name and go over them, and give you my thoughts on them.

Overland Travel & Wilderness

This is the thing that comes up most often in my games, players want to move from one place to another all the time.

I've admittedly got very little to offer in terms of codified procedures to track movement and such, and have for the most part simply been using a very simple map that I share with the players. On this map I have a rough idea of how long it takes to move between settlements and intuit the time taken to travel anywhere else based on those.

I would however suggest you take a look at Into the Wyrd and Wild since the camping rules in that are what I would probably say is the best feature of the entire book.
They abstract it enough that your players don't need to describe everything they do while making camp and roll separate checks for all of those things as well as make expenditure of supplies during travel a bit less static as you may require anywhere from three to no supplies spent per camp.

Another great resource in terms of wilderness is Longwinter. The player's book comes with a very neat system for tracking how cold the temperature is and how much clothing the PCs need to wrap themselves in to not start potentially getting frostbitten, although it is very clearly aimed towards 5e-like systems so a small amount of conversion was required for me to make it fit the LotFP framework a bit better.
The book also is maybe 70% lore and setting that I personally find no use for, so be warned, but the rules section is packed with all sorts of useful stuff if you're going for a game set in a cold climate, I have for example used a table in the book to generate a month's worth of weather for a game I'm running. The cold survival rules are simply the biggest feature of the set in the book in my opinion.

What I can offer you here however are a few tables that I use whenever an encounter in called for during overland stuff, one that I use for generic travel encounter results and onether that I use for finding out what has happened during the night on somebody's watch.

Travel events, mundane and weird

  1. It's an ambush! Several volleys of arrows fly out as both men and dogs run at you.
    1. Band of criminals from nearby camp.
    2. Assailants are either band of cultists, controlled by something or fleeing from something rather than attacking.
  2. Few hungry feral dogs, will meekly follow the party.
    1. Not agressive unless provoked, looking for food and may attempt to steal from the PCs when they camp.
    2. to be added
  3. Lone traveller asks to join you on the journey to your destination.
    1. He will gladly share of his rations, or may try to run off with somebody's backpack during the night.
    2. False Beggar (Into the Wyrd and Wild)
  4. 1d4 wagons with adventuring party guarding them.
    1. Returning from or heading off towards some adventuring location.
    2. to be added
  5. Change of weather.
    1. Just normal weather.
    2. Something unnatural about it, perhaps it was conjured or caused by some creature or rite.
  6. Upturned carriage lies in a small ditch near the road.
    1. One of the two horses is missing, the other lies dead and looks partially eaten.
    2. The horses are still attached, one of them is eating the other and has small black nails driven into it's gums.
  7. Small group of priests/monks.
    1. On priestly matters such as spreading the faith of helping the people, will offer absolution and issue quests or prices for reaching heaven.
    2. The lead monk rings a bell and carries a long rope that the rest of the monks are holding on to. They have sack-like hoods drawn over their faces and shuffle forwards looking unsure in their steps.
  8. Pile of bodies being picked by crows.
    1. Site of some roadside accident or the aftermath of an ambush.
    2. Something moves underneath, redcaps? Is someone crawling out of there?
  9. A horse carriage with a pair of armed outriders.
    1. A noble or high ranking merchant passing by.
    2. Armed delivery of something dangerous or forbidden as it's being re-located.
  10. Shadows dances weirdly, reaching towards a PC.
    1. Just a trick of light.
    2. It lashes out when approached, scraping at your shadow where it connects to your feet.
  11. Travelling troupe of entertainers.
    1. A freak circus, fortune teller, snow leopard, "wolfman", fire swallower.
    2. Dagger swallower (only swallows, where do they go?), tall lanky man with goat head, identical twins, chained up shapeshifter.
  12. Remains of a campsite not too far from the road, looks disturbed.
    1. Still has bedroll and a strewn out bag around the campfire, blood and dragmarks all around.
    2. Footprints that nobody recognises around the camp, a strange smell in the air that definitely should not be there, or perhaps a small figure sitting on a rock few metres away from the site like nothing had happened.

Generic night watch results

  1. Attacked by: 
    1. Flock of Ravens, 2. Stray Wolves, 3. Bandits/Poachers, 4. Whatever else makes sense, or re-roll
  2. There's something out there, but it hasn't noticed you yet.
    1. Flock of Ravens, 2. Stray Wolves, 3. Bandits/Poachers, 4. Whatever else makes sense, or re-roll
  3. Sounds of movement/monsters from somewhere outside the field of vision.
    • Grunts, stomps, dragging, rustling, communicating, clattering
  4. Watchman fell asleep.
    • Something might be missing or not as it's supposed to be, next watch has encounter trigger on both 1 and 6 on a d6.
  5. Light moves somewhere in the distance.
    • Bandits, travellers, monsters, natural phenomena, glowbugs, reflection of the campfire.
  6. Change of weather.
    • Roll on weather table or do reaction roll, unfavourable result = unfavourable weather.
  7. Shadow dances curiously by the edge of your campfire, stretching a bit too far towards you compared to the other ones.
    • Single shadow, more curious than it is hostile.
  8. The wind carries what almost seem like wails of someone or something in the distance.
    • Trick of imagination, or perhaps a sign of something in the area?
  9. Change of weather.
    • Roll on weather table or do reaction roll, unfavourable result = unfavourable weather.
  10. All is good after all.
    • No event
Our highly detailed campaign map


Tracking time and happenings

Something something strict time records and campaigns.
I've found it helpful to have a calender, even if very rudimentary one. In fact what I use is simply a wheel of thirty phases of the moon that I move along as days go by in the fiction.
And if I ever need to quickly find out what phase the moon is in, I don't need to bs my way through it.
The main thing with keeping a calender is being able to keep track of seasons, in the sandbox games I have running we are approaching winter season and I may soon be able to subject players to some cold weather hijinks without it feeling like I'm suddenly just deciding that the cold season has set in.

And then we have this weird and silly idea I had for keeping track of the happenings in the world, named Chess of Fate.
Simply put, at the beginning and end of each session the players make a single move on a chessboard followed by me making a move against them. Whenever a piece gets captured, something that's either positive or negative will be happening or have happened in the session following that move depending on who captures the piece.
If you want to give this idea a go yourself, here's the events I have assigned to each piece:
  • Pawn = Minor Fortune 
  • Knight = Travelling Events 
  • Bishop = Religious Events 
  • Rook = Stability, Maintaining of Status Quo 
  • Queen = Major Fortune 
  • King = World-scale Event 
If you lose a piece, gain the opposite negative effect. Minor fortune becomes a minor misfortune etc.

The "home page" of my sandbox campaign on Roll20


The other stuff

Yeah, then I kinda realised that I run so few dungeons that there isn't much procedures that I've had to develop for them...
The encumbrance system from Veins of the Earth is cool and I like using it, although it does take a bit to explain through if you don't have access to printed sheets where it is extremely simple to understand. I currently limit items that would be handled in bulk to bundles of three per inventory slot (candles, torches, rations etc.) and make coin pouches able to hold up to 200 coins and take up a slot as well.
It's made the players think about what to pick up and even return back for some left behind equipment in one dungeon since they had decided that treasure was worth more than tools which was kinda fun moment. 

In the current sandbox game(s) that I now realise have been going on for over half a year I am also using Defy Death which truthfully hasn't really yet resulted in any of the cool personal quests or party problems that I was thinking it would promote, as well as a super janky "magic-users can cast as much as they want but the spells can fail/miscast sometimes" which I don't really think I'll be using for any future games as all it really does is add a need to nerf magic missile.

I have also streamlined the absurdly convoluted rules of natural healing rates that Lamentations has which have like certain hp tresholds at which you heal at different rates and simply made it so that if the PCs sleep in a comfortable bed, like an inn room, they heal 2hp per night, and when they rest somewhere less comfortable and simply "make do" with their situation they heal 1hp per night.
Less stuff to figure out for both me and the players.

Other miscellaneous tables that you may be interested in are the mutations included in the Diabolist hack that I've made for LotFP based on a pre-existing blogpost, or my list of 1d30 reasons not to turn back which is essentially just a list of backgrounds that the PCs might be coming from.
I have also made this fun magical tarot deck that you can have travelling fortune tellers give readings with, which kinda counts as a table, as well as a ever trusty "I search the body" table that sees frequent use in my games.

Tables of just random names to throw up on the spot are also absolutely great, and currently my favourite are the ones present in Times That Fry Men's Souls simply for the reason that they are incredibly easy to find in the book as they come straight after a stack of pages that have a black border and you thus know exactly where to open the book to get to the tables.

As far as running civilised locations like cities or villages, I spend a few hours making a nice rumour table for them and maybe write a sentence or two about the place to get the vibe down for myself and simply bs my way through the rest for the game.
For example, here is a what I have written down about the current hub town in the sandbox games:
Yes, I do pretty much all my game notes and creative writing in google sheets.
Yes, I know it's quite difficult to read this from the picture.

West Marches

Yes, I have also recently started a west matches style game in hopes of getting to further satisfy my addiction to tabletop roleplaying, and here's what I have currently as the guidelines for that game to keep the feel of adventurers setting off from a hub town:
  • When you find an interesting listing on the Bounty Board, a place in the wilderness that you would like to check out or a rumour that you would like to pursue, gather an amount of players that you think you might need and form a party with them. Once you have formed a party, inform the Referee and we will decide when to play it out. Easiest days to get a game on will be Monday, Tuesday & Wednesday.
  • No PC can be played in two consecutive adventures, all PCs must sit out at least one adventure before venturing out into the Gemthrone wilderness again.
  • If by the end of a session the party is not back in town or in other safe and civilised location, the Referee gets to determine what has happened to them when they next resume play.
  • Civilised settlements are considered safe places for any PCs left in them, and no harm will come to PCs taking time off inside them.
  • Information about new adventure sites should be made available for everyone, although omitting the full story is not forbidden.
  • Each session continues from the same in-game date that the last one finished on.
  • Newly created characters should buy their own gear with their own money, but after their trial by fire any PCs spending time in town can trade etc with each other.
Still very new to this so will have to see how these end up working out and if they need to be tweaked/removed/expanded.

Now I just need more players to throw into that pool so that game will have more than one session a week so I can spend less time alt-tabbing between youtube and discord and more time watching in amusement how the players are yet again defying all my expectations in how they handle problems that get thrown at them.
This is not a cry for help, I can stop whenever I want.





Friday, 22 October 2021

LotFP style weird magic spell

 A bit of time ago few friendly people got together to brew spells based on music track titles much in the vein of the two spell supplements written for Lamentations, each of them offered small number of tracks from which everyone randomised one to act as a spell prompt.
This is what I got:

"Seven Diadems of Stillborn Bones - performed by Winter Lantern"

Not all spells and rituals are easy and convenient, the power often being derived from the difficulties the caster needs to go through and the amount of effort invested into completing the evocation. Furthermore rituals and evocations are most often performed and concocted based on one's desires rather than from a purely utilitarian angle.
This spell is no different.

Seven Diadems of Stillborn Bones

A tale of midwifes, magic that lead to the burning of the stillborn in regions where it is common for rulers to have several consorts, this ritual might have first been conceived as a grief-striken attempt to regain what was lost via an unorthodox combination of differing rites.

The name of the ritual is directly derived from the involvent of the magi performing it slowly gathering up bones of stillborn or miscarried babies, enough to craft seven small circlets fit for a newborn's head.
The magi is then to fashion the seven diadems out of the remains, whispering pleas and reassuring words to them as they weave the frail bones together. 
On the seventh night since the crafting of the diadems, they are to be washed clean much in the same way a newborn baby would be and then wrapped in warm cloths to be stored away in a small cradle specifically made for them.

The cradled bundle of circlets is then to be sung lullabies to and looked after for seven more days, and at the end of the seventh day the magi will hear a baby's cry from the cradle.
The baby will in time grow up just as any other normal child would, but will never quite be, nor understand what it is to be, human. They will speak of lost relatives like they had met them and will know of people that have very clearly lived in the past like they are acquintances.

This spell must be cast three times for the ritual to take effect. Once during the crafting of the diadems, once while washing them clean, and once mixed in to the lullabies sung to the cradled bundle. Any possible mistakes or accidents with the ritual are only discovered once the bundle is unwrapped on the seventh day when the magi hears the cry of a newborn from the cradle.

Miscasts
  1. Writhing fleshy mass that only remotely resembles a fetus trashes around underneath the wrappings, ready to assault and run away from the magi when they go to inspect the results of the ritual. It will return to haunt the PC for the rest of their life as it slowly grows into a full-fledged monster.
  2. The magi was the final piece of the ritual, still missing. Their soul is sucked out of their body and moves to inhabit the newborn baby bundled up in the cradle as their old body slumps to the ground.
  3. As the magi goes to inspect the cradle, it feels like a horse kicking it's way out from inside their chest as several pairs of their rib bones suddenly go missing. After meaty crunching from the cradle as the magi lays on the floor wrecked in pain, a newborn baby with striking similiarity to them begins their bubbly laughter while suckling on one of the magi's rib bones. The PC is reduced down to 1hp and they lose [level]d4 max hp as what was missing from the ritual is forcibly taken from them to supplement it's completion.
  4. There is no baby in the cradle, what instead is unwrapped are the diadems. Fused and with strands of flesh and skin grown around them with a tiny beating heart sitting inside the tangle of stretched out skin.
  5. There is something wrong with the baby and it will only live up to the age of three. Extracting whatever knowledge they hold from beyond the grave could prove difficult before their death.
  6. The magi forms a mother-like bond to the newborn baby, and will not do anything that might cause harm to come unto their new child. They will provide for the child and raise them as their own, overlooking any strangeness that anyone might point in the child.
Cradle carved in boxwood
 from the Industrial arts of the Nineteenth Century (1851-1853)
 by Sir Matthew Digby wyatt (1820-1877)


Friday, 15 October 2021

Forgive Us - A greentext adventure report

Forgive Us
-
Module and art by Kelvin Green
 I was going to write a proper story-like report on all that me and my players went through playing this module, but I am a lazy person and have now been looking at the notes I have of the game that I'm supposed to write that based on and boy am I feeling extra lazy.
I thusly present to you, Forgive Us in greentext:

For bit of background info, the party consisted of four level three PCs and we played the adventure with vanilla LotFP rules without any additional homebrew tacked on. Starting equipments were randomised using the wonderful table from dismastersden.blogspot.com.
The group members were:
Amarthia Ravenghast - lvl.3 Dwarven bountyhunter
Grogorious (the Blessed) - lvl.3 Cleric bountyhunter
Reginald Nuward - lvl.3 Magic-User and the owner of the group's mule Greginald
William Rowley - lvl.3 Specialist and a former disgraced comic actor

This motley crew had caught wind of a public secret whispered about in Norwich, a hideout of the city's most prominent gang had seen nobody going in or coming out of it for the last week or so and decided to investigate.
The following is a rough sequence of events of that investigation, a play by play deconstuction of what they went through and maybe told stories about later in their lives when druken well enough to admit their own defeat. (I recommend finding at the very least a map of the module in order to follow along as this is again written with the assumption of the reader being already somewhat familiar with the module).

>Cased the buildings, looking in from where they could.

>Went in from butcher's shop.

>Ran into a mutated dog.

>Few rounds of missing, dwarf got licked.

>Cast sleep, murdered the dog.

>Open door to courtyard, there are several hungry non-mutated dogs.

>Push their donkey in there, after a bit of donkey screaming and dogs yelping the donkey had beaten a dog to death with other two covering in fear by the gate.

>Assessed their options, decided to levitate a guy on top of warehouse with a rope.

>Rope lowered, another person climbed up and they went in from a hatch on the roof.

>Inside a hanged person dangling from a walkway on second level of the warehouse.

>Cut the rope, body fell on boxes.

>Open the warehouse courtyard door from inside, was locked with chains from the inside.

>Climb the boxes, found key on corpse.

>Head into the scribe next.

>Strewn papers, people have obviously left in a hurry.

>Upstairs a big library in bedroom, a safe with very difficult lock on it.

>Spend blessing to open the lock, find floorplans, some coins and big metal key.

>Go to tavern next, door locked.

>Check the big metal key on all doors in the courtyard, way too big for any houses.

>Fits into the gate lock but does not turn.

>Use the key found on the corpse to open tavern door.

>It opens inside and is barricaded.

>Spend two hours dismantling the door.

>Step in, there are few short and sharp sounds of wood cracking and splintering upstairs.

>Go down to cellar, find spoiling food and weird black goo.

>Go back up from cellar, hear footsteps coming down stairs from second floor.

>Set few barrels in place of the now-removed courtyard door, bows drawn on the other side as orders are barked inside the tavern and footsteps approach a door.

>Robed man pushes door open, sees the party and calls back inside the tavern that he's found people.

>Tries to disarm the situation "no need for violence gentlemen".

>Spanish guy with a tan steps through the door, pushes robed man aside and demands to know what the PCs are doing and who they are.

>Orders them to leave, asks if they have seen a stone carving, escorts the party out with his own party the way the mercenaries had come in from.

>PCs want back in, circle back to the butchers shop.

>Stealthily looking to the courtyard from butcher's back door, the robed guy is trying to fight their donkey moving from where it's laying down to no success.

>Robed guy gives up, party watches as the mercenaries go to check out the warehouse.

>Specialist sneaks close in hopes of ambushing them, sees spaniard and rotting fellow overlooking zweihander-man and robed guy stacking boxes to make stairs up to the body.

>Decides to lunge for the Spaniard, but robed guy sees this and starts yelling and pointing at him.

>Misses, spaniard spinning around and giving him a hefty stab gracing off of his chest.

>Combat ensues, magic missile is cast to stop what is suspected to be a magic spell from robed guy.

>Zweihander-man runs for his sword.

>Arrows fired, dwarf runs to take frontline but gets overwhelmed by the walking corpse and charging zweihander that is hacking down both the dwarf and the corpse with single cleave.

>Spaniard charges in on the remaining two, robed guy casts fairie fire on entire PC party.

>Dwarf kicked away from the warehouse entrance against a nearby cart, robed guy takes this opporturnity to sink rapier through his thigh.

>Spaniard offers chance to surrender, PCs agree.

>Dwarf with arm almost hacked off and limping due to pierced thigh. Loses consciousness a few times on the way to hospital.

>After his admittance to the hospital, he was never seen again.

>Day later mutated monsters started to spill out onto the streets of Norwich, leaving the city in shambles.



Tuesday, 28 September 2021

15 tips and advices for GMs

 I was planning on using this evening to continue working on a forest crawl adventure that I am looking to publish as a PoD product on DriveThruRPG at some point, but a recent bandwagon caught my eye.
Bandwagons are fun!

This time we're doing cheap/simple GM tricks, a great bandwagon that already has loads of great tips and tricks loaded onto it by PhloxCosmic OrrerySundered Shillings and Eldritch Fields.
Big thank you to Phlox for the great idea!

Now that I've soent my evening thinking about and writing these down, a lot of these feel to me like general new GM advice rather than some neat timesaver hacks or tricks, but here's some that I could think of based on my experiences with the hobby so far.

1. Occasionally asking "what does it look like as you do so?" can add a lot of flavour to things regardless of situation or character class.

2. Offload some of the narrative load to the players as well. Ask them what they have heard of about the surrounding region when they enter a new area, ask them what happens during their nightly watch, let them describe the day they spent shopping in town before or after the book keeping is done.

3. Players will make content and draw out conclusions out of the smallest details, you just have to remember to mention them. This is free real estate to base future adventures on.

4. When a player describes something they want their character to do, ask what are they aiming to achieve with that. This can make it much easier to adjucate for the action as well as help solidify why and what their character is doing to the player, potentially bringing up reasons it might not work as well.

5. Monsters, spells etc are much more mystifying and interesting when you don't immediately blurt out their names when speaking about them. Let the players name these things and stick with those names yourself for extra fun.

6. Use as generic tokens as you can when you need to represent stuff on a tabletop to prevent all your great descriptions falling flat because the players are clearly seeing that you just placed down generic goblin miniatures #1 - #6 on the table.
Personally I've come to like chess pieces as tokens in my online games since they are distinct enough without betraying any solid information on what they represent.

7. Having a list of names, one name for each letter of alphabet, that you cross entries off of an replace them as they get used is god given for not having to fumble with names every time the party meets a new npc.

8. Each caravan or circus should have a fortune reader, players love paying for tarot readings even if you have no real clue on how they should be done.

9. Having customs that people in your world follow can make the world seem much more alive. Simple things like "always say a prayer when crossing a river or a body of water."

10. When exploring an area with low amount of encounter/wandering monster rolls, roll wandering monster check as well as the dice that determines the encounter table entry at the same time. If the wandering monster wasn't triggered then give an omen instead of that creature being in the area.
This gives the impression of the area not being deserted even if no monsters are being encountered.

11. Ask your players to do the recap before each session rather than doing it yourself, you'll find out what things really stuck with them and what they glossed over.

12. Good "I search the body..." table will keep going through random thugs' pockets interesting, potentially even creating new adventure leads.

13. Don't plan out entire plots, rather think up short "In the next episode" type of high points you want to reach in your game. This way you don't get too stuck up on things having to go exactly the way you planned and you have notes on what kind of events to introduce in the game.
It's good to stay flexible.

14. If you can make a ruling and move on, do so rather than grinding the game to a halt and taking everyone out of the fiction in order to hunt down a rule you're unsure about.

15. As a GM you dictate where the camera is pointed at all times, if there are boring parts you'd rather skip you have all the power to do so.

Thursday, 23 September 2021

Never Going Home - Experiences running the system thus far

 For a bit over a month now I've been running an open table game of Never Going Home and I'm starting to feel like I'm maybe having a grasp on the system by now, as well as few different experiences from our sessions.
Sounds like a time for a review/first-impressions.

Book & Layout

Let's first adress the elephant in the room, which is the layout of the core book. It's all over the place.
First of all, the book is 7" x 10" in size which makes it just shy of an A4 but all the text is laid out in single page-wide column and there are un-broken blocks of text that tend to clog up even three quarters of a whole page at a time which is very slow to scan through during a game.

While reading it through casually the issue doesn't seem that big, the core rules are explained in the span of 23 pages, including character creation. Most of the sections even have neat bullet points to comb through at a glance, and I suppose so far my only issue with the book is that there's few large chunks of text that could have been condensed a lot to keep up with the theme of making the actual rules section be easy to thumb through and find the details you're looking for since it usually is the smaller details of how things work that you end up needing to look up during game. To this day I still don't know if it's a fever dream or is it actually mentioned in the book if you can choose the same modifier for a spell's effects several times.
The issue here is that the rules needed for play are scattered among the just over twenty pages and at times even repeated under other sections despite being already explain under a different header. For the games I've ran so far I've ended up making somewaht condensed player handouts for each section of the rules in Roll20 and at this point I almost prefer opening that game in my browser to check on rules rather than flipping through the book even outside of running the game.

Then right after the book jumps into giving out the setting backstory and roughly two page long details for nine of the "factions" involved in their version of ww1 including themes, general officer attitudes as well as soldier attitudes. Not a bad springing board for when you want to run your own adventures instead of the pre-written ones they offer, these just so happen to put a whole thirty pages of lore stuff right in the smack middle of the book followed by some GM advice and the bestiary which now ends up in very not easy to find place. Right after the book closes up by giving you three example inroduction scenarios, each one with a very different feel to them which can be either a good or a bad thing depending on reader.

Oh, and in the pdf version there are no bookmarks or links at all.

In conclusion, so far the feel I've gotten out of things put out by Wet Ink Games is these better than average books carried by the amazing art and suffering from akward layout choices that take away from the usefullness of their books.

The art is just gorgeous, snippets of art by Charles Ferguson-Avery


Running the game

We've certainly had a lot of fun with the system. Creating new characters on the fly takes less than a minute, making up a name has in fact been the most time consuming part for us so far, which works really well with the system as things can get deadly really fast when shit hits the fan and as a GM it doesn't make me feel too bad about having killed a character since we can drop the player right back into the game without any prep needed.

So far we have been playing through pre-written scenarios from both the core rule book and Once More Unto The Breach which is a collection of 21 adventures by various authors. There have certainly been hits and misses, different adventures have had different feels to them which isn't bad by any means and all of them are pretty much designed to be run as oneshots since that is where the system even pushes itself towards when explaining the adventure structure in the core book.

Speaking of adventure structure, Never Going Home has the absolute best presentation of adventures I've run into so far in tabletop rpgs. Each adventure comes with mission briefing which details how things have come to their current state or what/why the players are about to go through, it then gives out a concrete mission objective for the players so they know what they should be focusing on this particular oneshot before laying out the main "incidents" to run the players through. 
I really enjoy this approach as there is a lot of free space given for the GM and for me it felt like there was a lot less pressure on getting a ton of things just right and according to some tight module structure which some more traditional D&D adventures have. Instead Never Going Home simply gives you the high points to hit during play and leaves the GM to make stuff up to fill in the gaps however they see fit.

The experience so far

I thought I should also share with you guys what we actually have been through so far. For those familiar with the pre-written adventures we have so far, in order, played through Terror in Tannenburg, The Lamps are Going Out, The Angel of Mons and The Longest Night. (Heads up, the longest night needs some modifications to be fun for players as there's very little to interact with.)

We began our adventures right at the beginning of the war, before the veil between the worlds was torn and whispers from beyond started to mess with the more mentally sensitive soldiers, zooming in on happenings on the eastern front and a unit in the Russian 2nd Army.

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August 27th 1914, outside Tannenberg, Prussia — The Eastern Front.

The guns were silent through the night, but it was difficult to catch much sleep due to the oppressive heat hanging over the trenches like a wet blanket. Nearby, the village still burns and drifting smoke cloaks the dense woods all around you. Before the sun even breaks over the horizon, you are shaken out of your fitful slumber and summoned to your commander.
There, you are given new orders. You are to be sent on a special top secret assignment.

Two men from the same squad were found dead this morning, killed in their sleep. There were no visible wounds found on their bodies, and no bullet holes in their clothing. Despite the heat they were found with a layer of frost covering their skin and their eyes were wide open, as if terrified. A cursory examination by the medics indicated that they had indeed been frozen to death.
Your mission is to investigate the bodies, interview those who might have seen something, and uncover the reason for their peculiar deaths. If this is some new weapon at work, the Generals need to know about it immediately. 
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Mission Objective:  Your mission is to investigate the bodies, interview those who might have seen something, and uncover the reason for their peculiar deaths. If this is some new weapon at work, the Generals need to know about it immediately. 


From here on out we skipped forward in time to bit after the tragedy of battle of Somme where the massive amounts of death during the war had finally reached the tipping point of tearing down the veil between worlds, causing horrors beyond human imagination to pour out into our world.

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March 20th 1916, near Lake Narach, Russian Empire — The Eastern Front.

Near the end of a long day of fighting, deep in the enemy trenches, the rush of victory almost compensating for the twist of fear and disgust in your gut, your squad rounds a corner just in time to see the members of an enemy squadron retreating up a ladder and back to the relative safety of the captured ground they’ve held for months. Your unit surges forward and quickly piles out of the trench after them. Ahead of you the enemy soldiers rush into a small village. Arriving at the edge of the village you don’t see the soldiers, or anyone.
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Mission Objective: Find the enemy soldiers.


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March 26th 1916, somewhere west of Lake Narach, Russian Empire — The Eastern Front.

Several days after the hasty retreat from an unknown monster that a bunch of corrupted soldiers were calling the Night Master, the squad can still sometimes hear screeches and flapping of wings in the dark nights as you've been hiding trapped behind the german lines.

Surviving soldiers of your unit scrambled together beyond the accursed village of purple flames in the past few days that you have pushed through on shared and carefully conserved rations. Some familiar faces are still missing but now there is barely enough food to survive through another day.

The german soldier that Ivanovits and late Pyotr saved from the village has been following your unit like a lost puppy, and few of your guys have actually built some sort of rapport with the poor soldier to the point that there appears to be some kind of mutual understanding going on among them. These same guys from your unit have now informed you that according to the german soldier, there is supposed to be a town or a village of some sort not far from where you are currently hunkered down. All that sits between you and the town is barren no man's land left behind from when the russian army had not yet been pushed as far back as it is now, lined with a maze of assumedly empty german trenches.

Even without understanding what the german soldier is talking about most of the time, everyone in your unit has recognised few words from among his utterances as he's been pointing and throwing his hands towards the direction of the supposed town; "Angel", "Saviour".
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Mission Objective: Investigate the town, find food for the unit.


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March 29th 1916, Kovno, Russian Empire — The Eastern Front.

During your stay in what you've found out to be the town of Kovno the unit has been making themselves comfortable to the best of their ability, enjoying this sudden bout of normalcy in the empty town. Somebody had even found a radio in one of the houses near the train station.
Most channels are dead, and one is playing a nationalist sounding german anthem over and over. It may not be your preferred musical genre, but anything is enough to constitute as entertainment for the men in the unit. The German soldier can even sometimes be heard humming the tune or seen sitting by the radio while looking lost in thought.

But sometimes, when the radio briefly turns to static, people are swearing they've heard someone speaking russian amidst the white noise. More inquisitive members of your unit had made it their goal to decipher what it is that you are hearing mixed in with the static.

One of these days when walking by the building one of the men investigating the mysterious static noise pulls you in to the building. The small group of soldiers that have stationed themselves around the radio press for you to take a seat, one of them starts to fiddle with the channel selector while the others explain to you how they have found a channel where the spoken russian keeps repeating over and over behind the white noise.
After listening to the static for a moment you can make it out as well. Coordinates, as well as a roughly estimated location a day east from Kovno that someone is repeating over and over in russian.
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Mission Objective: Investigate the location heard on the radio. It's on the way back to the front and the message is in a friendly language. On top of that the amount of food you can scavenge from this town is running low anyways.

The missions after the first one were modified slightly in terms of the fiction involved to accomodate for the location of the unit we're following for these games.
Currently they have broken out of some form of time or space anomaly that the radio signal was coming from and have made it back behind their ows lines. No friendlies in sight as of now, so we shall have to see what the unit decides to do next.

Wednesday, 8 September 2021

Play report chronicles - Deep Carbon Observatory

 So for the last month or two I've been running for my first time the legendary Deep Carbon Observatory. 

Deep Carbon Observatory cover art
by Scrap Princess

There were definitely some difficulties or things that went wrong or that I would do differently if I ever run it again, but overall it was a really fun module to run and the players also claimed to have enjoyed suffering through it.
Patrick writes a lot of pretty prose for his works which makes it really enjoyable to flip through and peruse in your own time more out of interest than with game prep in mind, but at least for me personally that is a style that rarely works at the table since I get nervous about getting details of things right in my descriptions so that I don't possibly ruin something else down the line later on, and scanning through the text takes a lot of time since you need to filter out the "fluff" to find the details that you need for the game at a given moment.

But, without further praise or grievances, here are play reports from our sessions that I shared with the LotFP discord server for them to follow along with our experiences with the module and now I'm laying them out for all of you guys to read as well. Hope you enjoy!

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First actual session of DCO done, party picked up the little thief kid as a guide by buying him off with food, got very intriqued by the chapel and the meaning of the spoon, were assaulted with crossbow-fire and someone trying to smoke them inside the chapel by setting it on fire, and on their way back to carrowmoore where they left their caravan after the situation at the chapel they dragged the sacrophagus with them.

We ended session with the mummy being stabbed through the chest after it refused to hand over it's treasures and it casting fear on five of the six people messing around with it.

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DCO update:

The party almost lost one of the two platemail fighters trying to get the sword and key from a mummy whose sarcophagus they had found.
They steered clear of the arguing wizards and watched as the two started to fling spells and rapiers at each other, leaving them to solve their own problems as the three metre pike crashed through the wooden bridge on which the wizards were standing to grab one of them.

Later on they decided to start following a smaller stream coming through a patch of woods rather than going upstream via the larger main current, incurring the wrath of several crows whose meal they interrupted in doing so. The solution they came up with was to struggle up a tent on their raft as a cover from the swooping corvids, barely avoiding their beaks.

Arriving at another smaller thicket afterwards, they chose not to mess around with the eel stuck in a net and the fishing boat sitting stuck right next to it.

The following night they caught their first sight of zombies as one wandered towards raft that was now covered by a tent. The people on watch as this happened ended up frantically pulling and pushing the raft away, relocating it and managing to lose the less-than-intelligent corpse in the night.

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DCO update #3

PCs got to the windmill, catching most of the crabs in a Web spell and laying a tarp over them in order to create a makeshift place to stand while the crabs were struggling to free themselves. They then threw some rope up to the woman they saw up in the window, only to find out that there were also over a dozen hungry children up there with her.

Deciding to help the kids, the party stepped down from their raft to push and pull it forwards while having the children clamper onto the raft and started heading to a village in the distance.

Upon arrival they started to unload the children to a rooftop with some adults, noticing a large stone golem on the far side of the village scooping up large chunks of a house with it and waddling off into the distance.

Deciding to see where it was going they followed the golem from distance, wading their raft through mud as they were making sure to stay well away from the main stream coming through the makeshift dam the golem was building. They then came to the conclusion that leaving the golem be would be the wisest decision they could make and continued forwards, although not getting far before nightfall.

Spotting a handful of surviving trees, they decided to tie the raft onto one of them so that the group won't wake up somewhere completely different from where they decided to rest. Amidst the trees was also a corpse clinging onto one of the trunks, with a beautiful amber ring in one of it's fingers that, obviously, wasn't staying there for long as one of the PCs jumped off the raft to go and pry it off. This very same man then came back to the raft with several large eels biting onto his leg.

During the night a steady stream of zombies kept people on the edge, denying some rest from the group.

They'll likely reach the dam next session.

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And in today's episode of DCO:

Party had made their way up to the damn and climbed inside from the room that was exposed by the dam cracking.

A few rooms later they arrived at the boulder + animated statues trap, quickly picking on the fact that the statues are bad and the jars are to be broken. Only problem there being that they smashed the brain jar so completely that they didn't realise it had a brain in it and reasoned that the heart jars must be what will give life to the statues.

Thinking that they had disarmed the statues they pressed on. All twelve of them going as one group into the short stairway connecting to the next room. As they pushed open the door leading to the stairway and heard rumbling up above they joked between themselves about an Indiana Jones style boulder trap only to have the rumbling grow louder and result in a large boulder dropping from the ceiling on top of their point-man.

Everyone being cramped in this small stairway it was impossible to get out of the way as the people at the back failed their paralyze saves, tripping from people suddenly pushing back against them and trampling over each other.

The result?

Four out of eleven dead after two of the victims having heroically defied death, including poor Wit Tamdoun that they had picked up as a local guide from Carrowmoore who now laid flattened and crushed on the stairs.

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This time on DCO:

Previously the party had re-armed the pendulum trap in the first room they had entered into from the crag in the dam.

Now, as they were scraping up the bodies of their dead friends after a run in with a boulder trap and starting to haul them back the way they came in order to give the bodies at least some kind of burial by dropping them off the dam, they heard a scream from they way the group had come. Sending on of them to scout ahead, the scout saw the Crows all converged at the doorway of the first room in front of the pendulum trap that had gone off. 

Zolushika was standing there, absolutely furious and cursing at the other members of the Crows party after almost having been cut by the trap.

Deciding that this was a great opporturnity to ambush them, the scout retreated back to the group and everyone moved in closer in order to set up an ambush in the second room. Only by the time they got there moving all sneaky there was no more sound coming from the first room.

The scout moving in again found Echo and Höolloch at looking down the crack in the dam with back turned and signalled the rest of the group to creep forwards and fire a volley of arrows and bullets.

This of course broke out a fight, but the PCs having a numbers advantage it ended up in Höolloch getting overwhelmed and stabbed to death while Echo managed to scurry away by strangling one of the PCs to death and using their body as a mobile cover while retreating backwards and dropping down into a pyramid of zombies that Zolushika had climbed down the dam to rise up to swarm after the filthy adventurers who dared to nearly take her life with a cheap trap.

What ensued afterwards was a sniper duel between one of the PCs and Ghar as rest of the party was tossing rocks at the horde of zombies climbing up the dam.

This resulted in Ghar actually dying from taking several crossbow bolts as the raft he and Zolushika were on was pushed to cover behind a cliff face by clever use of zombies.

End results?

Two of the Crows dead, along with one dead PC and several wounded

the remaining two will now be out for blood


In retrospect the crazy dwarf should have just jumped into the water from their raft and submerge Rambo-style to save himself, but you always come up with the best ideas afterwards

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This time in DCO:

Rather bland session as the party barricaded a few doors inside the dam to slow down the swarm of zombies and proceeded to go through the last two chambers without really an incident. Finally pushing their way back into fresh air they emerged from a side of a cliff onto the top of the dam, found a replacement PC of the player who had lost all their characters and tried to push and pull their way in through the very obvious fake doors.

Hearing the groans of the zombie swarm from the crack in the dam they decided to pick up the pace and keep on pushing forwards into the night and descended to the lake floor.

Passing through a small coral forest (with no eels because they felt like just a random tax on the PCs for no reason) they decided that it would not provide enough cover through the night from the remaining Crows if they made it to the top of the dam as well as not being safe through the night from the zombies and thus they pushed further northwards.

A small chessboard-like arrangement under an old rusted bridge caught their attention so they investigated, finding a squid expiring in a shallow pool of water and decided they wanted to put it out of it's misery but soon gave up on that as the animal trashed about trying to defend itself. 

Next they arrived at the pufferfish field, decided to pass around it rather than go through even though it cost them a bit more time in terms of going forwards and arrived at the Roc bridge where they didn't dare approach the bird close enough to see what was up with it since it was middle of the night and they only had one lantern to illuminate their journey as they went.

We ended the session as the party heard several popping explosions from the pufferfish-field behind them along with groans of the zombies.

So far it has definitely felt that almost all the overland encounters in the module have simply been "You come across a thing, do you wanna interact with it or keep going?" with almost no reason for the PCs to interact with anything they find, and on top of that a lot of the things would simply cause them pain if they interacted with them

the Crows have certainly been the highlight of the module for me so far, and if I were to run this again at some point I would try to create more varied terrain and visual cover to both of the overland travel sections for them to exploit and try to use them even more actively than I have in this game so far.

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This time in Deep Carbon Observatory:

The heroes, chased by a zombie army raised by Zolushika in blind rage after her two companions had died, were frantically making way to the back of the dried-up lake. Where we left off last time they had just reached the roc bridge in dead middle of night and were hearing popping explosions of the pufferfish-field and groans of zombies behind them.

The party promptly decided to head east, cross the small stream that was oeft of the lake and go for the few light shining in the distance. The lights turned out to be a handful of campfires set up by fishers who had cobbled together makeshift shelters on the lakebed after getting stranded there. (I decided that we just wanna get to the interesting part, the observatory, and cut out the people of the reeds scenario happening here.)

With the groans of the zombies having faded behind them, the party decided to rest here for the night.

This went about as well as one would expect as early morning before the sun was even properly up yet the massive shriek was heard from the direction of the roc bridge, and few hours later a horde of zombies had closed in to the temporary camp along with one giant eagle dragging it's way on the ground with it's mangled wings.

The party decided very wisely to book it at this point, but did wait for the zombies to get close enough that Echo managed to snipe one of the PCs dead with the crossbow he had picked up from late Ghar Zaghouan that the PCs had managed to previously kill along with Höolloch. At the sight of this, a mad cackling could be heard and the party spotted Zolushika riding on the back of the giant reanimated eagle. Retreat ensued, but not before taking few unsuccessful potshots at Zolushika.

Running ever northward, as that was the only direction with no zombies, they came upon the giant pit leading to the observatory itself.

Fiddling with the door they managed to open the way in just as the first zombies started to trip down into the pit. Diving inside the metal gate slammed shut behind them and the party did everything in their power to jam it shut for good.

Inside the observatory they found the room leading to the slave pits, explored those and found the weighing station without really being able to understand how to operate it or what it was used for. They did not dare try cross into further rooms from the weighing station.

An attempt to scale to upper levels in the first room was promptly cut short as one of the PCs was attempting to use the statues to climb up and when reaching eye-level with them they all turned their heads to look at him.

Deciding to follow the only way left for them, they headed down the hole in the floor of the first room, circled the side of the stalagmite and back inside. The party had just gotten past the stairways where space seemed to warp and directions were night-impossible to make out when a gut-wrenching screech that could only be produced by the frayed vocal chords of a dead egle echoed all around.

And that's where we wrapped up. The giant zombie eagle is coming down along with the rest of the surviving Crows, and the Giant is now awake due to it.

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On the final session of Deep Carbon Observatory:

We last left off with an ungodly screech of the reanimated giant eagle echoing throughout the observatory, waking the giant and driving the PCs to hastily descent even deeper into the complex.

The party kept going further down towards the tektite lens, coming across the aktazimoth reflectors and grabbing one with them on a whim after examining one and looking through it, determining them to be some sort of magnifying glasses or spyglasses.

Few more rooms down and another series of screeches accompanied by a faint hint of a woman's scream echoed throughout the caverns and corridors as above them at the entrance the undead forces of Zolushika clashed with the stone statue guardians and the awoken giant. And then, silence.

The PCs pushed on downwards, finding their way to the control room for the tektite lens. A circular and arched room covered in assortments of gears within gears that culminated in a comically small handcrank, which took a considerable amount of time to whir the rest of the gears into motion as the party started to work the machinery.

Few minutes of cranking later a loud rythimic THUNK THUNK THUNK echoed from below as unknown to them the spherical cover around the lens of the observatory was peeled back and shook the floor beneath them as it was now wide open.

Descending down deeper into the stairway spiralling deeper into the earth, eventually it's walls transformed from stone into an oily metal, then just a loose metallic mesh around the stairwell revealing darkness in every direction, and ended in a metallic pod that had harness and all kinds of straps and bars inside it almost like some bizarre and convoluted pilot's seat.

Being naturally curious the party investigated by cramming a person into the pilots seat which brough them to be sitting in front of an enormous lens, pointed downwards into the darkness at a slight angle. Peering into the lens rendered the darkness into almost blindingly bright light and the lens showed them a vision of these lanky, elongated moth-men gathered in small groups in a white landscape against which the waves of a sea black as tar were hitting. The person sitting by the lens watched as these otherworldly moth-men kicked one of theirs onto the ground to their knees while another one procured a large axe reminiscent of flowing molten glass and beheaded it's kin that was brought to kneel in front of it. The rest of the moth-men solemnly closed in and started to stab and tear at their now headless companion.

Then the person by the lens tore themself off of the vision.

But curious as PCs are, another one had the idea of placing the aktazimoth reflector they had been carrying around in front of the lens, and peering through that. As the same scene was still unfolding in front of their eyes, the new person now saw it as clear as day almost like beiing there in person. He tried to touch the white sand but his hand grasped at nothing but loose straps and metal of the cage he was sitting in. The white "sand" was bones, grinded to fine dust but still recongiseable.

Having decidedly seen enough, the party started to head back up the spiralling stairway only to find out that where there had once been a corridor was now pale and bumpy wall, almost like translucent stone. Then the very same wall started to tip towards them, the bumps separating into finger-like appendages and cluthing onto the ground. Behind this weird hand occupying the whole corridor a heavy dragging sound scraped forwards. Then another enormous hand wormed it's way past the one they had seen, again grabbing onto the floor and dragging something behind it. More of the same mass of something slowly coming towards the party.

Assessing their options, most of the party decided to start falling abck to the control room, whereas one brave specialist ran forwards and climbed over the extending hands to squeeze through the thin gap that was left of the end of the stairway in order to escape behind this thing. As he did, a single white eye opened up from the mass the hands had been dragging behind them, watching him go as he slipped into a side-passage and into the relative safety of not being right in front of where this creature was heading.

The rest of the adventurers however were now holed up in a dead end and were quickly coming to realise this themselves. A last ditch effort was put into motion as a magic user started mumbling a spell and tearing a veil in space itself as they used one of teir companions as a sacrifice for a Summon spell. Whatever he tried to pull forth was too strong however, keeping the rift open for much longer than one is supposed to and letting several of it's kin pour out into the world. There was roughly twenty seconds of panic and screaming before the demons had made their way through the puny humans and started to engage in a battle with the giant that had driven these unfortunate adventurers to use the spell.

The lone surviving specialist ran, climbing up ladders and making a hasty retreat to the best of his abilities in the dark corridors of the observatory all he had was a single candle. Eventually he made his way back to the entrance hall of the observatory, candle blown out and now relying on a few metres of match cord that he had packed initially for his pistol. The cord didn't light his surroundings too well, from somewhre in front of him in the grand hall a low moan could be heard.

Imagining the worst and preparing for zombies, he thought to use the jars of hearts he had collected from the canoptic guards while inside the dam to rub an ungodly stench on himself in hopes that it would allow him to slip through zombies. What he saw in the dim light of his match cord as he entered the entrance hall proper was devastation. Mangled bits and pieces of corpses strewn about everywhere. Broken pieces of stone statues. And next to the long stairway up to the surface, an enormous eagle laid dead on the ground. One of it's wings ripped off and it's insides spilled on the ground everywhere.

Stepping into the dark stairway and readying to make his ascend, something gripped around his ankle. An arm without it's owner, easily stomped and hacked off with few kicks.
And then he becan the climb up.

Eventually the match cord burnt out before he reach the surface, leaving him to stumble on forwards in darkness with one hand trailing on the smooth and cold stone wall, feet kicking against every new stair before raising his feet one in front of another.
By the time he got out, it was midday. Light shining almost blindingly towards the great hole in the ground at the bottom of which the now pried-opn entrance to the hellish observatory was located.

Only he had survived.

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