The three-strikes rule for FAST COMBAT - or NPCs, mass combat, etc. - While running Curse of Strahd, I had a problem: the PCs would often ally with NPCs to fight multiple monsters at once. Now, as a DM, to roll dice for both ...
45 minutes ago
|I'll try to have a review of The Dragon Horde #2 up on Monday, when it releases on RPGNow|
|Ashley has no clue we are leaving in an hour or so and will be gone for day|
Personally I would omit all references to specific mechanics and systems and just say the following: "If ANYTHING ELSE is more important than THE GAME, it's not OSR". So if "plot" - or "story", or "narrative", or "character arcs", or the "adventure path", or whatever - takes precedence over the game mechanics, it's not OSR.I would add - there is not a rule for everything. Trust in the DM / GM is paramount, and the group must be comfortable with DM Fiat. Less predestination of the adventure / campaign / character (although that would kick the Dragonlance campaign out of the OSR - I never found it all that good anyway)
|Time to zip the bag up on Feltothraxis|
Bet he can't wait to go thru the TSA Checkpoint at the airports ;)
The adventure starts by dropping characters into the middle of a major raid against a town by the Cult of the Dragon. That's a long night of battling raiders, sneaking through sewers, rescuing hostages, plugging breakthroughs in the defenses, and even squaring off against a dragon—albeit briefly, since the characters are only 1st level.
From there, they go into some espionage and infiltration of the cult, then a dungeon crawl, then a long road trip with all sorts of oddball encounters, more skullduggery, some "Heart of Darkness"-type action in a swamp, negotiations with a traitor, and a huge, dynamic finish that people will remember for a long time. And that's just Hoard of the Dragon Queen. There's much more in The Rise of Tiamat with just as much variety...
The action starts out simple, with short, basic fights against raiders in the town. But after that, the adventure becomes pretty free-ranging. There are specific tasks characters should undertake and a sequence in which they happen, but we don't hand the DM a script.
This adventure lays out what's going on, then relies on the DM to use that information dynamically while interacting with the players. There's very little "This is Tuesday, so this must be Belgium" about these adventures. I suppose some people consider running a game that way to be 'advanced' DMing, but I don't. It's a natural form of play, with lots of give-and-take between players and DM and also between the DM and the adventure itself.
I suppose that's tougher than reading a script, but it's also a lot more enjoyable.I'm hopeful. Ever hopeful...
Level 5 DCC RPG adventure module to be manufactured with a puzzle on
inside front coverpackaged separately in the box, that consists of 3 spinning wheels.
Spinning wheel edition to be produced with limited edition silver foil cover, at $30 price. "Regular" color cover edition is also available (featuring the wheel graphic without the moving parts) at a price of $10.
Written by Michael Curtis with inspiration from Appendix N author Manley Wade Wellman. Includes additional mini-adventure "The Rat King's River of Death" by Steven Bean.
The Chained Coffin will be a boxed set! All Kickstarter orders of silver foil or gold foil will include the box.
There will now be a THIRD adventure included in the boxed set, in addition to the (32 page) Almanac (of the Shudder Mountain region), the 0-level bonus module, the Chained Coffin, and the add-on spinning wheel!I'm in for the silver foil adventure and a DCC flask. Why the flask? Because it's cool. Why the adventure? It's an amazing value for it's price. Well, that and all the DCC RPG modules rock.