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Showing posts with label Fantasy Grounds 2. Show all posts
Showing posts with label Fantasy Grounds 2. Show all posts

Sunday, August 27, 2017

Discord Thoughts - An OSR Online Con - Dare I Say? TenKon!



So, this kept me up late on Friday night. At the moment we are nearing 90 members of the Tenkar's Tavern Live Discord Server. That got me thinking. I've toyed with the idea of an Online OSR Convention for the last 2 years. I just never saw all of the pieces in place to allow such to happen without major planning and software and associated costs

Discord plus Roll20 or Fantasy Grounds 2 is a viable solution.

So, here are the questions, not just for the Tenkar's Tavern Community but the OSR at large:

- Would you play a game session in an Online OSR Convention?

- Would you run a game session in an Online OSR Convention?

- Would you attend a panel discussion in an Online OSR Convention?

The cost to attend would be ZERO. The Tavern would offer some random gifts to attendees with perhaps further gifts offered from publishers.

I'm toying with the idea of calling such a potential convention TenKon but as all things that is subject to change ;)

What say you?

Spread the word on this post, because if there is enough interest we'll get the ball running.

Total side note - if you are a member of the Tenkar's Tavern Live Discord Server, drop into the swords - wizardry - light channel. The Swords & Wizardry Continual Light Beta Rules are linked there for your enjoyment. Not sure how long I'll leave them up there, so grab them soon. Work commences on laying out the SWCL rules via InDesign and with edits, corrections and clarifications this week and continues until completion.


Wednesday, September 14, 2016

Frog God Games Jumps to Fantasy Grounds - Quests of Doom 1 (5E) (A Dozen Adventures)


Frog God Games has released Quests of Doom 1 (5e) for the Fantasy Grounds VTT. A dozen 5th edition adventures for your FG 5e ruleset for $19.99.

Whether or not you use the Fantasy Grounds VTT, the announcement that Frog God is dipping it toes into the digital market place is exciting news. Maybe in the future we'll see some releases for Roll 20.

12 Adventures for Fifth Edition Rules, First Edition Feel! 
Necromancer Games is back: are you ready to rock the new edition old-school style? 
We put together a team of some of the best adventure-writers in RPG history to ring in the new fifth edition rules with a host of adventures you’ve never seen before (and a couple that you have, but probably didn’t survive anyway). Volume 1 of Quests of Doom contains 12 adventures in almost 200 pages, by Ed Greenwood (Emeralds of Highfang), Bill Webb (Ra’s Evil Grin, Sorcerer’s Citadel, Hidden Oasis, Pyramid of Amra, Sewers of the Underguild), Matt Finch (Hidden Oasis-Temple of Thoth), Jim Ward (Deep in the Vale), J. Collura (Noble Rot), Michael Curtis (The Dead from Above), Casey Christofferson (Ra’s Evil Grin, Sorcerer’s Citadel, Irtep’s Dish), Skip Williams(Death in Dyrgalas), and Steve Winter (Bad Moon Rising). 
The module contains adventures by:
Ed Greenwood
Bill Webb
Matt Finch
Jim Ward
J. Collura
Michael Curtis
Casey Christofferson
Skip Williams
Steve Winter 
Requires: An active subscription or 1-time standard or Ultimate license of Fantasy Grounds and the built-in 5E ruleset.

Thursday, October 1, 2015

SmiteWorks Acquires Tabletop Connect (Fantasy Grounds VTT to go 3D?)



I back LOTS of Virtual Table Tops on Kickstarter. I like VTTs in general, even if the only one I've ever used as a GM is Roll20.

Tabletop Connect was an interesting project when it was kicked on Kickstarter 2 years ago. It raised over $34k and is about a year late on projected delivery but that is not unexpected. Software plus Kickstarter usually means later than sooner.

This isnt the first VTT merge either. Roll20 is itself the result of a successful merging.

Time will tell whether Smiteworks acquisition of Tabletop Connect leads to major changes in the Fantasy Grounds interface, but it should be interesting to follow in the near future.

Here's the press release from Carl Pinder / Tabletop Connect:
I am pleased to announce that Tabletop Connect has been acquired by SmiteWorks USA, LLC, the developer of the industry leading Fantasy Grounds virtual tabletop. As part of this acquisition I will be joining the SmiteWorks team to accelerate the port of Fantasy Grounds to the Unity platform. " 
Doug Davison, President and Co-Owner of SmiteWorks added, "We have a distinct vision of what virtual tabletops can and should look like over the coming years and how Smiteworks can accomplish those things with Fantasy Grounds. For that reason, we began porting the core engine for Fantasy Grounds to Unity so that we could streamline and enhance the experience for players and GM's alike and distribute it more easily across all platforms. We've been following the progress of Tabletop Connect since it launched on Kickstarter and we've been very impressed with what Carl has been able to produce as a one-man operation. He shares the same vision we do on many areas and brings a unique level of talent, passion and creativity that is very hard to find. After some great one-on-one discussions, we believe that together we can do more than we could working separately. Work has been progressing on the Unity rebuild for the last year and I am genuinely excited about how the addition of Carl to the team will allow us to speed up the completion of this project and provide additional enhancements to the resulting product. " 
During the development of Tabletop Connect your feedback and support have been invaluable. This is a unique opportunity to contribute to the next generation of virtual tabletops and to deliver the experience that you deserve. 
As a backer of Tabletop Connect, you should soon receive the details of the realignment to Fantasy Grounds and your options during this transition. 
Sincerely, thanks again for all of your support and I look forward to you joining me on this exciting new adventure!

Wednesday, April 8, 2015

Fantasy Grounds Virtual Table Top Officially Licenses Dungeons & Dragons 5e - There Can be Only One


Now it all makes sense.

Yesterday I received 3 enquiries about Fantasy Grounds, anything from "where can a get a spoofed key?" (can't help you) to "how does it play compared to Roll20?" (FG has a heavier load for the GM to lift in prep, at least last time I checked.) Today, I woke up to an email letting me know that Dungeons & Dragons 5e had been officially licensed by Smiteworks for use with Fantasy Grounds.

Holy shit. It looks like WotC figured out a way to associate a viable VTT with their product.

We are proud to announce that we are officially licensed to sell D&D source material and content inside of Fantasy Grounds! This is the beginning of a great new partnership between SmiteWorks and Wizards of the Coast that will benefit gamers worldwide. 
You can purchase the D&D Complete Core Class Pack with all the class, feats, spells and equipment or you can purchase individual classes only. You can also buy the monsters in packs or as the D&D Complete Core Monster Pack. These products have been converted to work really tightly with Fantasy Grounds to give you the best possible gaming experience - we know you're going to love them. They contain all the great artwork and content from the official products and all the smarts and integration to work with Fantasy Grounds. Not only will you get the same content that can be found in print, but you also get an exciting new Fifth Edition theme, adventures and content customized specifically for ease of play inside of Fantasy Grounds. 
For Dungeon Masters and players on a budget, you might pick up a Player Customization Pack and one or two Class Packs of your choice. Dungeon Masters can often get by with just the Adventure of their choice and one or two Monster Packs.
Don't forget that players can gift purchases through Steam for Dungeon Masters who have linked their license on Steam. 
To read up a little more on Fantasy Grounds and the different license options available for the core software product, please follo w this link to take a tour.
See all the Wizards of the Coasts products available in the Store
D&D Complete Core Class Pack (49.99) In this module, you get all twelve core character classes converted for play in Fantasy Grounds. You get the class description, special features, spells and abilities used by your class and general character customization options such as equipment and feats. You also get: 
328 Character Portraits
Players Handbook custom theme
Random Tables
All feats from the PHB fully configured for Fantasy Grounds
Equipment tables fully configured for Fantasy Grounds
Weapons lists fully configured for Fantasy Grounds
All Spells from the PHB fully configured for Fantasy Grounds
Automatic addition of new class features when you drag class links to your character's level summary
You get all of this and much more
D&D Complete Core Monster Pack (49.99) The entire collection of core monsters from the D&D Monster Manual is now at your fingertips. Dungeon Masters can use this module to create encounters and combats within their campaigns. NPC records have been lovingly entered and organized for ease of use and reference during play. This pack includes:
273 monster images to share with your players
366 monster tokens for use on tactical combat maps
Full descriptions for all monsters in the D&D Monster Manual
Full stats for all monsters in the D&D Monster Manual
The complete reference material from the D&D Monster Manual
Searchable monster indexes by CR, type and in alphabetical order
You get all of this and much more - [ read more ]
D&D Lost Mine of Phandelver (19.99) Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North--a vast realm of free settlements surrounded by wilderness and adventure. This product includes:
the entire contents of the Lost Mine of Phandelver adventure
image handouts that can be shared with players
5 pregen characters to get you going quickly
maps containing Dungeon Master (DM) information with all locations pre-linked to story entries, boxed text, encounters, images and treasure parcels
player and tactical combat maps
You get all of this and much more
Ain't cheap. The Basic Rules however, are $2.99.
* The content from this module is included in the Complete Core Class Pack
Set in a medieval fantasy world, D&D allows you to experience stories and adventures full of endless possibilities and amazing surprises. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. 
As Mike Mearls explained in Legends & Lore, the Basic Rules for Dungeons & Dragons is converted from the PDF (over 100 pages, in fact) that covers the core of the game. It runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain 120 spells, 5 backgrounds, and character sheets. All of these features have been compiled into modules specifically formatted for ease of play on Fantasy Grounds at the table or over the Internet.
The PDF that this product was based on is available for free from the Wizards of the Coast website. 
This purchase includes the following items:
-A custom theme derived in the same style as the Player's Handbook
-Random tables for rolling background bonds, flaws, ideals, origins, etc.
-Equipment tables containing items that can be dragged to character sheets, treasure parcels or NPCs for ease of reference, encumbrance calculations and ease of disbursement. The searchable lists contain all items listed in the Player's Handbook (Adventuring Gear, Tools, Armor, Weapons, Mounts, Tack and Harness, Vehicles.)
-Draggable weapons that auto-enter the inventory, weight, attack type (melee, ranged, thrown) and the damage (with damage type.)
-Reference material and artwork which is not specific to any one particular character class
-A list of spells from the D&D Basic Rules, ready to drag and drop to your character sheet
-The class description from the Player's Handbook for all 4 basic core classes: cleric, fighter, rogue and wizard
-Details and features from levels 1-20 for the 4 included classes
-Automatic addition of new class features when you drag the class link to your character's level summary
-This product is licensed from Wizards of the Coast. Dungeons & Dragons is a registered trademark. Unauthorized use or distribution is strictly prohibited.

And of course, this doesn't include the price of the Fantasy Grounds software itself. Still, for the right group, this could be an excellent option,


Thursday, October 30, 2014

Fantasy Grounds 2 to Support 5e?

Saw this pointed out in the D&D Next G+ Community:


Are they supporting it in much the same way as 3rd party adventures are supporting 5e, using the OGL as a work around? There currently is no license, not even a GSL, for 5e.


There really is a way for WotC to monetize this...

Saturday, April 26, 2014

Fantasy Grounds 4 Con (May 8th thru May 11th)


Fantasy Grounds was my portal back to active role playing (as a player in a Dark Heresy game none the less).

From my admittedly limited experience compared to others, there is very little learning curve with FG as a player and it has some amazing bells and whistles. (the learning curve is mostly on the GM side)

With all that being said, there is an online Fantasy Grounds Con coming up in May, 2014. Here's the press release:
FG Con 4 is here! 
FG Con is back for our 4th event. This time around FG Con will span 100 hours from the evening of Thursday May 8th (AUS/NZ time) to late night Sunday May 11th (US/CA Time).
We've got 43 sessions available for registration right now and several more close to being published. Visit the site here: http://www.fg-con.com/events and get started.
We've got the following rulesets being played: 
Lots of Pathfinder Society
Savage Worlds
Castles&Crusades
D&D 3.5E
A playtest of the new Fantasy Grounds Champions ruleset
Serenity/Firefly using BRP
FATE
Extiction Event (totally new ruleset)
GUMSHOE (another new ruleset)
Star Wars: Edge of the Empire 
All players play free! Of course you still need to have installed a copy of Fantasy Grounds and TeamSpeak but you can still play even with a demo/free license. There is no cost to play at all. 
GMs - there is still time to get your game listed - but don't leave it too late as it will get harder to fill your game. All Full Licenses will be bumped to Ultimate licenses for the duration of the Con so you can get those friends involved who dont have a license.
If you need any help - either as a player or a GM please contact the FG Con team by email: team@fg-con.com All feedback is welcome. Suggestions regarding the site, regarding recruitment, regarding emails - whatever - the FG Con team want to hear from you. 
Regards,
Damian | damian@fg-con.com
Not sure I'll have the time to pop in myself, but it looks to be a good time.

Thursday, January 5, 2012

Free Stuff - Savage Worlds: Eye of Kilquato for Fantasy Grounds II

Eye of Kilquato fills three useful niches for me:

It's for Fantasy Grounds II, my favorite Virtual Table Top (and which is due an updated review at some point, as the current review is getting a bit dated)

It's for the Savage Worlds RPG system, which I had a blast when I had the chance to play with the guys from White Haired Man playtesting via, you guessed it, Fantasy Grounds II.

It free.  Damn, how can you beat that?

From the blurb:


A free simple adventure from Pinnacle Entertainment Games converted for play within the Fantasy Grounds virtual tabletop. It is perfect for inclusion in your existing Savage Worlds Pulp campaign or as a one-shot!

Danger awaits around every corner as the players venture to South America to search for the fabled "Eye of Kilquato." A mix of adventure and mystery, set in a 1939 backdrop, awaits the players.

This adventure showcases what a simple adventure looks like within Fantasy Grounds. The Savage Worlds ruleset is flexible enough to support a wide range of genres and provides as much or as little automation as you want. After playing a few sessions online with old gamer pals or newly made friends from the over 22,000 FG community members, you'll wonder how you ever played around a boring kitchen table.

Requires: A Fantasy Grounds full or ultimate license, the Savage Worlds v3 Ruleset

Wednesday, December 28, 2011

Free Adventure - The Hideout (Savage Worlds)

White Haired Man put's out stuff for 3.5e and Savage Worlds.  In fact, my one time actually playing in a Savage Worlds session was play testing for White Haired Man via Fantasy Grounds 2.  Oh, did I mention that they put out a lot of stuff for use with Fantasy Grounds 2?  They do.  Good stuff.

In any case, they are also getting into the e-book side of things with their releases.  PDF, as much as I love it, does have it's limitations.  This free release of The Hideout is in ePub format, the same format used by the Nook and the vast majority of ebook readers out there.  It is not in mobi, which would be the Kindle's preferred format.

So, if you have a Nook, Sony E-reader, or one of dozens of other ebook readers, give it a shot.  It's free, and it's a fee glimpse of the possible future of game books on your favorite ebook reader.

From the blurb:


A fragment of an ancient bridge offers a commanding view of the surrounding swamp-and a defensible refuge for poachers.


Outlaws called poachers roam the swamps and nearby river lands. Poachers continuously spar with the Order of the Jade Leaf, waylaying shipments of swamp plant products, dodging and fleeing patrols. They turn remote islands or forgotten ruins into bases.

The Hideout is a Simple Scenario designed for 3-5 Novice to Seasoned characters, with an estimated 4-8 hours of playing time. A Simple Scenario is a set piece encounter or very short adventure the gamemaster can insert when needed to fill a gap or spice up an ongoing adventure. In this Simple Scenario, the characters stumble upon a poacher hideout at the ruins of a Harlass Orn bridge.

The basic Kith'takharos Setting is available for free in a system neutral format at the White Haired Man web site.

Monday, November 28, 2011

Procrastination is Making Me Wait...

I've got a real itch to get a game going on a semi regular basis via Fantasy Grounds 2 / G+ (maps, dice rolling, chat and voice - perfect combo).

I want to get it started soon, but I probably need to wait to the new year for the holidays to pass.  Oh, and renovations to be completed, as the wife and I are currently living out of our 2 room bedroom area... I'll need to have a working living room for me to run games, as she'll need a place to escape to ;)

Which means I've got about 6 weeks to figure out that I'm going to run system-wise and find or write an adventure and put it in Fantasy Grounds format.

Time to stop the procrastination...

Tuesday, July 26, 2011

The Free OSR List Mini Review - Labyrinth Lord

Time to take a look at Labyrinth Lord.  I'm sure most of you are familiar with it, it's basically a re-imaging of B/X Dungeons & Dragons rules.  Add in the Advanced Edition Characters supplement (1st Edition AD&D) and you can run the D&D game of your flavor from the late 70's to the mid 80's.

The free versions are the "Art Free Editions" - nothing is missing but the art.  You can buy the version with art to support Goblinoid Games if you would like (currently one sale for Christmas in July), but as I said, except for the art, its the same text.

If you use the Fantasy Grounds 2 Virtual table Top, there is a free LL plug in for it.  The Advanced Edition Characters isn't directly supported, but there shouldn't be an issue if you wanted to use those rules instead.

Definitely an excellent choice of D&D flavored rules.

Saturday, June 25, 2011

I Got Savaged in Kith’takharos!

Yep, I spent the afternoon play testing an upcoming adventure from the guys at White Haired Man. I was the only party death, but it was a heroic stand!

I've owned the Savage Worlds rules for years, even prior to the Explorer Edition and had yet to play in a session until now. Amazing, I know, but I was never able to wrap my head around the system until today. Play certainly helps the learning process.

As for the play test itself? Probably the most fun I've had gaming in a long time. The combination of in game chat and voice using Ventrillo worked very well, and it didn't hurt that we had a good group playing. The adventure was a challenge, but a group used to working together would have had an easier time with it. It took some time for us to learn the other characters strengths.

From my estimate, based upon what we were able to accomplish in 5 hrs (with a 5 minute potty break), this adventure should be good for 3 to 4 sessions easily. Online does tend to slow thing down a tad, so 2 to 3 sessions if it were played face to face. Extremely good value on your dollar.

What's the name? When is it being released? Is the cover art really that awesome? (yes) That's for the White Haired Men (Man) to reveal, tho I'll post an update when they post theirs.

I do want to thank Viz for inviting me, and the rest for putting up with my lack of system knowledge (tho i learned a lot, and forgot much of it already, i am sure).

Really makes me hunger for a steady FG2 again. Maybe I should get off my ass and run one myself. After this coming November that is. Life should calm down a bit after November 5th ;)

Playtesting an Adventure For White Haired Man This Afternoon

I forgot how much fun Fantasy Grounds 2 is with a good GM and a fun party.  It's been a couple of months since I've used the software, and it's great as always.  Just wish I had the confidence to run a game with it.

Well, that and I'm waiting on a Swords & Wizardry ruleset for it.  Oh, and Tunnels & Trolls too.

More after the session wraps...

Sunday, March 20, 2011

Awkward End to Campaign Leads to New Beginning - Next on Geraldo!

Last nite was supposed to be the last session in the Fantasy Grounds powered Castles & Crusades game I've been playing in for over 2 years now, at least for a while, as the game is being put on hiatus for the immediate future.  With only 2 players and the GM showing up, it became more of a 2 hr chat session.  That is, however, the nature of the beast, both with a VTT or at the dining room table.  Even with the best laid plans and intentions, real life tends to interfere and take precedence.

The shame of it is that we didn't get to a good point to pause the campaign.  The damn hobbit may have that mask stuck to his face for an extremely long time at this point ;)

All is not lost tho, as the plan is to keep the group together.  Cad, one of my fellow players and an occasional blogger, is considering taking up the GM reins for a bit.  I tossed my vote for a Labyrinth Lord Campaign and so far my vote is winning (as far as I know, it's the only vote cast so far... heh).

We really have been lucky with this group, as it was / is a really great bunch of folk.

Now, as for the Geraldo line in the title - I'm just feeling mischievous, so you'll need to forgive me.  Maybe Jerry Rivers can find some loot in Al Capone's Vault that I can use in a Gangbusters session ;)

Sunday, March 13, 2011

What is the Ideal Group Size For a VTT Run RPG?

Sooner or later I'll be getting my Tunnels & Trolls game off the ground via Fantasy Grounds.  I figure the ideal party size is about 4, but how large should he group (pool) be?

It's hard enough getting all your players to show up for face to face gaming, but with a VTT and people spread out all about the world, it's more common then not to have less then the full group show.

I think I  can scale T&T off the cuff for a smaller / larger party then expected for a certain session, just wondering how large a group I should hope to recruit.  Then again, it is Tunnels &  Trolls... I may have to fall back upon Swords & Wizardry if I want to recruit a full group ;)

Sunday, January 23, 2011

The Trollish Taproom - Looking Forward to a Tunnels & Trolls Campaign

Last nite's game of Castles and Crusades via Fantasy Grounds has reinforced my desire to get a Tunnels & Trolls campaign running via a VTT.  At this point, my preference would be to use Fantasy Grounds, but there currently are no character sheets nor ruleset for T&T on the FG platform.  Doesn't mean I won't used FG, as I do have access to a generic character sheet, but it does lose much of the advantage of using Fantasy Grounds.

Not all that crazy about Klooge and iTabletop isnt where I want it to be.  I may give Maptools and Battlegrounds RPG second looks.  I'm due to take a closer look at my VTT options in any case.

The system is going to be a hodgepodge of 5.5e, 6e, 7.5e and possibly some of the fan based 4e reboot.  In any case, familiarity will any edition of the Tunnels & Trolls rules will suffice, even the free abridged 5e.  The aim will be twice a month, day and time to be determined, with sessions run fairly independent of the previous one, allowing players to drop in an out if needed.  I'm not recruiting yet, just kinda working the generics out in my head by putting thoughts on the screen.

Time to do a little research...

Post Game Wrap Up

Last nite we added a new player to our Castles & Crusades via Fantasy Grounds group.  Our DM is an American living in Spain, I'm in New York, another is in Michigan, one in LA, the newest is an Aussie I do believe.  Damn, left one out I think.  You couldn't get a group like that together around the dining room table if you wanted to ;)

In the four hours we played, we made a few Siege Checks but not a single combat roll.  Role Playing and puzzle solving were the main course.  In retrospect, that's kind of amazing, especially as I didn't even realize we had no combat until we wrapped up after midnite.  Another great job by Rob, our DM.

We did change one thing... we are no longer voting on Roleplay Bonus expo for the other players.  We decided that the group roleplays pretty well already, and we don't need the carrot.  If there is a bonus to be given out, its back in Rob's hands.

Next session is in about 4 weeks.  Should be another blast.

Saturday, January 22, 2011

The (Virtual) Dice Shall Roll High Tonight!

At least I hope they will.  I've been rolling like crap the last few sessions of the Fantasy Grounds / Castles & Crusades game I play in and Tenkar has taken a beating.  It's all good tho, we always have a blast playing.

ENWorld has a thread going about VTTs.  Some folks are just dead said against them.  Me, I love 'em.  How else would I get to game on a Saturday nite and still get quality time in with the fiancee?  Win / Win if you ask me.

Wish me luck.  I got my ass handed to me last session by giant slugs ;)

Monday, December 13, 2010

Saturday Nite's Gaming Recap

This past Saturday was my first chance to play with the updated Castles & Crusades ruleset for Fantasy Grounds 2.  My lord but they did an amazing job with the update.  Automation of combat bonuses right from the character sheet, a combat tracker for the PCs to look at, whispers between PCs, updated rulebooks... its a really neat piece of work.  Cost for the update?  Nada, so long as you had purchased the previous version.

As for the session itself:  if I had been on time it might have been even better, but I had my best time in forever (and I usually have a blast).  Maybe it was all the tea I was drinking instead of beer to keep me aware and awake, but I avoided the "junkie nod" that usually hits me after 11pm.

I'll avoid the play by play, as I'm sure my writing would not do it justice.  Suffice to say, lots of role playing and dice rolling, I spent much of my nite on the edge of my seat.

It's hard to believe this campaign has been going on for over 2 years via Fantasy Grounds 2.  I think I'm the last of the original party, and yes, there was a hiatus and later a change from weekly to monthly gaming.  Still, the campaign is going strong - even if the highest level characters in the party are 3rd level (Tenkar is a 3rd level Dwarven Cleric - who is more warrior priest in mindset).

Hmmm... I guess gaining levels isn't the be all and end all '_

Saturday, December 11, 2010

It's Saturday Nite and I Got My Game On!

Despite delays on my end, I'm gaming as I type this.  Still, the party is short a player (hopefully all is well).

I'm enjoying the updated ruleset for Castles& Crusades on FG2 - lots of rolls that weren't automated are now.  Saweet!

Reminder for the last 3 winners of the LotFP Giveaway... contact me quickly, before the sale ends...


Tonight's recipient is: Christian

Massey from Wednesday night and Theodric from last nite

Sunday, November 28, 2010

Game Day Quandary

Yep, there's a bit of a Game Day Quandary at the moment.  In the once a month Castles & Crusades game I play in via Fantasy Grounds, our GM is in Europe (I believe the rest of us are all her in the states).  So our  Saturday nite games are like 2 in the morning starts for him, or something close to it.

He's floating the idea of moving the game to Sunday afternoons (my time), which puts me in a bit of a spot.  I'd like to make the time more convenient for him, but Sundays are for the kid... and if they aren't solely for the kid, its because we spend the weekend in the mountains and are returning Sunday afternoon.  It doesn't help that the decision to leave for the weekend doesn't usually happen until late Thursday nite... yes, at times, I can be fairly spur-of-the-moment ;)

Maybe I'll see how the rest of the group is leaning.  It's rough changing a game time that's been in effect for 2 years, as the rest of your life seems to sprout up around it...
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