RPGNow

Tuesday, February 9, 2016

Some New Gear for StarSlinger

Hey guys, it's +James Spahn  again. Wanted to throw out some more StarSlinger stuff your way. So here's some cybernetics, weapons, armor and equipment. Hope you like it.


Cybernetics
Palm Shuffler: This enhancement can be installed into a cybernetic hand. A small chamber inside the cybernetic hand stores a single deck of cards which can be shuffled and dispensed at the character's mental command. These can be (and often are) modified to shuffle the cards in a fashion that ensures that specific cards are dealt to specific players. Because of this, the gamblers who use them are regarded with particular distrust. They do not count against a character's normal limit on cybernetic enhancements.

Dead Eye: This large, bulky modification to the a cybernetic eye is obvious to anyone who sees it, typically appearing as a single goggle-like cover over one of the character's eyes. It is typically colored red, though others are possible. Characters with this modification have a +1 to all ranged “to-hit” rolls.

Lasso Launcher: A coiled cable of highly flexible steel mesh is installed into a character who already has both a cybernetic arm and cybernetic hand. At the character's command, a length of this cord can spring forth already knotted in a lasso. If the character declares they are using a lasso before initiative is rolled during combat, they receive a +1 bonus to initiative.

Knuckleduster: These are little more than retactable metal studs installed into the knuckles of a cybernetic hand. The character must already have a cybernetic hand to make use of knuckledusters. They grant a +1 bonus to all unarmed melee damage and do not count against a character's normal limit on cybernetic enhancements.

Internal Holster: A portion of the character's cybernetic leg is hollowed out, allowing for a retractable holster to be installed. This holster can hold pistols and other one-handed weapons. Some characters even store daggers or other small melee weapons in them. The character must already have at least one cybernetic leg to receive this modification. These are often used to conceal weapons, but do not count against a character's normal limit on cybernetic enhancements.

Hand Laser: Similar to a Lasso Launcher, this modification for a cybernetic hand allows the character to fire a laser beam from their index finger if this is installed. This does the same damage as a laser pistol. Larger versions of this can be installed, doing damage as a laser rifle, though these larger modifications are obvious. Hand lasers require an energy cell, and large hand lasers consume energy cells twice as fast as normal and are capable of only ten shots before the cell must be replaced.

Teetotaler's Filter: Characters with cybernetic modification cannot get drunk, no matter how much alcohol they consume. They also receive +1 to all saving throws made to resist poisons.

Counter's Computer: This small chip is installed at the base of the character's neck, easily concealed by a human's hair. It allows the character to count cards without error as well as perform basic mathematical equations instantly.

Weapons
Buckstar: Similar to Star Swords, these are heavy handles (often of ivory) that cause a short broad bladed blade of laser energy to spring to life. They do not do as much damage a Star Sword, but are still quite deadly. Any character capable of wielding a Star Sword can use a Buckstar.

Electro-Lasso: Favored by those who herd cattle and atomic bovines, these long cords of flexible metal mesh can be used to restrain and subdue creatures large and small. Once a target has been roped (see below), the attacker can activate a small power cell which causes target to suffer the listed damage.  Robots suffer double damage from the charge of an electro-lasso.




Plasma Shotgun: These double-barreled monstrosities are short ranged and brutal. Their long barrels are often sawed down to make the weapon more concealable at the expense of a shortened range. They fire a massive blast of white-hot plasma that does extraordinary damage, but are only capable of two shots before requiring a new power cell.

Boomer's Rang: These appear to be truncated boomerangs, but when thrown two small laser beams (similar to the full length blades of a Star Sword) spring to life, making this a deadly weapon. After being thrown the attacker must roll a d20 and score equal to or under his Dexterity ability score. If successful, the weapon returns to the attacker's hand whether or not the attack misses.

Armor
Atomic Duster: Made from the hide of atomic bovines, these dusters can be worn over light or medium armor and provide some minor additional protection. These long, bovine leather coats are often dyed black or brown for style. Any character who is able to wear light armor can wear an Atomic Duster. It can be combined with the benefits of light armor, medium armor or shields, but not with heavy armor.

Equipment
Peacemaker Pack: This special cylindrical energy cell can only be used in laser pistols and laser rifles. These laser weapons require special modification to even accept the Peacemaker Packs, which costs 25% of the weapon's purchase price. Peacemaker Packs draw enormous amounts of energy to fire deadly, but short ranged blasts. They are expended after six shots and any weapon using a Peacemaker Pack has its range reduced by one-half. However, the weapon receives a +2 bonus to damage.

Melee Weapon Damage Cost Weight
Buckstar 1d6+2 75 credits 2 lbs
Eletro-Lasso 1d6 50 credits 3 lbs

Ranged Weapons
Damage
Rate of Fire
Ammo Capacity
Range
Cost
Weight
Boomer's Rang
1d6+2
1
40 feet
35 credits
2 lbs
Plasma Shotgun
3d6
1
2
30 feet
175 credits
10 lbs

Armor
AC [AAC]
Cost
Weight
Atomic Duster
-1 [+1]
15 credits
10 lbs

Equipment
Weight
Cost
Peacemaker Pack
0.5 lbs
20 credits

Head 'em Up

When a character attacks with a regular lasso or electro-lasso they can attempt to disable a target. If the attack roll is successful, the target must make a saving throw. If the saving throw is failed, the target is unable to move or attack for one round. Each following round, the attacker can choose to maintain their grip and the target may make a new saving throw to slip free. Attempting to break free is extraordinarily difficult, requiring the defender to roll a d20 and add their Strength ability score modifier. If this is successful, they have broken the lasso. The defender is free and the lasso is destroyed. 

Monday, February 8, 2016

Free Time isn't so Free (and other time sinks)

It's not a huge secret that I'm nearing my service retirement. Twenty years in law enforcement isn't quite the same as many other professions - my mother wanted me to have an "office job" out of college ;)

I've accumulated a large amount of time off over the last year or two and I've been slowly using it to ease myself into "non active status" at the end of March which will lead to actual retirement this summer. Damn quick twenty years on one level, slow as all hell last year on so many others.

You would think having some three day and four day weekends would lead to more productivity on the posting and game writing side and it has in short bursts, but overall it hasn't, as my 5 y/o niece has decided that uncle being off for long weekends means more time for sleepovers and "Uncle / Pinkie" time. She's already told me that when I retire, Uncle / Pinkie day will be on Fridays - pick her up from her parents', lunch at the pub, walk the dog at the park, watch some Spongebob, make a fort out of the bed, wait for auntie to come home from work, sleepover and take her home Saturday afternoon. Yes, all that in one breath and without writing down a list.

She was over yesterday and decided to make it a sleepover. Tomorrow into Wednesday? You guessed it. Another sleepover. Thank God her mother is a published writer and Shannon understands the process. She just doesn't understand it as it applies to Uncle.

I'm in trouble.

If we've spoken and I owe you something, I'm working on it as time (and work and niece) allows. The next two things I want to get short reviews / overviews up for are +James Spahn 's The Hero's Journey and The Black Hack (I'm in possession of the PDF from the current Kickstarter)

Ah well, back to work tonight...


Kickstarter - Baby Bestiary Volume 2 & Vol. 1 Reprint



Art. I'm a sucker for good art in an RPG product. The art in the original Baby Bestiary wasn't just good, it was inspiring. The associated text reminded me of the ecology series of articles in Dragon Magazine, complete with hooks hidden within the text. But to be honest, I've sent most of my time with the original Baby Bestiary just looking at the art. Quite simply, it's amazing and evocative.

Which means my only question with the new Baby Bestiary Volume 2 & Vol. 1 Reprint Kickstarter is: do I get Volume 2 as a stand alone, or do I opt for the slipcase?

Did I mention it's systemless? From OSR to 5e, you should be able to find use for this in game.

Here's what will be in Volume 2:





Sunday, February 7, 2016

I Was a Guest Host on Roll For Initiative Earlier Today


See those new tabs up above? One is for +Dyson Logos ' blog and the other is for the Roll for Initiative Podcast. I just happened to guest on the RFI episode recorded this afternoon along with +Timothy Brannan (The Otherside Blog) and show regular +Vincent Florio . We had a blast. One of the topics was nothing other than RPG Kickstarters. I bet you can't guess the angle I took. No, really. I bet you cant. Heh!

The episode should get released midweek, so I'll update everyone when it lands. I've missed podcasting and expect to be getting much more involved come March / April in Podcast Land ;)


Of Tabs and Links and Other Sordid Details...

It was suggested to me, not without good reasoning behind it, that I should monetize the "Tabs" you see right below the header art. It was a reasonable suggestion and oh so tempting, but it's not to be.

You see, the issue for me it is becomes an endorsement for something or someone that I might not be that huge a fan of. Selling my integrity (what there is of it - I do have ads here at The Tavern, they help keep the lights on, especially as I transition into retirement) for 10 bucks a month (or whatever the pricing) seems  - whorish, to say the least.

That being said, there will be new tabs added of the special friends I've made over my years of blogging in the OSR. This will happen over the next few days. Yes, I endorse them. No, none of them asked for me to add a link or a tab to their site. Yes, they are cool folks and they produce awesome content.

Some tabs may be more or less temporary (if I ad any Kickstarters, they will by nature be temporary). Check them out. You never know what you may find.

(I may in the future install "drop down tabs". This currently requires more programming knowledge than I have neither time nor desire to learn, but it would be neat)


Saturday, February 6, 2016

RPG Computer Games are the Time Sink From Hell... but I Love Them ;)


Well, there goes 2 hours of potentially productive time down the drain ;)

For those that enjoy computer RPGs, Steam is running a sale and I've been making a few purchases.

The two games I picked up between last night and today can both be played on the Mac and can be played multiplayer (but aren't MMORPGs)

Last night I grabbed Sword Coast Legends. Sure, I've heard mixed reviewed (and the Mac version can be a little buggy to get started) but the bit's I played of it last night weren't bad at all. 10 bucks for the basic edition, 15 for the bells and whistles.


Today I grabbed Torchlight II. I played the shit outa Torchlight I and II is better than I. Well, maybe not, as it doesn't have the same specialness that the first version of the game had, but for 5 bucks? I will get way more than my 5 bucks worth. Way more. It's damn good.

Just over six weeks to go before I'm allowed to have regular time sinks ;)

Alright, onward to reading more of +James Spahn 's The Hero's Journey. Hopefully I can put up a good teaser post later this evening ;)

Friday, February 5, 2016

Ken Whitman Reveals the Fate of the KotDT: LAS Videos

Watch the video. 

Ken reveals all.


Wait for the GoFundMe Campaign to raise money for the ransom later this month.

Tip of the hat to +Tim Snider

OD&D Supplement I: Greyhawk $4.99 in PDF

Sure, the new cover art sucks but that's not the point


Color me surprised.

Quickly on the heels of the Original Dungeons & Dragons Boxed set releasing in PDF we now have Supplement I: Greyhawk in PDF for $4.99

What's next? Gamma World 1e?

Wait, that would be pretty cool...

Quick Draw Rules for StarSlinger

Hey gamers. It's +James Spahn here. Since StarSlinger is kinda my fault, I agreed to write the quick draw gunfighting rules for +Erik Tenkar. With his permission, I'm posting them here for your enjoyment. I wanted something that evoked the tension and feel of classic old west gunfights - something that built to a tense and climactic confrontation, but still kept it simple and quick. A gunfight in all the classic westerns was always something that was as much in the mind of the combatants as in their speed and accuracy.

 So if'n ye ain't yellah, give 'em a read.


I'm calling you out. Draw, if y' ain't yella'.”


The Quick Draw Duel
Two men. One street. The blink of an eye and the crack of a pistol. A long silence. Justice is served. In StarSlinger there are two kinds of people: the quick and the dead.

The only way to determine who is quick and who is dead is a Quick Draw Duel. But there's a lot more to this than just two intergalactic hombres steppin' into the street and skinnin' their smoke wagons. A Quick Draw Duel has several steps and its as much a test of the gunslinger's gumption as it is his speed. All bonuses to Quick Draw Initiative are cumulative.

Step One: The Call Out

A Quick Draw Duel begins with a formal challenge from one gunfighter to another. This can be as blatant as one of approaching the other and quite literally saying “I'm callin' you out,” but it's usually a bit different in each instance. The more subtle instances are simply when both gunfighters look at each other and nod – they both know the challenge has been issued and it won't be settled until one man is dead. In other cases, it's a large public display where one man insults the other in front of a crowd.

Though player characters can call out NPCs whenever they wish, the referee is the final arbiter of whether or not a formal Call Out has been issued. Once a call out has been issued, both the challenger and the challenged must make a saving throw. They may add their Wisdom modifier to this saving throw roll. Other modifiers may apply based on the classes of the challenged and challenger as well as how well the scene is role-played. If the Quick Draw Duel isn't occurring immediately, this is typically when the time and place of the fight is named.

If the saving throw is successful, both the challenged and the challenger receive a +1d6 bonus to their Quick Draw Initiative. The Quick Draw Duel then moves into Step Two: The Crowd

Step Two: The Crowd

Quick Draw Duels rarely take place privately. The occur out on the street, in the open – a public display of blood and speed. The townsfolk and witnesses to the both the Call Out and the Draw itself have a subtle impact on the Duel. If the townsfolk strongly support one gunfighter over the other, their subconscious hope in their champion's victory can actually grant him a benefit during the duel.

If the Quick Draw Duel isn't occurring immediately after the Call Out, both challenger and challenged can attempt to sway the witnesses to their side. This is done through roleplaying and thematic actions. A heroic gunfighter might try to convince the townsfolk that the time has come to end the rule of a villainous murderer, while a dastardly gunslinger might bribe or intimidate the town into supporting him.

Just before Step Three: Staredown begins each gunfighter makes a Charisma saving throw. Based on their actions they may receive anywhere from a -2 to a +2 modifier to this saving throw. If it is successful, then the gunfighter adds +1d6 to their Quick Draw Initiative.

Step Three: Staredown

The Quick Draw Duel is fought in the mind as much as with the hand. When the two gunfighters face off in the street, they often spend moments staring at one another. They size up their foe or trade hard words before blood is shed. Each gunfighter makes a saving throw, adding his level to the roll. If the saving throw is successful the gunfighter adds +2d6 to their Quick Draw Initiative.

Step Four: Draw!

Finally, the moment of truth comes and lead leaves leather. The moment of truth has come. Each gunfighter rolls their Initiative, applying both their Dexterity bonus and any Quick Draw Initiative dice they have earned. So a gunfighter who succeeded in the saving throws for all three steps would roll 5d6 (1d6 base, 1d6 call out, 1d6 townfolk, 2d6 staredown), plus their Dexterity modifier.

The winner has drawn and fired first. He then makes an attack roll against an AC of 9 [10]. His target is, after all standing still and unprotected. If the attack is successful the winning gunfighter rolls his weapon damage PLUS the total of the initiative roll and inflicts that much damage on his opponent – likely killing him.

If the loser is not dead, he can return fire – but he receives no bonus from his initiative roll. Combat proceeds normally from this point with one exception. If both gunfighters roll the exact same number on their initiative then both draw and fire at the exact same moment and both of them add their initiative total to the damage rolled. In all likelihood, this will leave both of them dead.


House Rule: Quick or Dead
If the referee wants to reinforce the climactic tension and deadly nature of the Quick Draw Duel, he can forgo the attack roll made during Step Four: Draw! and assume that the winner of initiative automatically hits with their attack.

House Rule: Hot Lead, Burning Laser

If the winner of the Quick Draw Duel rolls an unmodified, natural 20 on their attack roll, the damage for both the weapon and the added damage dice from initiative are all doubled - almost guaranteeing a lethal attack.This House Rule cannot be combined with the Quick or Dead House Rule.


So, there you have it. It ain't all sunshine and gold panning in StarSlinger - so be quick, or be dead.

Thursday, February 4, 2016

Reminder - Tavern Chat Tonight - 9 PM Eastern

Almost for got to post the reminder.

It's been that kind of a week.

See ya 'all in just over an hour.

BTW, BIG announcement should be coming this weekend. I'm only a messenger. Lips sealed beyond this small hint ;)

RPGNow Deal of the Day - 2015 Dodecahedron Cartographic Review (Dyson Maps)



You know the quality of Dyson's maps. You might not know it's his maps when you see them, but you should. Heck, his blog Dyson's Dodecahedron, is a virtual sampler of the work he does. And it is good. Damn good.

Until 1059 AM Eastern, tomorrow morning, Dyson's latest release, the 2015 Dodecahedron Cartographic Review is on sale for $3.75 (normally $7.50) in PDF. This makes it perfect for use in the various VTTs.

Need to know more about the 2015 Dodecahedron Cartographic Review?
The 2015 Dodecahedron Cartographic Review is an 88-page curated collection of most of the maps and descriptions thereof that appeared on Dyson's Dodecahedron throughout 2015. Designed to be a letter-sized spiral bound book, this digital edition also includes a second version of the book where many of the maps have been resized (larger) to better fit the page once all the text has been removed. 
Unlike the maps of Dyson's Delves I and Dyson's Delves II, the maps I drew for the Dodecahedron in 2015 were predominantly drawn on letter-sized paper, so a different format of map book was needed for this review of the year's cartography. The PDF edition of these maps is provided as a convenience for readers of the blog and fans of RPG cartography and contains no exclusive content - everything in this PDF can be hunted down on the Dyson's Dodecahedron blog and downloaded at high resolution. What this collection gives you, however, is that material collected in one place, sequenced, and annotated from the notes on the blog.

Wednesday, February 3, 2016

Kickstarter - Myth & Magic Player's Guide - 2E Reviled with No More Updates!!! (One Year Later)



Myth & Magic Player's Guide - alas, we had so much hope. We saw pictures of books, and knew they existed, but now?

Now, Tom sent enough copies to silence the more vocal (and more visible) critics. Yes, even I got my copy, nearly 2 years ago. Sure, Tom posted my shipping info in the comments section and Kickstarter had to promptly remove the info upon my request, but I received my copy and it wasn't soaked in urine.

Still, here we are, 3 1/2 years after the project was supposed to ship, and Tom has gone all turtle on us. Folks are still waiting on their copies - years after all were supposedly shipped. Last update? A year ago tomorrow - February 4th, 2015.


Apparently "back on track" means different things to Tom than the rest of us in the real world. Last update on the GM's Guide was July of 2015. I don't have access to that but I'd sure love to know the stroke job Tom gave in that update.

here's the rest of the update:

Safe to assume most international backers are still waiting on theirs. BTW, "constant blackout periods" does not do Tom justice.

Update 62 - December 5th, 2013

Update 63 - April 22nd, 2014

Update 64 - February 4th, 2015

We're at a new record of silence from Tom.

Well done sir, well done!

Actually -no. Not well done, but not unexpected. Another fine example of Kickstarter success resulting in a larger failure than one could have ever done on their own and the lies used to attempt to hide that fact. I empathize with Tom and the hole he has dug himself. Easier to come clean at this point and admit failure and move on. Josh did so with the Quantum RPG KS, and while it isn't a satisfying resolution for anyone it does allow for closure.

Tuesday, February 2, 2016

Wayward Kickstarter - Ant Simulator "Consultants" Spent Money on Bars and Strippers (Hookers and Blow was a Stretch Goal)


There a story making the rounds about an Ant Simulator video game indie publisher's consultants spending the funding on bars and strippers. Of course, they deny it. Instead, it was on restaurants and bars.

Er, whatever.

The fact remains that success can lead the the worst failures and there is nothing worse than being the entity stuck holding the bag when others have control of the money (Dwimmermount anyone?)

Quote of the day:
Now Ant Simulator is cancelled, because his business partners and ex-best-friends spent the "overwhelming majority" of money from both sources on alcohol, strippers and other activities not really related to making a good videogame.
Read the story over at PC Games N, including the update with the denial:
"It’s completely false. I don’t know why he’s painting that picture, but the reality is that anything that was spent in a bar or restaurant was very reasonable in nature when you look at any business, including video game companies. It was part of our operating budget, it’s not anything that was excessive. It was all reported to the IRS. The picture he’s painting about that is 100 percent bull****."
What a bar or restaurant has to do with creating a video game, I have no idea.

Oh, listen to the video announcement of the cancelation of the project.

BTW, the Kickstarter (Ultimate GameDev Tutorials) itself raised just over $4,400. How the fuck is there a restaurant and bar budget in that? Shit, there's barely Dominos and that's stiffing the driver on his tip...


Monday, February 1, 2016

Kickstarter - Lair of the Black Dragon (A DM-less, systemless adventure module for any level character?)


One of the great things about Kickstarter are the things that make you go "hmmmm"

One of the worst things about Kickstarter are the things that make you go "hmmmm"

Lair of the Black Dragon is both.

I understand very well how DM-less, whether solo or for group play, work. Usually, it's a hidden flow chart with lots of "if this, then go to section 43", etc. I am, after all, a Tunnels & Trolls player.

I understand how systemless adventures work. There is usually a lot of weight pulled by the GM to put in the appropriate mechanical balance for the system in question.

I understand how adventures work that are level adjustable, within reason. It requires changing the adversaries power level based on the system you are using.

I have no fucking idea how these will all come together in a playable mesh in Lair of the Black Dragon.

It's not like you have to risk much to find out, as the the $3 offers:


Heck, estimated deliver is THIS VERY MONTH. I mean, what could go wrong? Aside from everything that is.

Here's the pitch:

As a Player, have you ever wanted to adventure but couldn’t find a DM?
As a DM, have you ever had players wanting to keep going, but you didn’t have anything prepared? 
This is a complete adventure ready to be played through in a single sitting of 2-3 hours. It can be dropped into any campaign, and is designed so it can be played in several different ways; 
What it is: This project is a system neutral, solo-play, one-shot, complete adventure module for characters of any level. 
What that means: 
System Neutral means it is not dependent on any specific rule set or edition, and can therefore be dropped into just about ANY role playing campaign world setting. If your game rules use polyhedral dice, then this will work for you. It was written primarily for the most common traditional fantasy role-playing game settings, but it can be adapted for many other worlds with just a little imagination. 
Solo-Play means it can be played by a single person without a DM. It can be played with multiple players with or without a DM as well. It has a flexible design and concept so it can be used in many different ways. Though it was designed to be played by a lone player by themselves, it can be played with a group of players and multiple characters, or even with a DM. 
One-Shot means it is able to be completed in a single 2-3 hour sitting. This is also flexible in that you can increase the level of challenge (with more or stronger monsters) to increase the length of play time, or you can decrease the number of challenges to shorten the play session. 
Complete Adventure Module means that everything you need to get through this adventure is contained in the PDF, HOWEVER, this is NOT a stand-alone game. SEE ALSO: What it is NOT: 
For Characters of Any Level means that this module is scalable. You can increase or decrease the challenge based on the experience level of your character or characters. 
What it is NOT: This is NOT a stand-alone Role Playing Game rules set. The rules and mechanics for a Role Playing Game are not part of this. This is just an add-on, like an expansion, for whatever Role Playing Game system you currently use. You will need at least the basic guidebooks for whatever Role Playing System you normally use. 
Risks and challenges
There are no risks at all. Well, let's back up. There is the risk that you may not like the content, or you may not have fun playing it, but the module is already finished! All I need is to get enough funding to support my next project and you get a module for a dollar! So there's no risk that you won't get the PDF.
So, for as little as a buck you can buy in. 3 bucks gives you the bells and whistles. I almost feel like 3 bucks will give me my entertainment back, whether this is a hot mess or not.

Sunday, January 31, 2016

Kickstarter - The Folio #7 Deadlands Edition (Hell on Earth)


Savage Worlds is the game I'd love to love and I almost can grok the system at this point. My OSR wired head still gets confused with the spells and powers aspect of Savage Worlds. When I retire I'll need to get someone to give me a crash course in the system ;)

That all being said, I have some major love for the settings that have been released for it and Deadlands in no exception. I still have my copy of the the pre Savage Worlds Deadlands that was a stand along game. I also have the Savage Worlds setting for Deadlands and Deadlands: Hell on Earth and some of the other supplements. While I can't say I'm an expert on the Hell on Earth setting (or Deadlands Noir) I can say I can easily get lost for hours just reading the setting material. If any of it sneaks into my StarSlinger setting, I'm hoping it's inspiration only ;)

Imagine my surprise to find out that the same folks behind the Folio Series of OSR / 5E adventures have secured the license to release an official Savage Worlds Deadlands: Hell on Earth (Folio #7) adventure via Kickstarter.

I really enjoyed the first six releases in the Folio series, as they weren't only well written, but the art was top notch and the layout was professional. Looks like I'll be adding Folio #7 (Deadlands) to my collection.

Damn, I really need to bring that retirement date up so I can have all the time to read the things I want to and already own, let alone the stuff I'll be getting in the coming months.

Sadly I just have the original Folios in PDF, but there is a support level to get all 7 in print and PDF. Delivery estimate is March 2016. I retire at the end of March. The gods have spoken and I must obey...

From the Kickstarter page:
Art of the Genre is proud to partner with Pinnacle Entertainment Group in bringing our fans Folio #7!  After completing the Roslof Keep Campaign it seemed a perfect point to sidestep to Savage Worlds for an adventure in the Deadlands: Hell on Earth setting.  It is an absolutely fantastic setting with an award-winning mechanic that I hope all our fans will give a shot.  
With Folio #7, we will be blending the same OSR specs that our fans have grown accustomed to with the previous issues while also blending in some aspects of the Deadlands: Hell on Earth design.  I truly hope you'll have a much fun playing this adventure as my players did, and as always thanks for taking the time to check out our latest projects here on Kickstarter
And as always, Instead of making gaming anvils, I’ve drilled the artistry of the game down, found the gems of a fast-paced adventure, and delivered it in such a way that both new and old gamers alike can enjoy and play without taxing their life schedules. In the end, isn’t gaming about being fun for everyone, not just the players? The Folio’s goal is to ensure that, and always give folks the very best quality ‘lean and mean’ adventures we can.

Some of the House Rules I've Added for the StarSlinger Setting (White Star)

Part of running an OSR styled game is house ruling. Well, at least that's how it is for me. I've been adding house rules to my games since we ignored weapon speed in AD&D 1e (I think most people ignore that)

I've got a few house rules that stray from the White Star as written, but that's not surprising, as I've added a half dozen or so classes to the StarSlinger setting thus far.

  • First, I've expanded the bonuses for high stats slightly. A score of 13-16 gives a + 1 and a score of 17 or 18 gives a + 2. Nothing huge, but it can me a life saver.


  • Death is at zero HP, with the ability to save vs death  to hold on until help arrives. The roll to save is adjusted by the negative amount of HP the PC is at, so going down to - 5 means a minus 5 on the save to no die. Natural 20s always save.


  • If you want to attempt something not covered by the rules (and as this is an OSR game, it's quite likely to occur multiple times per session) such as picking a lock, hacking a computer and the like, it's a save adjusted by any relevant stat bonus and a modifier chosen by the GM (me) based on difficulty. Covers a whole lot of ground this way and does not slow down play.
Those are the main ones thus far. There are others that aren't fleshed out yet and I'm not even sure they'll come into play (or are even needed)



Initial Impressions - Depths of Felk Mor (5e Megadungeon)


+Roderic Waibel was kind enough to send me a print copy of Depths of Felk Mor, a megadungeon for D&D 5e but written with old school gaming in mind.

Now, if you know me at all, you know that I tend to look at RPG material from a Swords & Wizardry (or sometimes even an AD&D 1e) view and do this weird mental translation to make things that aren't Swords & Wizardry read like Swords & Wizardry. If that makes any sense. I think I just confused myself a bit there ;)

In any case, I'm finding that the Depths of Felk Mor is presented easy enough to do that mental translation without even thinking about it. The stat blocks are clean and it's easy to strip away the 5e-isms. Which means when it's time to review this (and that means squirreling away some free time), although it's written for 5e I'll be able to do the review justice from an OSR point of view.

Layout is easy on the eyes with sufficient white space and the art is certainly old school in feel. Yep, definitely need to put some time aside to read this thoroughly.

BTW, I do very much like the cover. I'd love to see my group run from the beast shown ;)

Tim Shorts / Chicago Jones Shot First (White Star / StarSlinger)



Thanks to +Tim Shorts we now have our third of three recaps of Friday Night's "B Team" session of White Star / Star Slinger. A virtual trifecta.

It was strange to watch Tim rolling well for a whole session of play ;)

Here's a piece of Tim's write up:
When we left the ship there were three men waiting for us.  A little guy who did the talking and two meatheads.  I used my Scoundrel skill of attacking before anyone else.  Chicago allowed the little talking man to finish his ultimatum before shooting him in the heart.  While the little gurgling man lay on the ground, the two meatheads raised their hands and walked off.
With a set up like that you know it was good ;)

Here's the rest of it at Gotheridge Manor.

Saturday, January 30, 2016

Session Recaps - The "B Team" Matches Wits with Vitmann (StarSlinger / White Star)

Last night was the first playtest session of the StarSlinger setting for White Star, and it was a hoot!

The group, consisting of +Tim Shorts , +Douglas Cole and +Peter V. Dell'Orto accomplished a lot in the little time we had.

Douglas has his session recap over at the Gaming Ballistic Blog.

Peter has his session recap over at the Dungeon Fantastic Blog.

Tim doesn't have a session recap up yet at Gotheridge Manor. I guess the 10% bonus expo I award for posting session recaps isn't enough of a deal for a Scoundrel like Tim ;)

We all had a good time last night and it was fun watching the players turn the tables on Vitmann :)

(note, StarSlinger includes certain house rules, so it wasn't BTB White Star... but what is? heh

Tweaking the Tavern a Bit - Added a Line of Tabs - Blog Highlights and Friends of The Tavern

Alright, I've tweaked The Tavern just a wee bit. I've added a "tab bar" just under the header. I had one there years ago, but when the blog was offline and had to be rebuilt, the tabs were lost. Now they are back.

Links to my Kickstarter, White Star, StarSlinger and Review posts are there as well as to some of the best friends of The Tavern. I'm thinking of adding a second row of tabs for other blogs and such, but I need to make sure it doesn't clutter up things.

Let me know if there are any problems with the links and feel free to suggest anything you feel is missing, on the tab bar or at The Tavern in general. Even if I don't follow every suggestion, I do listen.

Announcing Hero's Journey from Barrel Rider Games (coming 3rd quarter)


I've gotten on +James Spahn 's ass for not letting me know about his new releases, often finding out from The Tavern's readers or from my daily peek at RPGNow's releases. This time, James is giving me more than ample lead time ;)

I've seen some of the text to Hero's Journey and I'm excited to give this a run for it's money with my regular gaming groups. James has also promised me I'll have access to a copy of the rules prior to NTRPG Con, so add Hero's Journey to the list of games I'll be running (StarSlinger was pretty much a list of one prior).

Here's the official release info:
Hero's Journey is a fantasy roleplaying game written by James M. Spahn and published by Barrel Rider Games. Inspired by Swords & Wizardry White Box, this complete game features six races, fourteen classes and is the result of years of game design. Combining and updating material found in Swords & Wizardry White Box, the White Box Omnibus, and introducing new rules for character races, character classes, character professions, new magic spells, new magic items, new rules for magic item creation, new combat mechanics and new rules for character progression, Hero's Journey is a refinement of Swords & Wizardry White Box that includes influences from Warhammer Fantasy Roleplay, AD&D 2nd Edition, and other classic fantasy roleplaying games. 
At over 200 pages, this single-volume book will include everything players and referees need to play. Hero's Journey will be available in PDF and 6" x 9" digest format through One Bookshelf. Print on Demand copies will be available in both black and white interior and full color premium interiors. 
Scheduled for release in the third quarter of 2016.
I'll try and squeeze James for some game-able advance pieces as Hero's Journey gets closer to release. James did tell me it's "more lethal than White Box" ;)

Kickstarter - Ultimate NPCs: Skulduggery for 5e, Pathfinder and S&W - Funding Wraps Up Tomorrow


Yep, the funding for the Ultimate NPCs: Skulduggery for 5e, Pathfinder and S&W Kickstarter wraps up tomorrow. What does that mean?

It's blown away it's $10k funding goal and actually just passed $46k - it is funded and then some with stretch goals adding even more content.

I like sandbox tools for my RPG campaigns. I prefer when my players can surprise me nearly as much (if not more) than I surprise them. Books like Ultimate NPCs: Skullduggery are perfect for keeping me one step ahead of the herd of cats I game with ;)

38 hours left in the Kickstarter as I type this...


Friday, January 29, 2016

OSR Gaming Forums Go Down - Upon Return, Database is Lost, All Posts Are gone


What can I say?


Not looking so good at the moment.

If you want to restart some threads, here's the website: OSRGaming Forums

StarSlinger - Tonight The "B Team" Investigates The Case of the Missing Avionic Bovine DNA (White Star)


Tonight will begin an organic playtest of the StarSlinger setting and rules addendum to White Star with the famous "B Team". Play with the classes, the slightly more powerful stats (bonuses start at 13 and a 17 or 18 are + 2) and of course allow the setting to grow with the player's actions.

Their mission, which will be given to them by the ever luvable lug Kyn Vitmann at The Bloody Leech. They'll need to recover some Avionic Bovine DNA that went missing when it's transport mysteriously crashed without it's transponder reporting in. Now the transponder is working and it's a race to recover the package from the downed transport. All, however, is not as it seems.

I can't map for shit so I'll sketch the map by hand in Roll20 as the sessions progresses.

It will be interesting to see how this all plays out :)

Thursday, January 28, 2016

Tavern Chat Tonight - 9PM Eastern - Possible Topic - Tomb of Horrors as a White Box Funnel

+Mark Hassman was nice enough to put this bug in my ear - running a Tomb of Horrors, White Box / White Star "funnel" at NTRPG Con in the room The Tavern is sponsoring.

Damn, that is a fine idea. Start each player with 2 to 3 characters and send them to their death explore. White Box with lots of red ;)

Anyhow, tonight is the weekly Tavern Chat at 9PM.

See that chat box on the right side of the page? That's where the chat occurs. Yep, just like AOL chat rooms from back in the day. You can log in using G+, Facebook, Twitter and other social media methods that I've omitted.

So, join us (and in saying us, I mean various folks from the OSR and beyond) as we go off on tangents both wild and mundane ;)


Wednesday, January 27, 2016

OD&D OCE "Boxed Set" Returns to RPGNow in PDF for 10 Bucks

Before the great purge, when WotC removed their PDFs from the OneBookShelf / RPGNow sales platform, one of my purchases was the Original Dungeons & Dragons OCE Boxed Set in PDF. It was handy, even if it wasn't the cleanest copy. After the purge I wan't even able to redownload a copy if I wanted to.

OD&D is back at RPGNow. I have access to the files again and it's very clean, but that makes senses, as they are using the reprint files for their source materials.

$9.99 get's you the contents of the Original Dungeons & Dragons boxed set, as presented in the reprint WotC did 2 years ago. The booklets have the new covers, not the originals (sadly) but the contents are there.

If you are looking for an inexpensive copy of the Original D&D rules, this is an excellent way to get your hands on them.




Tuesday, January 26, 2016

A Piece of Art That Oozes StarSlinger Inspiration


I found the above piece of art on Deviant Art. Western and alien at the same time. Evocative. Damn but its a good piece. It oozes StarSlinger.

I may just need to reach out to the author and see how much he wants for the rights to use it.

In any case, I do need to stat out this riding beast ;)


Monday, January 25, 2016

From 18 to 48 - Still Looking to Create

I remember when I was 18, trying to design a game. It had tiles, dungeons, level advancement. I was so psyched I even told my parents about my dreams of being a "game designer". Obviously that didn't play out as planned.

Here i am, 30 years later, BA in History, nearly 9 year of retail and over 19 years of law enforcement behind me, and again I'm looking at being a "game designer". The thing is, with places like RPGNow and Print on Demand, it's achievable. You're not going to become rich and famous, but you can make some money and personal satisfaction from it.

Strangely enough, I spoke to my mother about my plans for StarSlinger and her response was "You're going to take a dozen or so copies to North Texas in the spring to give away I hope". Yes, she gets it. As does Rach, my wife. Of course, Rach would sooner quit her job than miss NTRPG Con. Yeah, she really does get it.

I'm sincerely blessed.

Sunday, January 24, 2016

Kickstarter - 5e Creature Decks (Inkwell Ideas)



If you are playing D&D 5e, the 5e Creature Cards really should be a no brainer. Inkwell Ideas has run Kickstarters for stock art and creature decks before. I've backed them all. I doubt I'll be running a 5e game soon, but if I were I'd be all over this.

Why?

First off, most of the art is already done from the previous projects and the art is good.

Second, Inkwell Ideas has a proven record of delivering. They also offer some amazing mapping programs.

Third, I have the prior decks. They are POD via RPGNow and are high quality and should stand up to repeated use at the gaming table.

Ah, who am I kidding? I'm going to get the 5e decks for the new art and the off chance I run some 5e in the future.


Here's the creatures and the decks they'll be found in:


The Constructs, Giants, Humanoids & Undead deck will have:

Constructs (9): Anim Obj - Armor; Anim Obj - Flying Sword; Anim Obj - Rug of Smothering; Golem, Clay; Golem, Flesh; Golem, Iron; Golem, Stone; Homunculus; Shield Guardian
Giants (10): Ettin; Giant, Cloud; Giant, Fire; Giant, Frost; Giant, Hill; Giant, Stone; Giant, Storm; Ogre; Oni; Troll
Humanoids (18): Bugbear; Duergar; Elf, Drow; Gnoll; Gnome, Deep (Svirfneblin); Goblin; Grimlock; Hobgoblin; Kobold; Lizardfolk; Lycanthrope, Werebear; Lycanthrope, Wereboar; Lycanthrope, Wererat; Lycanthrope, Weretiger; Lycanthrope, Werewolf; Merfolk; Orc; Sahuagin
Undead (18): Ghost; Ghoul; Ghoul, Ghast; Lich; Mummy; Mummy Lord; Shadow; Skeleton; Skeleton, Minotaur; Skeleton, Warhorse; Specter; Vampire; Vampire Spawn; Wight; Will-o'-Wisp; Wraith; Zombie; Zombie, Ogre

The Dragons & Monstrosities deck will have:

Dragons (13): Dragon, Black Adult; Dragon, Blue Adult; Dragon, Brass Adult; Dragon, Bronze Adult; Dragon, Copper Adult; Dragon, Gold Adult; Dragon, Green Adult; Dragon, Red Adult; Dragon, Silver Adult; Dragon, White Adult; Dragon Turtle; Pseudodragon; Wyvern
Monstrosities (39): Ankheg; Basilisk; Behir; Bulette; Centaur; Chimera; Cockatrice; Darkmantle; Death Dog; Doppelganger; Drider; Ettercap; Gorgon; Grick; Griffon; Harpy; Hippogriff; Hydra; Kraken; Lamia; Manticore; Medusa; Merrow; Mimic; Minotaur; Naga, Guardian; Naga, Spirit; Owlbear; Phase Spider; Purple Worm; Remorhaz; Roc; Roper; Rust Monster; Sphinx, Androsphinx; Sphinx, Gynosphinx; Tarrasque; Wolf, Winter; Worg

The Aberrations, Celestials, Elementals, Fey & Fiends deck will have:

Aberrations (5): Aboleth; Chuul; Cloaker; Gibbering Mouther; Otyugh
Celestials (6): Angel, Deva; Angel, Planetar; Angel, Solar; Couatl; Pegasus; Unicorn
Elementals (16): Azer; Elemental, Air; Elemental, Earth; Elemental, Fire; Elemental, Water; Gargoyle; Genie, Djinni; Genie, Efreeti; Invisible Stalker; Magmin; Mephit, Dust; Mephit, Ice; Mephit, Magma; Mephit, Steam; Salamander; Xorn
Fey (6): Blink Dog; Dryad; Hag, Green; Hag, Sea; Satyr; Sprite
Fiends (23): Demon, Balor; Demon, Dretch; Demon, Glabrezu; Demon, Hezrou; Demon, Marilith; Demon, Nalfeshnee; Demon, Quasit; Demon, Vrock; Devil, Barbed; Devil, Bearded; Devil, Bone; Devil, Chain; Devil, Erinyes; Devil, Horned; Devil, Ice; Devil, Imp; Devil, Lemure; Devil, Pit Fiend; Hag, Night; Hell Hound; Nightmare; Rakshasa; Succubus/Incubus

The deck of Beasts, Dinosaurs, Plants, and Oozes will have:

Beasts (90): Ape; Ape, Giant; Axe Beak; Baboon; Badger; Badger, Giant; Bat; Bat, Giant; Bear, Black; Bear, Brown; Bear, Polar; Beetle, Fire, Giant; Blood Hawk; Boar; Boar, Giant; Camel; Cat; Centipede, Giant; Crab; Crab, Giant; Crocodile; Crocodile, Giant; Deer; Eagle; Giant Eagle; Elephant; Elk; Giant Elk; Frog; Giant Frog; Giant Goat; Goat; Hawk; Horse, Draft; Horse, Riding; Hyena; Hyena, Giant; Jackal; Killer Whale; Lion; Lizard; Lizard, Giant; Mammoth; Mastiff; Mule; Octopus; Octopus, Giant; Owl, Giant; Owl; Panther; Pony; Quipper; Rat; Rat, Giant; Rat, Giant (Diseased); Raven; Rhinoceros; Scorpion; Scorpion, Giant; Sea Horse; Sea Horse, Giant; Shark, Giant; Shark, Hunter; Shark, Reef; Snake, Constrictor; Snake, Constrictor, Giant; Snake, Poisonous; Snake, Poisonous, Giant; Spider; Spider, Giant; Stirge; Swarm of Bats; Swarm of Insects; Swarm of Poisonous Snakes; Swarm of Quippers; Swarm of Rats; Swarm of Ravens; Tiger; Tiger, Saber-Toothed; Thunderbird; Toad, Giant; Vulture; Vulture, Giant; Warhorse; Wasp, Giant; Weasel; Weasel, Giant; Wolf, Dire; Wolf; Wolf Spider, Giant
Dinosaurs (3): Dinosaur, Plesiosaurus; Dinosaur, Triceratops; Dinosaur, Tyrannosaurus Rex
Oozes (4): Ooze, Black Pudding; Ooze, Gelatinous Cube; Ooze, Gray Ooze; OOze, Ochre Jelly
Plants (6): Awakened Shrub; Awakened Tree; Fungi, Shrieker; Fungi, Violet Fungus; Shambling Mound; Treant

The 5th & 6th deck's exact contents are TBD because it will depend on stretch goals.  We have agathions, additional elementals, imperial dragons, more fey, new beasts, and many others ready to go!  It will have at least 50 creatures, in full color.

Note that the art for the basic animals and insects is mostly B&W and some creatures may be doubled up on one card. (The giant version may be added to the main card for that animal/insect.)

There will also be several extra "lair" cards for some creatures which have lair actions.  This especially applies to the deck that includes the dragons, but several other creatures also have lair actions such as the Aboleth, Kraken, Lich, both Sphinxes and the Vampire.

What is With the Bad Wrong Fun Recently?

I've been lucky enough to miss the majority of the most recent drama in the OSR Community. Maybe it's how I've pruned my online social circles, though I suspect it has more to do with how others have trimmed theirs. I appreciate being left out of the latest useless drama.

Why is is that folks would prefer to tell other folks "how they're doing it wrong"instead of shutting their mouths and trying to lead by example? What is right for you might not work for others. If others are truly wrong in their actions, those actions will take care of themselves. Can we leave the Bad Wrong Fun to other gaming communities?

Ah well, I've got more important things to think about, like how the Panthers are crushing the Cardinals, the 2' of snow I have to dig my car out of tomorrow, writing more StarSlinger material and beer. I need to start posting to the Beer Blog again :)






White Star - Snake Oil Salesman (Character Class - StarSlinger Setting)

Let me tell ya what we've got! This here little bottle can cure what ails you! Got cuts, it'll close them. Burns? Heals right before your eyes. Stomach pains? It's like a silk sheet for your belly. Got something that don't feel right in your privates? It'll flush them right out. Need an ointment? We got it. Restorative? You're talking to the right man. Libation? None better than what you see in front of you. How much? Well now, how much ya got to spend? Whatcha mean "Snake Oil Salesman?" I'm an honest Nostrum Agent. Says so right here on my license.

No matter how they refer to themselves, the common title of Snake Oil Salesman has stuck to them like mud on a pig. Still, the concoctions that they make have been known to have true effects, although not necessarily of the type told to the purchaser. Of course, when partaking of his own product, the Snake Oils Salesman always knows what to expect, more or less.

Nostrum Agent

LEVEL      XP      HD      BHB      ST
1                  0        1           +0        14
2              2,500     1+1       +1        13
3              5,000     2           +1        12
4            10,000     2+1       +2        11
5            20,000     3           +2        10
6            40,000     4           +3          9
7            80,000     4+1       +3          8
8          160000      5           +4          7
9          320,000     5+1       +4          6
10        640,000     6           +5          5

Libation Level - Known
     1   2   3  4  
1   1
2   2
3   3
4   3   1
5   3   2  
6   3   3
7   3   3   1
8   3   3   2
9   3   3   3
10 3   3   3  1

Libation Level - Actively Prepared
     1   2   3  4  
1   2
2   3
3   4
4   5   2
5   5   3  
6   5   4
7   6   5   2
8   6   5   3
9   6   5   4
10 6   6   4  1

Weapons / Armor Restrictions - One Handed Weapons, Light Armor

My Momma Made Worse Than That - Due to their constant experimentation with concoctions either contacting their skin or ingested, Nostrum Agents have a + 4 adjustment to their saving throws vs. Poison.

XP Bonus for Intelligence - A Nostrum Agent with a Intelligence of 13 or 14 receives a 5% Experience Bonus. Those with a 15 or higher get a 10% bonus.

Libations - Libations allow the Nostrum Agent to prepare concoctions for their benefit and the benefit of others. Libations, ointments, medicines - they are all things prepared by the Nostrum Agent. The NA knows a certain number of recipes and has a maximum number of Libations that can be prepared at one time as indicated by level.

Libations cost "Libation Level x Libation Level x 100 credits" to prepare and take 1 hour x Libation Level to prepare.

Level 1 Libations

Wound Cleaning Ointment - Applied within 10 minutes of receiving the wound, heals 1d6 HP (+1 HP if the Nostrum Agent uses it on himself)

Water Purification Dose - Added to a water source, will purify up to 10 gallons of water

Visual Clarity Ointment - Doubles the distance of missile weapon attack ranges for 1 hour

Water Proofing Ointment - Lasts for 2 hours. Makes 1 human sized subject and their basic equipment (including 1 handed weapons) shed water like a duck

Level 2 Libations

Fire Resistance Ointment - Lasts for 2 hours. Gives a + 4 save vs. heat / fire effects / attacks

Cold Resistance Ointment - Lasts for 2 hours. Gives a + 4 save vs. cold / frost effects / attacks

Bot Juice - Applied within 10 minutes of the bot receiving damage, heals 1d6 HP

Good for a Day - Provides nourishment and liquid requirements for 24 hours

Level 3 Libations

Joltola - Lasts 1d4 Rounds. Adds 2 points to the imbibers initiative score, enabling him to attack before the rest of his party and hopefully before the enemy. Adjusted initiative scores of 7+ result in an extra attack. When the effect wears off, the character suffers a minus 2 penalty to the initiative roll for 1d6 rounds. Adjusted initiative scores of 0 or less result in the loss of the character's attacks for that round.

Reflective Ointment - Last 2 hours. Laser / Energy weapons do 2 points less damage per successful attack (minimum damage 0 points)

Patzy's Putrid Poison Purger - Imbibed within 2 rounds of a failed Poison Save, this allows a second save at + 2 to the roll to avoid the effects (including death)

Level 4 Libations

Two Minds are More Fun - Lasts 10-60 minutes. Allows the imbiber to do two completely different tasks at the same time, such as fire at a target and drive a vehicle evasively without penalty, hold two independent conversations, use an innate power and attack, other as GM sees fit to allow.

Breath of Fire - Can breath a Cone of Fire 5' wide at base, 20' long and 20' wide. Targets inside the AOE take 3d6 fire damage  (save for half)

(Fits White Box without any real changes)

OGL
Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition