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Tuesday, May 26, 2015

25 Posts From 5k - 5 Days to 6 Years of Posting

Strange when the stars line up unexpectedly.

We are 25 posts from 5k. I expect to hit that next week while at NTRPG Con.

We are 5 days from 6 years of posting here at The Tavern.

Trying to think of a unique way to celebrate all that. Failing that, I'll settle for a fun way.

Thank you all.

Your Tavern Keeper :)

Monday, May 25, 2015

Kicking it Forward on Patreon - at 28%


As I updated my Patreon page I decided to see where my pledges to other content creators currently stood.

$43.34 and the month isn't over yet.

I have some amazing folks that currently back me for $153 a month, so if nothing changes I'm kicking forward at 28%. Actually, after fees, it's probably about 33% of what I net for the month and I'm damn happy with that.

We (not just me) are literally backing an exciting list of OSR and other RPG creators (as well as a few musicians.)

Who?

+Dyson Logos , +Tim Shorts , +Jim Magnusson , +matt jackson , +James Spahn and a bunch of others. You can see the list here.

Thank you for being generous not just to me, but all those that are in turn backed by your favorite grumpy bartender.

Huzzah!

Just Because I Now Have a "Long-Arm Stapler" It Does NOT Mean I'll be Producing Zines - Really


I must say, now that I have a new laser printer (PHEW! PHEW!) printing stuff out at home is a pleasure. I just added a long-arm stapler (Sparco Long Reach Stapler, 20 Sheet Capacity - $5.99 at Amazon) at a price I couldn't resist. It will make it easy-peasy to put together 10 or 12 Far Away Land Quickstarts for NTRPG Con.

As tempting as it may be, I don't plan to do any sort of regular zine at this point. A monthly 4 pages Pocket Setting or Pocket Creature Collection is probably my limit right now. I'm not saying a highly irregular zine might not pop up in the future, but that future is not immediate.

Now I need to wait on the heaver printer paper to print the the covers for the Quickstart. It's looking like I may run 2 1/2 to 3 hr sessions. I suspect one will be Sunday Morning while Rachel is in the "all girls" Top Secret game, and since Rach insists she is playing in a session, I'm probably running another earlier in the con.


Morath Ogre for White Star by Jim Magnusson


For the write up and stats for the Morath Ogre, see this previous post.

Art by +Jim Magnusson

Sunday, May 24, 2015

Playing Around with "Ascan" Pocket Monsters, Creatures and NPCs

So, in addition to the Pocket Settings I've been working on, I've also been writing up monsters, creatures and NPCs for the use with White Star and Swords & Wizardry. I've been trying to think of a reward for my backers on the Patreon side of things, and I think I've found a fun way to do it.

Backers at $1.50 or higher will get at least one four page PDF each month - it will be either Pocket Monsters, Creatures and NPCs or a Pocket Setting of four or eight pages. Backers at $4.50 or higher will get a printed copy mailed to them each month (it will be a booklet sized one-sheet - 4 pages on one folded sheet - I need to check on international shipping and may need to add 50 cents or a dollar to the print level for those outside the states.)

Sure, the above layout sucks - but it will only get better as I practice ;)

Everything in the "Pocket" series of ashcans will have been posted previously at The Tavern. I'm just making it easier to refer to for those that toss a few coppers in the tip jar.

I'm considering releasing a a low cost PDF collecting the "Pocket" whatevers one or twice a year, but I'll cross that bridge when we get there.

Consider the above screenshot to be a placer for now. I need to ask +Jim Magnusson if I can use it in this way ;)

We Are Exactly a Week Away From The Tavern's Six Year Anniversary - Time to Plan

I can't believe I've been doing this "blog thing" for nearly 6 years.

Now, I need to figure out how to celebrate this with my friends and virtual family here at "The Tavern." I've got some ideas and more than happy to take the ideas of others into account. What started as a mere blog has turned into a strong community, so it's something we all should be celebrating - I couldn't have done any of this without all of you.

The Patreon rewards will be changing a bit come June. Good stuff only. $4.50 and above will be getting some limited "ashcan" printed material - monsters and / or pocket settings mailed to them once a month. I'm still finalizing the logistics but it is exciting. I suspect it will look fairly poor early on, but I promise to get better with practice ;)

Alright, enough blather. Dinner needs to be made.


First Session of Far Away Land Completed - And it was DAMN Good!



You know how sometimes an RPG reads really well and then falls down in actual play? Far Away Land reads really well, almost intuitively, but I hadn't had a chance to run it until tonight (we've been having a blast playing in +Joe D 's Blood Island game.)

With the recent release of the Far Away Land Quick Start rules, I figured now was a good time to get back behind the virtual GM screen and get a session or two of Far Away Land in before I run it at NTRPG Con in two weeks.

It went smoother than I could have ever hoped for.

Most of my group hadn't even read the Quick Start before we started the session, which was disappointing on one level but excellent on another - I got to experience how long it will take to go from "here's the rules" to "create a character" to "lets roll." The answer to that is about 20 minutes. Hot damn. So, as I had originally planed, my players at NTRPG Con will be creating characters at the beginning of the session using copies of the FAL Quick Start rules.

Combat went very smoothly. A bit swingy at times, but it wasn't so swingy that they were turned off by it. If anything, it kept the combat exciting. While none of the PCs were knocked out or killed, there were moments of "oh shit, one more hit and you could be dead." Leveling won't change that much, as +1 HP per level is going to keep the damage receiving potential of the PCs in check.

Magic use was pretty intuitive and the players grocked it right away, which was nice to see. I didn't see a rule in the quick start for shooting into melee, so I'll need to search the Tome of Awesomeness. If not, as a group we've pretty much come up with a decent houserule.

I ran Temple of Zoko and the players managed to reach the island with the temple about 3 hrs after we started our session. They created characters, spoke to a witch and answered some riddles (and got some answers to their questions), surprised their own ambushers in the forest, beat up some goats, killed a cyclops and recovered a neat sword, killed some elven pirates and avoided getting possessed by Lake Phantoms while still making it to the island.

My group was enthusiastic about the FAL system. Some random (paraphrased) quotes:

"D&D for drunks that can't do math!"

"Plays fast and lose and the rules get out of the way."

"Take it to the pub with your non-gaming friends. They can raid their kids' board games for the D6s."

"This is a good place to stop. Pick up from here next week?"

"You ran this before, right? No? Could'a fooled me."

"This system plays really well."

So, it looks like my "Tales of the Ratcatcher" campaign for White Star will be pushed back just a wee bit ;)

P.S. As an aside, I ran this will just the Far Away Land Quick Start Rules and the Temple of Zoko, both offered as PWYW. I referred to the Tome of Awesome once, for a rule that WAS in the quickstart but somehow I had missed. There is a lot of gameplay available with little or no "out of pocket" risk.

Saturday, May 23, 2015

Tonight, the Saturday Nighters Will Seek "The Temple of Zoko" (Far Away Land)


Tonight my Saturday Night group will be taking their first stab at Far Away Land. We'll be using nothing more than the FAL Quick Start Rules and A7 - Temple of Zoko. Both are available at PWYW pricing and print out amazingly well in booklet format (three cheers for the new laser printer.)

We'll follow this up with a session recap tomorrow. In the meantime I'm very excited, as Temple of Zoko makes for a fine sandbox to kick things off with.

Morath Ogre - A Creature for Swords & Wizardry and White Star


Morath Ogres are bred to be walking watchtowers, allowing watchmen an extended view of an otherwise visually obstructed urban environment. Their hands are wrapped in hide and leather while their arms are extra long, serving as a second set of legs and offering a steadier ride for the watchman stationed above. Their mouths are covered by what is effectively a barred mouth brace. Morath Ogres with unwrapped hands and unbraced mouths have been known to snatch random creatures and pop them quickly into their mouths for a meal. Their are especially found of sentient "teenaged" or pubescent creatures, as the raging hormones add to the flavor of the meal.

Morath Ogres stand 12 to 14 feet tall at their shoulders and are believed to be a crossbreed of standard ogres and cloud giants, but they have the intelligence of neither. To cut down on their innate aggression, all male Morath Ogres that are not used for breeding are gelded as early as possible. Morath Ogres do not like heavy rain, as it causes the leather wrap around their hands to constrict which imparts pain on them that they rarely feel. They have been known to panic and lash out in prolonged, heavy rains.

The watchman stationed on a Morarth Ogre lights a green lantern on his tower post from dusk to dawn. This light allows the populace to know that a watchman is nearby.

Morath Ogres are fairly common in the more populate cities of low tech worlds.

For use with White Star (discount link) and Swords and Wizardry White Box (free download link)

Morath Ogre

ARMOR CLASS   1 [18]
HIT DICE   8+1
TOTAL HIT BONUS   +8
ATTACKS   Fists (2d6 +2) 
SAVING THROW 10 (save bonus due to thick skin)
SPECIAL - none
MOVEMENT 12
HDE/XP 8/1,100

Prepping for NTRPG Con - Printing the Far Away Land Quickstart Booklets


North Texas RPG Con kicks off in less than 2 weeks and like others, I have found it is time to get ready. I'll be running a session of Far Away Land off the grid, probably in the hotel bar. Time and day still need to be nailed down.

I just installed my Brother Laser Printer and it does an excellent job printing in booklet form. I'll have about 8 copies or so of the quickstart for my players to refer to during the game.

All I need now is a long arm stapler and I could start publishing zines...

Nope ;)

Friday, May 22, 2015

Jim Magnusson's Morath Ogre


I asked +Jim Magnusson to come up with something with a "law enforcement" theme to it. Damn did Jim do good!

I'll stat this out tomorrow for Swords & Wizardry and White Star - yes, I see it fitting well in both :)

Experience Points - Does Gold Still Have the Same Weight as the Early Days of Gaming?

Back in the early days, when the "Dungeons" part of D&D defined much of the gameplay, giving expo primarily based on Gold Piece value made sense. Even if you think it doesn't make sense, it's understandable - it was an easy short cut that kept things simple. And just think of the difficulty in removing that heavy hoard of coin.

Later, when "the wilderness" was initially introduced, much was hand waved and adventuring was still primarily in dungeon environments. Conducting home invasions of dungeon denizens was still the primary source of income and expo.

At some point the "sandbox" became a thing, even if it wasn't called such at the time. Exploration and the wilderness came to the forefront but the method of awarding expo did not change. At 10 gold coins to the pound, how did anyone travel with money? (gems, of course)

Sandbox play damn near requires a rethinking of the method to award expo. Do you give points for each 6 mile hex explored? Double the xp from monster kills? Gold and the like is much rarer in the wilds.

By it's very nature, sci-fi roleplaying is very sandboxie - no one plays scifi on a single world, they want the universe. Can credits in lieu of gold really be sufficient as a source of expo? Doesn't this hamper the viability of a Space Marine themed campaign, where killing xenomorphs doesn't lead to the recovery of credits?

What, if any, alternate methods of xp awarding do you use? Do you change methods depending on the type of adventure? Is gold = XP an OSR sacred cow?

Thursday, May 21, 2015

Stirring Sh!t and Taking Names

Apparently I stir shit. Maybe +Tim Shorts didn't call it such exactly, but I got his meaning ;)

Settings or Rules or Both and Why Not, Another Giveaway - enter for the giveaway - it's good shit.

Innovation: settings, rules, or... what? - give +Joseph Bloch a piece of your mind

If stirring shit means driving conversation, I've done did good :)

I'll be (along with my wife Rachel) at NTRPG Con in less than 2 weeks. I've already agreed to have my hair cut that Tuesday and shave before flying that Wednesday. I will not be "scruffy." If you see me, feel free to say "hi!" I don't bite and may even buy youra beer ;)

How Big a Role Does Alignment Play in Your Campaign? Is it Even Needed?

Assuming your system of choice includes alignment in anywhere from three to nine flavors, how big a role does alignment play in your campaign?

Back in my High School years, I used to plot that out on a grid for each PC, much like the DMG suggested. What a fucking waste of time. With the exception of any Paladins in the party, the average PC could at best be defined as Chaotic Selfish. Paladins were Lawful Stupid, Deaf and Blind.

These days I mostly hand wave it "So, you take the Orc hostage, put him tied up in a mining cart, pour oil on him, light him and send him screaming and flaming down the tracks? Neutral Good you say you are? You gave him a choice: talk and live or stay silent and burn and the choice was his? This would have been fair game on 24 with Jack Baur? Sigh. Lets move on to the mobile flaming orc."

Do we need alignment? Is good and evil a matter of perspective? Should alignment be kept but redefined?

Wednesday, May 20, 2015

Where Should the Innovation in the OSR Be - Rules or Settings?

+Michael S made some good points at The Tavern earlier today and it made me think - where should
the innovation in the OSR be - rules or settings?

Mike specific brought up Empire of the Petal Throne and Blackmoor.

EPT's strength is not it's ruleset, which is basically OD&D with some houserules, but it's setting. Deep and alien and multilayered while still slightly familiar.

Blackmoor brought us the first published adventure. Common now, it was a first for the fledgling hobby.

So, where should the OSR innovate?

I think it should be with the settings, using house rules to make it unique where necessary. I have enough generic fantasy settings to last me a lifetime. We need more Spears of the Dawn and Arrows of Indra (both complete games where the innovation is the setting) and less reworks of Greyhawk and Forgotten Realms - been there, have it, don't need a pale imitation.

From my own perspective, I'm working on a series of Pocket Settings for White Star. I want a fun hook for each, but I don't expect them to truly innovate on their own. 8 pages doesn't give one much room to innovate. But I have been given peeks and "elevator pitches" of what some others have in store for their White Star settings, and some may just hit the "new and not seen before" level.

I see sci-fi as a less trod and overworked field to plant than fantasy when it comes to RPGs. Hopefully White Star achieves it's goal as a toolbox for others to truly innovate. Time will tell.

What say you? Rules or settings and why?


Reminder - Tavern Chat Tonight - 830 Eastern

Pull up a chair, grab a beer and join us for the weekly chat :)

How Big a Role Do Ability Modifiers Play in Your Game?

How big a role do ability Modifiers play in your game. I ask, because the White Box range is -1, +1 where it even exists. 3d6 in order isn't a big deal in such an setting. AD&D has a range (mostly) of -4 to +4 and I see where the 4d6 drop the lowest and arrange as you will came into play, as ability modifiers greatly effect what a character can do well (or not.)

Do you prefer the lower spread of ability modifiers, the larger spread or somewhere in between?

Tuesday, May 19, 2015

Kickstarter - The Zine Vault (White Boxed sized Boxes for your Zines)


I have too many zines. This isn't a bad thing (and I've got a few I need to review) but finding the ones I have is often similar to an Easter Egg Hunt - they are squirreled away between game books on my shelves and other places.

Earlier tonight +Tim Shorts pointed me towards The Zine Vault Kickstarter. My first response was "why would I need this?" After thinking for a minute it became "how the fuck have I survived without this?"


So yeah, I'll be getting 8 boxes, which if I can track down all of my zines probably still won't be enough. It should cut down on the Easter Egg Hunt tho'.


Monday, May 18, 2015

Rant - Comparing What is To What You Might Have Done But Didn't Do is Just so Much Bull....

I hate when someone says: "I had the same idea 5 years ago, but back then I thought it was lame. Or I was lazy. Or uninspired. Now someone else has done it and it's hot as shit on a stick. But I thought of it first so this thing NOW is a pale imitation of this thing THEN that never was."

It's like comparing apples to... the thinking of an apple. Well, I mean thinking about an apple. Until it is an apple it doesn't exist. Thoughts are fleeting and for the most part private.

It's the person claiming credit for a screenplay of a box office smash that was never submitted but he had the idea first but never showed anyone.

Someone else striking gold on a claim that you investigated but you never bothered to claim and being bitter about it is just... sad.






Petty Gods: Revised and Expanded is Here - Free in PDF and at Cost in Print


I have seen Petty Gods, and it is good. Really. I got my advance copy of the PDF last night and holy shit it rocks.

396 pages cover to cover. I want this in hard cover for my bookshelf ;)

It's available in three ways:

First - Free Petty Gods PDF. As in "air" and "freedom" and all that jazz. Ignore what RPGNow says about there being a watermark - there ain't none. Believe me, I checked.

Second - At Cost Petty Gods in Premium Soft Cover - $13.22 - Did I mention the PDF has 396 pages cover to cover? Huge book.

Third - At Cost Petty Gods in Casewrap Hardback - $22.47 - no idea what the heck "casewrap" means, but it must be good.

While your at Lulu, you may as well add the Old School Adventures™ Accessory CC1: Creature Compendium for $7.99. An excellent value and it's keeper than paying for shipping twice ;)

Or find some more goodies at Lulu. Buy 4 and get the one of lowest cost for free. Code: TRGE15
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