tag:blogger.com,1999:blog-18287911499139405442024-03-06T06:31:53.676+01:00Realm of MelpomeneCrisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.comBlogger31125tag:blogger.com,1999:blog-1828791149913940544.post-38094380012184228852024-01-28T22:36:00.008+01:002024-01-29T21:49:14.993+01:00Carolac - a setting sketch for a Moorcockian phantasy<br /><h2 style="text-align: center;">Carolac</h2>The planet of Carolac hangs deep in the void of space. It is surrounded by a nimbus of cold light. Some say it is divine, but most philosophers are in doubt.<br /><img border="0" height="151" src="https://cdn.midjourney.com/f3f571bc-29a1-47fc-8ee0-63cc2aedf598/0_2.webp" width="200" /><br />The world of Carolac is caught in the grim of struggle of Law and Chaos. On each side there are powerful factions.<br /><h3 style="text-align: left;">Aklamakan – the Forbidden City</h3>The forbidden City of Aklamakan was home to last school of necromancy and still the dead may walk in this city. In the past it was run by the brotherhood of the powerful necromancer Chi’ing until the armies of the Theocracy destroyed the brotherhood.<br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwHgGLnbSonsY3wE4PaoreOIQZsd52x2e56bdXz-G6qiqVYxPWQRs5rOV4HRJkbIYwi-R3O9-aUBWusnLhaKG4ZkzSbxAp1ukIB_ZEz0j4etD89r2of_biYNYFahE23x_r3BnrhXnmigasgqVb_OnxqVmYYzQVqkml-eq2HKCxusrGNq48-PFxoY3zKLU/w320-h237/les_esprits_des_villes_mortes_(spirits_from_the_cities_of_the_dead)_1943.3.1262_cropped_resized.png" /><br /><h3 style="text-align: left;">The mercenary bands</h3>The mercenary bands consist mostly of the remnants of lost armies crushed by the Court of the Sun God. Most of their leaders are favorable to Chaos.<br /><br />Many of the bands have disbanded in later years, and there are now only three banners that still fly with any pride.<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVmiXOo7tVtM-97_1pDEJ4z_c1diugaFZB0kUKS2u5V16Z5ojO1ARPFcPGrqmPfWVYmTPsVYCp8eC_iQC1kvHiyzIp4J8bsc-0HC-I5wFJM4qdkF4MPt1DH-slLTCKnQ-h_mF-Esu1qfNiMLQPfnoDh-cuU-scdItmZo6jc1u86-NMOs6GWt-j-9WuvxY/s599/soldiers_playing_cards_and_dice_(the_cheats)_1998.104.1_cropped_resized.png"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVmiXOo7tVtM-97_1pDEJ4z_c1diugaFZB0kUKS2u5V16Z5ojO1ARPFcPGrqmPfWVYmTPsVYCp8eC_iQC1kvHiyzIp4J8bsc-0HC-I5wFJM4qdkF4MPt1DH-slLTCKnQ-h_mF-Esu1qfNiMLQPfnoDh-cuU-scdItmZo6jc1u86-NMOs6GWt-j-9WuvxY/w200-h170/soldiers_playing_cards_and_dice_(the_cheats)_1998.104.1_cropped_resized.png" /></a><br /><h3 style="text-align: left;">The Northern Earls</h3>The Northern Earls are declining in power and influence. Their raiding ships and their dwarfbuilt submersibles are no longer a threat as most coastal settlements have built strong fortifications against the sea. The Earls of the north’s growing wealth also led to jealousy and infighting. <br /><br /><br /><br /><div style="text-align: center;"><a href="https://cdn.pixabay.com/photo/2023/08/22/19/01/ai-generated-8206995_1280.png"><img border="0" height="200" src="https://cdn.pixabay.com/photo/2023/08/22/19/01/ai-generated-8206995_1280.png" width="176" /></a></div><div style="text-align: center;"><span style="font-size: x-small;">Typical Northern Earl</span></div><br />In twelve years, thirteen Kings of the North have been slain by rival Earls. So, the Northern raiders remain neutral. The older earls have now become toothless fools, some younger Earls plot with other powers to regain the former glory in the face of laughter and ridicule from their elders.<br /><h3 style="text-align: left;">Tarentus – The city of Thieves</h3>Tarentus is flourishing as its grip on both trade and larceny strengthens their monopoly on trade. Not paying taxes to the Sun Court also helps.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3Lsbw_-hlAq2LPtsI2woDTDWvWfcllYUWoH1KQU8z_bljLBPcws_uWjiGt-gvuvciiL7F3y0NAgEIMD_jGzbfg98PLMcZ3Lg2mdHhPlcIuLQLD1jDzGRamx3jSC7-tqtnRcgkiJFNT3L_4erFV52LGQRzLJg4HEFuyk-y94x_mD1-_h1WVIwJ83Vx9F4/s1944/armoria_2024-01-28-21-14-00_cropped.png"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3Lsbw_-hlAq2LPtsI2woDTDWvWfcllYUWoH1KQU8z_bljLBPcws_uWjiGt-gvuvciiL7F3y0NAgEIMD_jGzbfg98PLMcZ3Lg2mdHhPlcIuLQLD1jDzGRamx3jSC7-tqtnRcgkiJFNT3L_4erFV52LGQRzLJg4HEFuyk-y94x_mD1-_h1WVIwJ83Vx9F4/w249-h162/armoria_2024-01-28-21-14-00_cropped.png" /></a><br /><span style="font-size: x-small;">The traditional arms of Tarentus</span><div><br />Spilling out of its original walls, order within Tarentus is only whisper thin. Might makes right in many quarters of this city, yet the most excessive transgression is shackled by a deep-seated common interest and a leeriness against the outside world. <br /><br />The nominal rulers of the city, the adjudicators, keep the city neutral in outlook, but it is obvious that the city has much to fear from the armies of the Sun Court. <br /><br />Suspected demonists the adjudicators probably also face dismal personal fates should Tarentus fall.<br /><h3 style="text-align: left;">The Court of the Sun God</h3>The Court of the Sun God is a theocratic feudal republic, built on military might and the repression of free thought. Heretics by the dozen are burned in huge ovens in the Circus of Saint Carla-Sissy. The Sun Council is allied to Law. <br /><br />The great church-lords of the Sun Court control large territories where both commoners and knights swear a personal fealty to them. The armies of the Court have conquered lands and quashed most of their rival sovereignties.<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSivwA4NMYw3TuybxyWjqIeirTgY1kXtKQMg1StFHpkA1XvAb4qp1NEBbOPeGZ0b20MnmYSN-7sg14tD8bmi207P3c_J2ftVXjJVnGp4b3XXPWkdTHE-98XvuAJEtIedxP_GeC-h1nrrYNGba1QwCaekXIgvphm4vJMAev3NkQPFB4oASSI70P7JncCUs/s1423/apollo_pursuing_daphne_1952.5.78_cropped_resized.jpg"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSivwA4NMYw3TuybxyWjqIeirTgY1kXtKQMg1StFHpkA1XvAb4qp1NEBbOPeGZ0b20MnmYSN-7sg14tD8bmi207P3c_J2ftVXjJVnGp4b3XXPWkdTHE-98XvuAJEtIedxP_GeC-h1nrrYNGba1QwCaekXIgvphm4vJMAev3NkQPFB4oASSI70P7JncCUs/s320/apollo_pursuing_daphne_1952.5.78_cropped_resized.jpg" /></a><br /><br /><br /><i>I am in debt to the rules and guidelines for creating your own world in <a href="https://www.themerrymushmen.com/product/black-sword-hack-ultimate-chaos-edition/">Black Sword Hack - Ultimate Chaos Edition by Kobayashi</a>. Black Sword is an awesome game, it has awesome art and you should check it out.</i></div>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-8912447418102263452023-07-09T22:58:00.004+02:002023-07-09T22:58:54.286+02:00Review: Thorgal – The Roleplaying Game Starter<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtbPtl3EqN1uy9Ju4UTJMhlOg9CkhnlYyw0Oj0SoVS6wOuDzUf5tD8vrC4NJQKpFie7a1wh3vfT94ILFBT6i2Lmi49IyvUn_un82laTEGuqIw9k1F_PMBGTkH3kMu2CGL_n4odt_dL2jb8bXeYCWs5pf9FZks_1CHPfshaTlUPWj82doMxuvGQlPSU9po/s1009/Thorgal%20Starter.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1009" data-original-width="712" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtbPtl3EqN1uy9Ju4UTJMhlOg9CkhnlYyw0Oj0SoVS6wOuDzUf5tD8vrC4NJQKpFie7a1wh3vfT94ILFBT6i2Lmi49IyvUn_un82laTEGuqIw9k1F_PMBGTkH3kMu2CGL_n4odt_dL2jb8bXeYCWs5pf9FZks_1CHPfshaTlUPWj82doMxuvGQlPSU9po/w283-h400/Thorgal%20Starter.png" width="283" /></a></div>This is a reading review of <b>Thorgal – The Roleplaying Game Starter</b> by <a href="https://www.drivethrurpg.com/browse/pub/17529/Dark-Rabbit" target="_blank">Dark Rabbit</a> and Lucrum Studio. The game is designed by Artur Szymała, Łukasz Orbitowski and Dawid Wolski. <p></p><p><a href="https://gamefound.com/projects/dark-rabbit/thorgalrpg#/section/project-story" target="_blank">It is currently funding on the Gamefound.</a> (4 days left as i post this review)<br /></p><h2 style="text-align: left;">My history with Thorgal</h2><p>I fell I love with the Thorgal comic series as a teenager in the nineties when they occasionally ran an album (sometimes split in half over two issues) in the Norwegian edition of the Phantom comic (the Phantom was huge in Norway but that is a story for another day). </p><p>Thorgal had a blend of fantasy inspired by Norse mythology and a style of European science fiction that I had never encountered before. It blew my mind. In addition, it had strong characters, which was very different from other comics and the relationships portrayed packed some real emotional punch. </p><p>My points of comparison at the time were the Norwegian editions of Conan comics (mostly black and white stories taken form the Savage Sword of Conan) and Elfquest. Both of which I loved and still love. Thorgal however was special. It was, in one sense, just a combination of the emotional character drama of Elfquest and the action of Conan in one comic book series, but in Thorgal they became greater than the sum of the parts. Thorgal, to the teenage me, was just the perfect fantasy comic.</p><p>And I had a crush on Kriss de Valnor. (One of the first, if not the first, Thorgal stories I read was The Archers which introduces the complex character of Kriss de Valnor) </p><p>The downside was that the double issues of the Phantom running Thorgal were few and far between. In addition, the series seemed to be printed out of order, so the story was always incomplete. As I got a bit older, I found some Danish album editions at different libraries, but reading the entire series from beginning to end would take me getting a job and my own money to spend on Danish collected editions that have been releasing up until recently.</p><p>As a grown-up my views of Thorgal as totally perfect has maybe changed a bit. Mostly by being exposed to other terrific European comic series created with the same originality as Thorgal. Things are rarely perfect to disillusioned adult eyes. But playing is the antidote to disillusion and with role-playing as a hobby since before I discovered Thorgal I have played quite a bit. So, I can still honestly say that I’m a fan of Thorgal.</p><p>So, you can guess the sheer joy I felt when I came across, quite by accident, the Gamefound campaign for Thorgal the Roleplaying Game. I downloaded the Starter pdf at once, and as I was reading it I found that I wanted to write a review of this game.</p><h2 style="text-align: left;">The Starter pdf reviewed</h2><p>The pdf starts with a short introduction to rpgs before the text goes on to frame the game in terms of who the characters are and what they will do in the game. There is also a short introduction to the Thorgal character which is fitting as the framing of the game is giving all the PC’s a similar background to the main character of the comic. </p><p>There are no character creation rules (they will be part of the full game) but there is some decent advice on playing a character in this game and the starter set comes with several pregenerated characters. The advice given places the game within a tradition of ttrpgs that highlight character immersion.</p><h3 style="text-align: left;">Basic rules</h3><p>The basic rules of the game are presented over three pages. The system is a d20 system with a roll over a difficulty level. To the die roll you add the sum of your stat and skill. One interesting feature is that you always roll two dice. The dice are thematically and evocatively named the Destiny Die and the Luck Die. Usually you read the Destiny Die, but there is a simple mechanic called God’s Grace allowing you to read the Luck Die instead which may give you a better result. It’s bit like having an optional, but limited, advantage on every roll.</p><p>There are also rules that let modify rolls (called shifts) and abilities that allow you re-rolls. Rolling the same number on the Destiny and Luck die is also a good thing, while a one on the Destiny die is called bad luck. Perhaps counterintuitively (rolling a 1 on the Luck Die seems to have no effect). A jinx is a bad thing that can happen which will take away your opportunity to modify or re-rolls your roll.</p><h3 style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/en/f/f7/Thorgal_Le_Barbare.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="364" data-original-width="273" height="200" src="https://upload.wikimedia.org/wikipedia/en/f/f7/Thorgal_Le_Barbare.jpg" width="150" /></a></div>World of Thorgal and character professions</h3><p>The next three pages presents the world of Thorgal, which I won’t spoil any of here except to say that game is set in a geographic area called Northland populated by Vikings. This is a nearly historical fictional representation of Scandinavia in the 9th century (sans any Christianity).</p><p>The character types, called professions, are introduced from page 14 to page 25. All the professions are introduced with a sample character that maps onto the pregens provided. There is no personal information on the pregenerated character sheets so there is also room to make this up. The professions are as follows:</p><p></p><ul style="text-align: left;"><li>Lagman</li><li>Viking</li><li>Berserker</li><li>Archer</li><li>Rogue</li></ul><p>A character of any profession can have supernatural powers, but only the lagman and viking have powers in this Starter set. All characters being able to have (or possibly develop) supernatural powers in accordance with the setting as established by the comic. Avoiding that to many characters have these types of abilities may also help ensure the grounded (perhaps low fantasy) feel of the comic.</p><h3 style="text-align: left;">Game Master or Mistress advice</h3><p>There are two pages of advice to the Game Master on Running the game following the characters. This part of the book is clearly within a traditional style of rpgs with a focus on the GM as moderator, rules referee and driving force of a campaign. </p><p>The best part of this section is the somewhat extensive and well-written description of the scope of a campaign. I think my personal advice would be to encourage the players to read this information as well, especially if they aren’t acquainted with the Thorgal comic beforehand.</p><h3 style="text-align: left;">Introductory scenario</h3><p>A 17-page introductory scenario (including a short bestiary) rounds out the Starter set. The adventure seems quite simple with 3 stages searching for some kidnapped children. The first stage is a journey to find the children, the rescue itself takes place in stage 2 and the last stage is the return to the characters home. Here the adventure goes into what might have happened “at home” while the characters were away. The main game will provide rules on developing the characters home settlement and their relationships with the people they care about. In fact, the adventure suggests that some of the player characters are the parents of the kidnapped children in the scenario. Having a focus on interpersonal relationships are very much in keeping with the Thorgal comics.</p><p>The final part of the book is another rules section that summarizes the basic rules, but also provides a little more information on the combat rules. This will probably be better fleshed out in the main game, but it is mentioned that different weapons provide an Accuracy bonus. There are also rules specifying the effects of a crit in combat and so on.</p><h2 style="text-align: left;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/6/62/Stripmuur_Thorgal_-_perpective_corrected.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="447" height="320" src="https://upload.wikimedia.org/wikipedia/commons/6/62/Stripmuur_Thorgal_-_perpective_corrected.jpg" width="179" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: xx-small;">The RedBurn, <a href="https://creativecommons.org/licenses/by-sa/4.0" target="_blank">CC BY-SA 4.0</a>, <br />via Wikimedia Commons</span></td></tr></tbody></table>Conclusion</h2><p>I like this game. As all games built on existing media, I think being a fan of the preexisting product is always going to put you either in the “I love it!” or the “I hate it!” camp. If I try to ignore my feelings for the Thorgal comic I still think this is a solid medium-complexity trad game that promises some extra flair with settlement rules and rules for relationships/attachments.</p><p>Beyond that I love how they have handled putting the player characters into the setting. When using existing media there always a danger that some players might end up feeling like their characters are playing second fiddle to a Luke Skywalker or a Lancelot. In this game your character is on equal footing with Thorgal because your characters are basically ersatz Thorgals. Thorgal does not even have to exist in your game. This works especially well with the game’s focus on PC relationships and the home settlements of the characters in addition to going on adventures.</p><p>I’m exited to see the full game, and I would love to take players into the curious and intoxicating mix of history, mythology and science fantasy that is the world of Thorgal. It is a world of grand adventure, but never detached from human relationships – family, friendship, and rivalry in a world where your destiny, or perhaps not having a destiny, looms large.</p><p><b>Disclaimer</b>: <i>I have no attachment to the publisher Dark Rabbit or any of the people involved with the game. I downloaded the freely available Starter pdf with is available from the Gamefound campaign page. My primary motivation for writing this review is that I’m a fan of both the Thorgal comic series (as you might have gathered from my longish gushing above) and tabletop role-playing games.</i></p>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-37647960683873389452022-03-29T16:41:00.000+02:002022-03-29T16:41:05.286+02:00A man named Augusts visits San Sibelia<p>I just finished my first journaling game after being curious about the genre for quite a few years. It was a fun exercise and really gets the creativity flowing. The game i played was <a href="https://jimmyshelter.itch.io/a-visit-to-san-sibilia" target="_blank">A Visit To San Sibilia by Peter Eijk</a>. The game had realy simple instructions, a card mechanic to throw some curveballs into the narrative and an (optional) dice mechanic to regulate the flow of time. I played through it in just about two hours i think, i did it in two different session (last session started with Day 17).</p><p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://img.itch.zone/aW1hZ2UvMTA3NjA4MS82MTcwNTE5LnBuZw==/original/V7bryy.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="564" height="320" src="https://img.itch.zone/aW1hZ2UvMTA3NjA4MS82MTcwNTE5LnBuZw==/original/V7bryy.png" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Game cover image</td></tr></tbody></table><br />Below is what i wrote for the game. I've resisted editing the text, execpt to fiz few typos, to preserve the flow-of-consciousness feeling of the writing-as-playing exercise. I apologize if that makes it hard to read in places. </p><h3 style="text-align: left;">A Visit To San Sibilia</h3><p>Character name: Augustus Guinn</p><div><span data-en-todo="true" style="--en-todo: true;">The city changes boxes: [x]</span><span data-en-todo="true" style="--en-todo: true;">[x]</span><span data-en-todo="true" style="--en-todo: true;">[x]</span><span data-en-todo="true" style="--en-todo: true;">[x]</span></div><div><br /></div><h4 style="text-align: left;">Day1</h4><div>I have finally arrived in San Sibilia. My steamer arrived upriver early this morning and i took a tram, not too crowded fortunately, into the city center of Saint Riocha. I have walked around for a bit. The temple structures here are amazing. Like nothing I've ever seen. Their architecture appears ancient, yet still very new and completely unknown to me. My hotel is on the outskirts of the Saint Riocha district. A smal hotel, like i prefer, run by an elderly woman and her two sons. My room faces the river and i can see across to the workmen's districts across the flowing waters.</div><div><br /></div><div>I have unpacked the diary of von Emmingen, but not had the inclination of opening it yet. The old man man's words are what brought me here, but reading his writing is still cumbersome although his genius is uncontested. Hopefully i'll get to reading it in the next day or so. Perhaps i'll be able to find someone in this city who knew him and can she light on his destiny. I arrived here alone, of course, and i'm not very good with people, but my curiosity is peaked by this place of ancient wisdom, art and industry.</div><div><br /></div><h4 style="text-align: left;">Day 6</h4><div>This morning the broadsheets here in San Sibilia was filled with queer news. It appears that a handful of people have gone missing in the city of the last few weeks, but today they all returned. Together in fact, on a small boat, single mast, with it's prow shaped like a swan. It came down river and landed near one of the old churches in Saint Riocha. A young man working in the church, an acolyte i suppose, discovered them. The people were all alive, two men, three women and one child, and in good health, but curiously they could not explain where they had been nor what had happened to them. At least this is what the paper describes.</div><div><br /></div><div>Of course, knowing the writings of von Emmingen i immediately contacted the editor of the largest paper by express mail. Informing her that i might know what had happened to these people and informing her that i would happily lend my expertise to help her paper uncover more of the truth. It is not very like me to act in this manner, but easier when accomplished in writing. I just received her reply as i am writing this. Seems that i'll be helping out in the search for the truth about this occurrence. My feelings about it are mixed. One the one hand this could prove the value of my discovery of von Emmingen's writings but one the other i now feel anxious about my stay here in the city. It will not be as tranquil as i first had imagined.</div><div><br /></div><h4 style="text-align: left;">Day 7</h4><div>How strange this day has been. I met with editor Tuleena Cain and one of her journalists Mr. Diogo at a bookstore near the La Bohamin quarter. I explained both the decriptions and the theory found in von Emmingens work. To which they listened attentively. After i was done Tuleena showed me the bookshop, it was owned by her family in some fashion but the details escape me, and pointed out a well-stocked section on both occult and other mystical matters. She quickly pointed out a few tomes that i'd only read about in von Emmingen. This was a goldmine and especially useful in deciphering more of von Eppingen's thinking. Tuleena laughed, charmingly, at my ethusiasm. I must admit my heart skipped a beat. Her auburn curls about her face and that knowing smile... However i don't have time to fall in love. I really don't. Anyway Tuleena offered me Mr.Diogo's asstistance to doing more research surrounding these phenomena and we worked for most of the day. It was fruitful, a had copious notes on von Emmingens own sources at this point and i began to form a form a theory in my own mind as well about the missing people. There are links here to mystical geography, geomancy if you will ... the occult science of space and bodies within that mystical space.</div><div><br /></div><div>My hair was on end as i said goodbye to Mr.Diogo and made my way back to my hotel that night. But as i walked i had terrible feeling that something was wrong. The streets i walked seemed new somehow, or at least laid out in a new pattern. I felt my head spin. The city had changed or perhaps it was changing all the time. No matter what i was lost, unable to find my hotel and likewise unable to find my way back to the bookshop.</div><div><br /></div><h4 style="text-align: left;">Day 13</h4><div>In the end i had to settle into new accommodations. This hostel was neither as cozy or well-kept as my prior hotel, but i felt that trying to chart a shifting city would not be worth my time. I preferred to study the writings of Emmingen in light of my new notes. I was however adamant on contacting Mr.Diogo or Ms Cain, but it seemed nearly impossibly to send an express letter from the hostel. There were no runners around and the hostel keeper was uninterested in rendering any assistance.</div><div><br /></div><div>In the end however i was successful in send Ms Cain newspaper a message about my new location. Tuleena replied almost at once and told me to wait a day or two, but that she would send Mr.Diogo to see me. This was no problem. I was working hard on the geomantic references in von Emmingen's work. His genius was slowly unravelling before my eyes. It was an exploration unlike any i had undertaken. Inside a great man's mind - the true terra incognita - the minds of another mapped out as geometry. It was brilliant. I had began charting this space on the walls of my room since i was unable to get a blackboard.</div><div><br /></div><div>Then just before midnight i received word that Mr.Diogo was on his way to see me. He wanted to meet in a nearby alley next to a temple of Saturn. It wasn't far so i left only minutes for before midnight. Outside was cold and the evening was quiet. Except for footfalls echoing among the on the paved narrow streets and adobe buildings. Eerie, but it didn't prepare me for what i saw when i met Mr.Diogo. He looked dishevelled. His clothes disorganized, his face pale and sweaty. He turned to greet me but his eyes were just black holes staring blankly at me. I spoke first and Mr.Diogo didn't have time to utter a word before a gunshot rang out behind me. I saw the bullet enter at his eye and take half his head with it on the way out of his skull. I fainted as i heard the echo of footfalls running. Running away.</div><div><br /></div><h4 style="text-align: left;">Day 17</h4><div>For four days i've been hiding. My hands are still shaking from that incident in the alley. Mr.Diogo's last seconds burned into my brain like a fever that won't let me go. I no longer eat and i hardly sleep. The footsteps are coming me too, I know it. Someone knows the secret of von Emmingen's work, someone is willing to kill for it. I'm certain.</div><div><br /></div><div>*** </div><div><br /></div><div>As i write this there is a knock on my door...</div><div><br /></div><div>***</div><div>I have ran away. Into the city. They came for me as i predicted. There were two of them, masked in black cloth masks. I screamed at them as they entered the room. We fought and my right hand is bleeding now. My escape from my executioners are blurry. I feel like i can't breathe.</div><div><br /></div><div>*** </div><div>My last effort. I have walked into a temple. I have told the priest everything. He was a old man, nearly bold, thinning hair on the sides. Kind eyes. I told him about von Emmingen's secret. I told him about the connections of the occult mindscape and the city architecture. I begged for him understand me. I know that i'm half mad, but also know that i know the truth of San Sibilia know.</div><h4 style="text-align: left;">Day 20</h4><div>I've slept for two days. The priests put me up in the temple. They have been kind to me. Father Litor especially. He has taken care of my notes and been very helpful in organizing my thoughts. Just a litte more work and i'l able to publish something on the theories of von Emmingen. It will shatter the world, but i feel responsible to the people of San Sibilia.</div><div><br /></div><div>I met with Tuleena aswell. The kind father arranged it. We strolled along the river for over an hour. I explained my thoughs to her, but her demeanor had changed. She was pale and quiet. No enthusiasm. Not like before. She just placed her hand on my arm at the bridge of the sibyl. I wanted to tell her that i had falled in love, but when i met her eyes i could only see darkness. The same darkness as the river water. Like she was a part of this city just like the waters. We passed underneath the bridge. A car, a black car, awaited her on the other side. Two men met her and escorted her to the car. They were smiling. She looked unhappy, but still managed to smile goodbye. I got the feeling i would never see her again. That no one would see her again.</div><h4 style="text-align: left;">Final entry</h4><div>I am no longer in San Sibilia. The city is no longer, i think. All that remains is the anxious feeling in the back of my mind. The restlessness of knowing the lies that fuels reality. What von Emmingen found out. His great theory.</div><div><br /></div><div>I left his diary behind. Father Litor convinced me to. I just kept a cross that he gave me, but i can no longer find it. I must have lost it after coming here. I live in a house in a deep forest now. I'm not alone, but i don't have friends here. It is quiet though. The wind rustling in the trees at night.</div><div><br /></div><div>I'll never return to the city. I'll never return to a place built on lies and fantasy. I'll prefer to die in the horror of reality. Still i miss it.</div>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-66743959367257757582021-10-14T19:00:00.001+02:002021-10-15T19:41:26.224+02:00On how i enjoy role-playing games <p style="text-align: left;">I apologize in advance. This post is going to be fairly self-centered, but it is primarily an attempt to describe my personal preferences when it comes to role-playing, and secondly to link them to certain discussions, or discourses perhaps, about how role-playing games can be played.</p><h2 style="text-align: left;">(His)story in tabletop role-playing</h2><div><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://www.svenskarollspel.nu/wikia/images/a/a8/Neotech_1ed_Regler_Fram.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="578" height="428" src="https://www.svenskarollspel.nu/wikia/images/a/a8/Neotech_1ed_Regler_Fram.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">The first edition of Neotech ca.1993</span></td></tr></tbody></table>I started playing role-playing games in the early 90s. A norwegian translation of the 1983 Red Box version of Basic D&D was the first game i played, but equally important in my early gaming was the first edition of Swedish games Neotech and Viking. A diceless Norwegian game Imperium 3000 and the 1991 edition of Drakar och Demoner (which is THE swedish rpg) also served as an early introduction to the hobby.<br /></div><div><br /></div><div>I can't list all the games i read and played in my teens but seminal ones were 4th edtion Pendragon, AD&D 2nd edition, Kult, Warhammer FRP, Star Wars D6, EarthDawn and Ars Magica. The 90s closed out with the arrival of 3rd edition D&D.</div><div><br /></div><div>For much of the early 00's 3rd ed. D&D and later Pathfinder, alongside Pendragon, Ars Magica, Vampire the Masquerade and homebrewed games using the Fudge system was what i played and ran. I remember being aware of the outwardly stated different purposes of the "storytelling" games like Ars Magica and Vampire, and the more crunchy dispositions of D&D's 3.ed, but i don't remember it actually affecting the play style of my games (or that of my firends) that much. I think there was a rebellious ethos, connected to the fact of how marginal a hobby role-playing games were in Norway, that said "screw what the book says, we know how to do it cooler." It was a punk attitude, rules were, in some way, bad or at least uncool. In short - "system didn't matter" <sup>1</sup>, or maybe rather "we don't want system to matter".</div><div><br /></div><h3 style="text-align: left;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="http://kollektivet.no/i3k/i3k-0.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="561" height="320" src="http://kollektivet.no/i3k/i3k-0.png" width="224" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">Norwegian diceless roleplaying-game<br />Imperium 3000</span></td></tr></tbody></table>Insular highway; or a local culture of play </h3><div>Most people who played role-playing games in the 90s in Norway did so, mainly, with a circle of friends. Organized play existed but access to it was geographically, temporally and socially restricted. You had be somewhere, at a certain time and with certain people. I wasn't, neither were the friends that i played with.</div><div><br /></div><div>Through formative years of simultaneously growing up and playing ttrpg's we developed a local play culture. It was insular, self-affirming and self-reinforcing. Our way was the highway. There were no other cars.</div><div><br /></div><div>I'll have to caveat that piece of hyperbole slightly. While our local culture remained intact the circle of people we played with expanded. Introducing girlfriends, friends of friends, classmates and co-workers our culture was exposed to new people. Sometimes those people came from their own, similarly insular, local play cultures, or they simply had opinions about how they wanted to have fun. This led to negotiations "about how to this role-playing-thing", transmissions between cultures and maybe a few collisions.</div><div><br /></div><div>In the latter half of the 00s i felt disillusioned by role-playing. I'd been burned out as a gamemaster in several rounds. I felt like a veteran, a tired one, of nearly-the-same fantasy campaign over and over again. The repetitions of the same tropes, my unkilled darlings (to riff of the famous writers maxim), was gnawing on me. Prepping sessions of Pathfinder (those f***ing statsblocks) led to frustrated rage. Other personal problems coincided and the ttrpg's side of life all felt a bit useless.</div><div><br /></div><div>Cue one night of Fiasco (by Jason Morningstar) and the discovery of Google+.</div><div style="text-align: left;"><h3>Cultures of play</h3><div>Internet has changed talking about role-playing. It has probably changed other leisure activities as well, but i feel the effect on tabletop role-playing has been profound. And it started long before i discovered it.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/b/b7/OSR_Logo_2018_Old_School_Blue.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="493" data-original-width="511" height="193" src="https://upload.wikimedia.org/wikipedia/commons/b/b7/OSR_Logo_2018_Old_School_Blue.png" width="200" /></a></div>I discovered the Google+ Rpg community somewhere around 2010. Around the same time i played Fiasco, a different kind of storytelling game from Ars Magica and Vampire the Masquerade. I also discovered the OSR.<br /></div><div><br /></div><div>Here is where i realized that on the internet different cultures of play beyond insular groups had emerged. These cultures didn't get along, but there was so much raw creativity on display. So much awesome stuff. And there were discourses happening on how one could and, maybe, should play. Which things were important to focus on, principles and priorities. Different sets of "how to" role-play that could be critically analyzed and critiqued. A flowering of theory on this hobby that i'd been love with since age twelve. </div><div><br /></div><div>I got a bit hooked. This was at the same time that i was doing my master thesis in gender studies. Analysing the sociocultural landscapes i came across was second nature to me. I learned a lot, but it was hard to take it back on to the old island. It felt, in my hubristic mind, like Plato's cave. It was like I'd seen the divine, but i was unable to communicate it to my fellow players. (Of course it wasn't divine and my inability to communicate it had much more with my personal issues and mental make-up than anything else.)</div><div><br /></div><div><ul style="text-align: left;"><li>Recommended reading: <a href="https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html" target="_blank">Six Cultures of Play</a> over at The Retired Adventurer</li></ul></div></div><h3 style="text-align: left;">Drama and exitement; and the permission to put anything in my game. Even ducks...</h3><div style="text-align: left;">What did i learn? Well, i learned about tools for improvising and how those tools could be utilized to create drama. One of the first times i played a freeform game, a sort of parlour-larp/rpg crossover, the players that didn't participate in a scene had the power to cut the scene at any time. The first time i cut a scene in that game was so powerful, intoxicating actually, because i had i a very tangible and very personal way defined the story. Created real drama and put a hard limit on the other players based only on my own aesthetic sense.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">How incredible it feels when you are given permission to make something and the table accepts it (whatever it is), before they add to it and that makes it even better before it returns to you. I learned about being a voice in the collective idea and how that is more satisfying than showing up your friends. How a string of fragmentary and individual statements, intentions, desires and ideas will come together as a collective story as long as there is trust and the will to make it happen. And a system to guide it.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">I also learned that there are no limits to your game that you don't impose yourself. And conversely you can impose whatever limits you like. Goes for genre; want sci-fi in your fantasy? Go for it! Want cannibalistic feral hobbits instead of those that are a stand-in for English middle class sensibilities in the early 20th century? Go for it! No one has defined a genre so hard you can't tell the to f*** off. F*** Tolkien, f*** Howard, F*** George Lucas, even f*** Moorcock or LeGuin (although they are great, it's not about that), and doubly f*** Lovecraft (racist scumbag that he was), but put Cthulhu in your game in a way no one else figured how to do before. Goes for other types of content as well, like how much violence, or sex or anything else you want.<sup>2</sup></div><div style="text-align: left;"><br /></div><div style="text-align: left;">I learned the value of procedure. Augmenting your imagination with well-defined procedures relieves the stress of the blank page. Giving planned happenstance responsibility to choose monsters, or terrain, or names, or scene locations, or treasures or whatever else relieves decision fatigue and lets you focus on enjoying and being in the game. Of course you need to trust procedures as well. You can't just make the AI and let it loose, you need rules and a system to guide it.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">I also learned a bunch of jargon and technical stuff; point-crawls, fiction first, moves, bleed, "yes, and...", session zero, fronstory, the 2d6 probability curve (and why you should love it), fail forward, pass/fail resolution, narrative rights, jacquaysing the dungeon, emergent stories, the different gaming stances, how to avoid brain damage, quantum ogres and all that stuff.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">The hardest lesson for the veteran, in his own mind, from the gaming island where rules were somehow "uncool" was this, the old adage by now, that "system matters". </div><h3 style="text-align: left;">What is on the table? Principles for fun</h3><div>So here is where I come back to the table. Because even with the internet, and streaming, and all of that, my hunch is that most actually gaming is still local. It might not be quite as insular, but ttrpg's is still a medium that happens in smallish groups of people centered on a physical or virtual location (like a Zoom meeting). Even at a con a table of role-players are still quite small and, in my experience, quite personal. It's that kind of social activity.</div><div><br /></div><div>So knowing that, and having learned that system matters (and at this point i should again remind everyone of the <a href="https://rpgmuseum.fandom.com/wiki/Lumpley_Principle" target="_blank">Baker-Boss principle</a> so that we know what we are talking about) I go back to the local table. And we start to talk about what's on the table, not literally of course, but we start to talk about our system, our desires and aspirations for the role-playing experience. We discuss "a<i>ll formal and informal rules, procedures, discussion, interactions and activities which form this consensus comprise the full system used in play.</i>"<sup>3</sup> We talk about those things exactly because of that old adage i mentioned, the fact that how we do role-playing games matters. System matters.</div><div><br /></div><div>So it turns out this was just a long preamble. I wanted to write about my preferences first and link them to discourses and discussions secondly. As this post stands I've done more of the latter and less of the former. So here is the thing, I'll leave you with a bullet point list of salient points that I feel are important to me, personally, when negotiating the local system and then i'll probably expand on those bullet points in a subsequent post.</div><div><ul style="text-align: left;"><li>Excitement is the real juice. When i play or run games i want to feel excitement. Creating anything with a group of friends can be exiting in it self, but mostly i want the game experience to be exiting.</li><li>Drama is key to excitement. The way i understand drama it is about characters shifting status, going from high-status to low-status or vice versa.<sup>4</sup></li><li>The game system must support drama in one fashion or another, because system matters.</li><li>Combat is dramatic, but not all drama is combat.</li><li>Rules are not dramatic in themselves, but they help stage and adjudicate dramatic events. In running combat and physical action rules are often necessary. When running social drama rules can enhance excitement, but are often not necessary. In either case, the rules part of the system must never be more important than the drama. Why? Because system matters. </li><li>I take the Baker-Boss principle (again) to mean that both my priority of excitement as the most important aspect of play and the use of rules are both part of the system, a system that would contradict itself if the rules became more important.</li><li>The system should help foster a safe enviroment for play and promote trust between players.</li></ul></div><div><br /></div><sup>1</sup> I'm aware that i'm conflating the terms "rules" and "system" here. It's a simplification to make a point. I agree that they in genereal shouldn't be conflated because system, when talking about ttrpg's, encompasses more than just the rules, in-line with the <a href="https://rpgmuseum.fandom.com/wiki/Lumpley_Principle" target="_blank">Baker-Boss principle</a>.<div><br /><div><sup>2</sup>This is not to say that you shouldn't limit content. Actually, I think you should limit content to make sure that everyone at the table feels comfortable and welcome.</div><div><br /></div>
<sup>3</sup> Quoting from Emily Care Boss' excellent version of the <a href="https://rpgmuseum.fandom.com/wiki/Lumpley_Principle" target="_blank">Baker-Boss principle</a>.</div><div><br /></div>
<sup>4</sup> I take this from memory from Graham Walmsly book <a href="https://thievesoftime.bigcartel.com/product/play-unsafe-pdf" target="_blank">Play Unsafe</a>.Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-41907041071965323182021-09-23T21:31:00.005+02:002021-11-08T22:56:05.699+01:00G'ldaling<div class="separator"><div class="separator" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><img alt="black/white, car, black, volvo, 240, monokrom, In PxHere" height="243" src="https://c.pxhere.com/photos/fe/59/volvo_infrared_240-284010.jpg!d" srcset="https://c.pxhere.com/photos/fe/59/volvo_infrared_240-284010.jpg!d" width="320" /> </div></div><p><i>G'ldalings were first created by me for the #2017BÅTSJ competition on the Norwegian <a href="https://www.facebook.com/groups/rollespill.info" target="_blank">rollespill.info Facebook group</a>. I repost them here for the enjoyment of whom it may concern. There is also a <a href="https://www.rollespill.info/" target="_blank">rollespill.info website</a>. Both FB group and website are (mainly) in Norwegian.</i></p><p>G'ldings are an ancient race. They arrived on Earth aeons ago, lay dormant beneath the clay of the Trøndelag region, watching and waiting for humanity, a breed always in turmoil and fueled by desire, to reveal a way to destroy their world letting the aliens harvest the energy of all living things as they expire.</p><p>To accomplish their mission they eventually took the form of automobile, especially ones of the Volvo 240 make and model. The combustion engines of these perversely majestic mastodont's were perfect to enhance humanity self-destructive purpose by pumping noxious gases into their own atmosphere. The effects of the poison rendering the world in chaos, an exhilarating prospect to the alien minds encased in the metallic husks.<br /></p><p>Working their psionic powers through intense electronic music the G'ldalings also created human followers. The Knights of Volvo, shotgun toting and moonshine swilling men and women, patrolling the highways and byways of middle Norway fueled by psychotropic mushrooms and an incoherent but strict code of honor. These knights, unaware of the aliens true purpose, remain staunch protectors against the entropic forces of the bloodthirsty Norwegian troll population. Doing good in their mind, yet in reality serving the ultimate evil.</p><p>The G'dalings are, of course, unaffected by the doings of the human minions. The aliens are content in letting humanity, by virtue of it's thanatonic desire for mobility and superiority, destroy itself. Slowly but surely.</p><p>There are three ranks among G'ldalings denoted by accouterments added to their automobile body. Lieutenant rank (9HD) G'ldalings have plush dice dangling from their rear-view mirrors. Captains (10HD) sport a gearstick topped with a human skull as a symbol of ultimate mockery towards humanity.</p><p><b>G'ldalings</b>; HD 8-10; AC 3 [16]; Att: Ramming attack (4d12); SV 4; Special: Magic resistance 70%, +1 or better weapons to hit, anyone inside a G'daling listnening to its base-pounding music must make a saving throw or fall under the effects of a Charm Person spell; Move 18; AL C; </p>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-64471939203824294362021-04-10T00:24:00.001+02:002021-04-10T00:28:58.871+02:00The Fireclown (for Troika)<div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.pixabay.com/photo/2016/02/09/13/46/castle-fool-1189295_1280.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="A medieval court jester wearing a mask" border="0" data-original-height="800" data-original-width="532" height="320" src="https://cdn.pixabay.com/photo/2016/02/09/13/46/castle-fool-1189295_1280.jpg" title="Court jester" width="213" /></a></div><i>They have killed the great sun jester<br />Who danced between the stars<br />They have stripped him of his manhood<br />Signs of Venus and of Mars<br />The cynics left him weeping<br />And the jackals left him torn<br />And the jester reaches out bind hands<br />He can touch the stars no more.</i></div><div style="text-align: left;"><i> </i>(<i>The Great Sun Jester</i>, Blue Öyster Cult)<br /></div><br /><div style="text-align: left;"><br /></div><h3 style="text-align: left;">The Fireclown</h3><div><i>Dedicated to my friend G. I miss your laughter and your cutting words every day.</i></div><div><br /></div><div style="text-align: left;">The Fireclown laugh in the face of the masked judges who sit silently in the auditoriums. Their smile is too powerful, their blade too quick and their words cut too deep for him to fear them. There are few authorities that can touch the Fireclown. They blind and elude, leaving a hard hot laughter behind to shame those that would use power to oppress or demean. The Fireclown speaks cunning anger to power, and makes fun of the powerful. Yet, unseen to the eyes of those that follow, the words rebound into their own body. Slowly the Fireclown bleeds out, but for one last death of a tyrant.</div><div style="text-align: left;"><h4 style="text-align: left;">Possessions</h4>Sun Jester Hat, sparkling with mirrors and golden bells</div><div style="text-align: left;">A Balisong knife</div><div style="text-align: left;">A pad of sheets containing the latest lambast of the unfairness of life</div><h4 style="text-align: left;">Advanced Skills</h4><div style="text-align: left;">2 Spell - Babble</div><div style="text-align: left;">3 Spell - Flash</div><div style="text-align: left;">2 Knife fighting</div><div style="text-align: left;">2 Secret signs - clowns</div><div style="text-align: left;">1 Acrobatics</div><div style="text-align: left;">1 Stealth</div><div style="text-align: left;"><br /></div><div style="text-align: left;">(<i>Thanks to Blue Öyster Cult and apologies to Michael Moorcock</i>)</div>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-77810419456822987572020-06-13T12:24:00.001+02:002020-09-28T15:56:26.336+02:00St.Tropez spy-noir<div style="text-align: left;"><i>* I wrote this as a set-up for a solo-game i am running in Modern AGE by Green Ronin. So far i've run about a single "session" (a somewhat arbitary term in solo games). I think the spy-genre is a great for solo (or duet) games as the focus usually is on a single character anyway. Pushing that character to it's limits and reflecting on moral choices also feels safer in a solo enviroment. I'm sure it looses some elements that a group could provide, but provides opportunity for some self-reflexion which is not always available in role-playing games. </i></div>
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St. Tropez in the 1970s. Haunted by celebrity and decadence. The nightlife is exciting, beaches are full with the bold and the beautiful. </div>
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<a href="https://upload.wikimedia.org/wikipedia/commons/3/3f/St._Tropez.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="533" data-original-width="800" height="212" src="https://upload.wikimedia.org/wikipedia/commons/3/3f/St._Tropez.jpg" width="320" /></a>Money flows fast. Drugs are everywhere. Everyone gets laid.<br />
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In this world crime is also rife. The corsicans run the underside of the glitz. Gangsters are popular figures in the imagination of the young bon vivants. But underneath their glamorous exterior the underworld is ruled by money and guns.<br />
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The world around is changing. Superpowers are jockeying for power. Spies and turncoats are everywhere. The riviera is a prime location for exchanges and honeytraps.<br />
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<h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/7/70/Girl_posing_nude_at_the_beach.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="400" height="320" src="https://upload.wikimedia.org/wikipedia/commons/7/70/Girl_posing_nude_at_the_beach.jpg" width="160" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">JaneArt / <a href="https://creativecommons.org/licenses/by-sa/3.0" target="_blank">CC BY-SA</a></td></tr>
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Background</h3>
In the autumn of 1976 the french banker Christophe Lallemand is gunned down by persons unknown on his way to La Croix Valmer. The police investigation finds evidence that someone was in the car with M. Lallemand, but the investigation is halted after a few weeks.<br />
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In London MI6 commander Sebastian Bristol suspects that Russian intelligence might be involved in the case. M. Lallemand was an MI6 asset and his last report mentions that he has met a young woman named Lily Bonin. Bristol thinks Bonin might have been in the car with him. He goes to St. Tropez in an attempt to find the girl, but he also goes missing after filing a single report.<br />
<br />
<a href="https://farm9.staticflickr.com/8057/8205786687_d61bc63fe8_b.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="559" data-original-width="800" height="139" src="https://farm9.staticflickr.com/8057/8205786687_d61bc63fe8_b.jpg" width="200" /></a>Commander Bristol’s wife Marcia Bristol is in the US working for the UN, but has secretly been recruited by the CIA. When her husband goes missing she contacts a friend in the Agency and begs them to look into her husband’s disappearance. <br />
<br />
The CIA agent Howard Feldman is sent to England to liaison with the MI6. The CIA has knowledge that a prominent St. Tropez gangster, Yanis Mignot, might be working for the Russians. Commander Bristol report mentions that Ms. Bonin and M. Mignot knows each other, and his report contains a picture of them together. <br />
<br />
Together with french MI6 agent Ava Baudet, Feldman recruits a french-american girl studying in England. M. Mignot is a prominent part of St.Tropez nightlife and is known to surround himself with beautiful women. A honeytrap is set for the french gangster.</div>
</div>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-62191081083927740922020-06-04T22:43:00.001+02:002020-09-28T15:55:16.100+02:00Bloody basic - Weird Fantasy Edition<br /><i>Note: This is the first of a series of posts about the games that I have on my shelf. The goal with these posts are not to review the games, but to write something personal about them and why they are on my shelf. There might be some opinions, some ideas or just a story about playing the game.</i><br />
<br />
I have written about John M. Stater's (of <a href="https://landofnod.blog/" target="_blank">Land of Nod</a> fame) games on this blog before, with a review of <a href="http://realmofmelpomene.blogspot.com/2015/10/a-deviant-decade-1970s-roleplaying.html" target="_blank">Deviant Decade</a>.<div><br /></div><div>The Bloody basic series of games from mr. Stater serve as introductions to his fantasy heartbreaker game Blood & Treasure. The Bloody basic games (and Blood & Treasure) are OSR games, but they are not retro-clones. System-wise i read them as a stripped down 3rd edition meets Swords & Wizardy. Simple, not simplistic, old-school but not nostalgic (so firmly OSR stuff).</div><div><br /></div><div>System however, is not the reason i picked up Bloody basic - Weird Fantasy Edition. I wanted it because it feels like old time phantasy when you read it.</div><div><br /></div><div>You don't play a figther or a magic-user in this game. Your class isn't going to be rogue. In Weird Fantasy edition you can play a <i>Magus </i>or a <i>Puissant</i>. You wear a <i>byrnie of maille</i> instead of a chain shirt, and just as easily fight with a <i>poinard </i>as a dagger. The list of clothing articles include <i>caftans</i>, <i>codpieces</i> and a <i>cotehardie</i>. You pay quadruple for a vestment decorated with <i>brocade</i>.</div><div><br /></div><div>This use of language is even reflected in character stats. Where characters with high Strength are <i>mighty </i>and those with high Wisdom are <i>sophic </i>while low Charisma characters are <i>vile</i>. There is a <i>Rake</i> subclass and a subclass called the <i>Odalisque</i>. Familiar first level spells have names like Illuminate and Slumber, and a completely original race is called <i>Grotesques</i>.</div><div><br /></div><div>Language is a powerful thing and choosing resonating terminology can provide inspiration in my mind on a level that regular fluff texts rarely manage. I found myself thinking about Shakespeare's <i>The Tempest</i> and ancient pastorals when i read the game for the first time. Of course there is a lot of <a href="https://en.wikipedia.org/wiki/Edward_Plunkett,_18th_Baron_of_Dunsany" target="_blank">Lord Dunsany</a> in it, and other proto-fantasy, as well as the fantasy dreamscapes of one Howard Phillips Lovecraft and, to my mind, perhaps <a href="https://en.wikipedia.org/wiki/C._L._Moore" target="_blank">Catherine Lucille Moore</a> most of all.</div><div><br /></div><div>The game is, of course, about sword & sorcery adventure, but it is also about experiencing wonder. There are suggested XP rewards for having your senses shattered by wonderous vistas or for falling in love with a non-human resident of a fantasy realm. The author suggests that the game be used for a portal-fantasy where inhabitants of the real world cross over into phantasy, but i think both a fantasitcal take on history or just building your own beautiful land of otherworldy phantasy, populated by men with "ruddy jackets of leather that reached to their knees" and elven princesses named Lirazel.</div><div><br /></div><div>I may never find the right time and the right group to play this game, but my dreams and the implied setting of this game are made of the same stuff. So it truly deserves it's place on my shelf.</div><div><br /></div>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-75841033535034779962020-04-10T09:39:00.000+02:002020-04-10T21:27:33.604+02:00Blog necromancy<i>Well, hello there...</i><br />
<div>
<i>I don't seem to remember owning a blog...</i></div>
<div>
<br /></div>
<div>
Ah... i'l cut the crap...</div>
<div>
<br /></div>
<div>
It has been a few years since i posted anything to this blog. I simply didn't have the energy or the time for it anymore in 2016. The stress of putting stuff out there on the internet was triggering my anxieties and left me depressed too much of the time. (And i'm a white cis (mostly) heterosexual male, so i don't have to deal with the bulls*it that marginalized folk do.)<br />
<br />
I don't know if my situation is much better at this point, but i am feeling a genuine desire to blog about RPGs again.</div>
<div>
<br />
And now the world is hit with this Covid-19 situation... </div>
<div>
<br />
I really love this hobby. I have realized as i went through a year (2019) that was filled with loss and greif, that my interest in role-playing games is really central to me. I'll be 38 this year and i've been playing RPG since i was 11. That is 27 years, a substantial portion of my life.</div>
<div>
<br /></div>
<div>
<div style="text-align: center;">
<i>So in honor of a good friend and adventuring companion that ended his life in 2019 because the darkness inside became too much to bear.</i></div>
<div style="text-align: center;">
<i>...</i></div>
</div>
<div>
<div style="text-align: center;">
<i>And in honor of those friends that are with me in the loss and grief as we keep playing these games that we've played since childhood.</i></div>
</div>
<div>
<div style="text-align: center;">
<i>...</i></div>
</div>
<div>
<div style="text-align: center;">
<i>In honor of choosing my own way in life, and not letting others decide for me.</i></div>
</div>
<div>
<div style="text-align: center;">
<i>...</i></div>
</div>
<div>
<div style="text-align: center;">
<i>I will return to this blog. To write, occasionally and when moved, without fear.</i></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Roll dice...</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://upload.wikimedia.org/wikipedia/commons/thumb/3/36/Two_red_dice_01.svg/671px-Two_red_dice_01.svg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="430" data-original-width="671" height="128" src="https://upload.wikimedia.org/wikipedia/commons/thumb/3/36/Two_red_dice_01.svg/671px-Two_red_dice_01.svg.png" width="200" /></a></div>
<div style="text-align: left;">
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Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-13928895809519780992016-04-04T15:41:00.002+02:002016-04-25T05:16:19.011+02:00Easter Dungeon World play reportThis easter i had the pleasure of running my first<a href="http://www.dungeon-world.com/" target="_blank"> Dungeon World</a> session.<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://cdn.themis-media.com/media/global/images/library/deriv/638/638957.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://cdn.themis-media.com/media/global/images/library/deriv/638/638957.jpg" height="320" width="212" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dungeon World is written by <br />
Sage LaTorra and Adam Koebel.</td></tr>
</tbody></table>
<br />
The “<a href="https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse" target="_blank">powered by the apocalypse</a>”-games have really sparked my curiosity over the last year and i was exited to it a try.<br />
Games under the "powered by the apocalypse" umbrella seems to exist in that less-than-clearly defined space between traditional and more indie/freeform-type of games.<br />
Not having run this kind of game with these particular players (some of my oldest friends) made last night feel, in a sense, like an expedition to uncharted territories. This is an account of what happened.<br />
Omissions have been made to protect the innocent.<br />
<br />
<h3>
Adventurers three</h3>
They met in a tavern. Barbosar the Melancholic a dwarf barbarian cast out from his home for causing the death of his own father, the King under the Mountain, by elven assassins.<br />
<br />
Ragnar, a fighter, had left his home village after it was destroyed by the warlord Pollax. His pregnant wife killed during the attack. Regrouping at the forest inn Ragnar plans to get his revenge.<br />
<br />
The bard Baltazar the Bedazzeling, perhaps better known as the bastard of Blue Garden, was also run out his hometown after “having his way” with the Earl of Blue Garden’s daughter. Baltazar’s kryptonite is boredom and his cure is spurring his companions to unplanned action.<br />
<br />
<h3>
A bounty hunter and elf warriors</h3>
The adventure began when Barbosar approached the only newcomer at The Full Mug on a fateful moonlit evening. The newcomer turned out to be Falur, a bounty hunter from Blue Garden, seeking a price on Baltazar’s head and offering the dwarf great glory and wealth if he betrayed his comrade.<br />
<br />
Using subterfuge(!) Barbosar stalled for time and alerted his companions. Not long after Falur found himself ambushed by the heroic trio in the stables of the inn. To save his skin Falur offered to tell the adventurers a secret.<br />
<br />
When Falur had passed through a hamlet called Volderon’s Hollow he discovered that the wizard Volderon had abandoned his tower. Looting a wizard’s tower would be both profitable and glorious the heroes figured and decided to seek it out immediately.<br />
<br />
Going to secure some important supplies beer from the innkeeper Raltvak, Barbosar finds that a party of elves have arrived at the inn. There is no love lost between Barbosar and the “Fair folk” and the indignant dwarf slaps Raltvak in the face before explaining to the innkeep how he feels about the pointy ears. The confrontation with the, possibly charmed, innkeeper escalates quickly with elven warriors rushing down the stairs of the inn.<br />
<br />
Outside Baltazar and Ragnar have helped themselves to the elf band’s horses as Barbosar flees the inn. Elven arrows whistle by their ears, a few even strike true, as they make their escape towards Volderon’s Hollow with the elven warriors in pursuit.<br />
<br />
<h3>
Volderon’s Hollow</h3>
Arrving at Volderon Hollow the heroes encounter Gresham, a toothless old man, who seems to be last surviving villager. Gresham claims that ever since the wizard Volderon left his castle the villagers have been “eaten” by the shadows of the village.<br />
<br />
Indeed as the heroes take a rest in Gresham’s hut they are attacked by a shadow creature which they fortunately manage to kill. After the figth they realize that Gresham is gone and they catch a glimpse of him running towards the abandoned wizard’s tower.<br />
<br />
<h3>
To the Tower…</h3>
The heroes rush into the tower crushing a pair of undead minions as they search for Gresham. He is easily found, as his mad howls to his master lead the heroes to a castle hall with a strange black gate covering most of the wall. When wicked flying shadow vultures burst from the gate and skeletal archers kill the tragic Gresham the heroes find themselves in a desperate battle.<br />
<br />
Heroes, however, are want to prevail. They destroy the skeleton archers and drive the nightwings back into the black gate.<br />
<br />
As they search the goods that Gresham have accumulated in the hall in an attempt to placate the entity beyond the darkness, Baltazar discovers that the old man still draws breath. With his dying words Gresham inform them that Volderon is captured beyond the black gate.<br />
<br />
Then, in a somewhat stunning reversal of motivations, the three heroes decide to leap into the shadow void to rescue the wizard Volderon.<br />
<br />
<h3>
Into the void</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOMvBeXZyCnhS7S_hxEd3s5zVDUEcHg0TLCwSKajacN4syTig8IDf8XIeBiY4gMBG2VJuPG95wwZ5eX7z008DH5DFWaJIjFlLm8kXjVlREjjd-IXEXIwLhC7byUFnzzHTUQS2PzWKB3aw/s1600/6840_10153421908026766_802928381527080257_n.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOMvBeXZyCnhS7S_hxEd3s5zVDUEcHg0TLCwSKajacN4syTig8IDf8XIeBiY4gMBG2VJuPG95wwZ5eX7z008DH5DFWaJIjFlLm8kXjVlREjjd-IXEXIwLhC7byUFnzzHTUQS2PzWKB3aw/s320/6840_10153421908026766_802928381527080257_n.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Me being a TuffBoy preparing for the session.</td></tr>
</tbody></table>
Enveloped in utter darkness the heroes encounter the Lord of Shadow who, reasonably enough, inquires as to why they are in his realm. The heroes explain their presence and inquire about what they will have to do to escape the Shadow-realm.<br />
<br />
It was a rather faustian deal.<br />
<br />
However, seeing no other way, the heroes take it. Leaving the Shadow Realm, alongside the wizard Volderon, they are all bound to the service of the demon lord.<br />
<br />
Good fun was had by all.Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-42001950781338113852016-02-22T12:42:00.000+01:002017-10-09T09:37:45.356+02:00Worlds of the Alba system: Novus Albion<div style="text-align: right;">
</div>
The Alba system is a small Stars Without Number setting i'm presenting on this blog.<br />
<br />
<ul>
<li><a href="http://realmofmelpomene.blogspot.no/p/blog-page.html" target="_blank">Alba system index page</a></li>
</ul>
<br />
The primary planet in the Alba system is Novus Albion.<br />
<h3>
Novus Albion</h3>
<div>
<div>
The largest planet of the Alba system is a temperate world, rich in water and reminiscent of Old Terra in many ways.</div>
<div>
<br /></div>
<div>
A vast agricultural continent stretches on both sides of the equatorial line, like a belt between the water covered poles of the planet. This belt also settles much of the planetary population in farming towns and smaller towns.</div>
<div>
<br /></div>
<div>
In addition to foodstuffs, there are large mineral deposits on the planet as well.</div>
<div>
<br /></div>
<h4>
Population</h4>
<div>
Total population reach several millions. Humans comprise about 60% with the rest being the native Shisa.</div>
<div>
<br /></div>
<h4>
Tech level and society</h4>
<div>
Tech level on Novus Albion is 4, with a few specialties like hydroponics and agricultural science.</div>
<div>
<br /></div>
<div>
Like all the Alba worlds Novus Albion society is ambitious and honorable, but Novus Albion is somewhat more conformist that Novus Victoria and Novus Virginia.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/8/8c/Cole_Thomas_The_Course_of_Empire_The_Arcadian_or_Pastoral_State_1836.jpg/1024px-Cole_Thomas_The_Course_of_Empire_The_Arcadian_or_Pastoral_State_1836.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="199" src="https://upload.wikimedia.org/wikipedia/commons/thumb/8/8c/Cole_Thomas_The_Course_of_Empire_The_Arcadian_or_Pastoral_State_1836.jpg/1024px-Cole_Thomas_The_Course_of_Empire_The_Arcadian_or_Pastoral_State_1836.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pastoral life on Novus Albion</td></tr>
</tbody></table>
<div>
<br /></div>
<h4>
Religion and politics</h4>
<div>
Religious life on Novus Albion is dominated by Marian Catholicism. Most parish priests are women with the men serving a handful of monastery orders dedicated to the saints.</div>
<div>
<br /></div>
<div>
Among the elites of Novus Albion there is conflict between those that maintain isolationist policies and those that advocate seeking interstellar contacts. Due to the continuing Civil War the isolationists have thus far won out, but the continued de-escalation of that conflict might shift the political winds.<br />
<br /></div>
<h3>
New Camelot</h3>
<div>
New Camelot is both the planetary capital and the spaceport. It is located on a foggy island north of the main continent. Control with peripheral settlements on the planet is accordingly weak.</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/4/4c/Shanna-jones-photography-yatzer-truth-coffee-shop-cape-town-11_(1).jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="212" src="https://upload.wikimedia.org/wikipedia/commons/4/4c/Shanna-jones-photography-yatzer-truth-coffee-shop-cape-town-11_(1).jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One of many spaceport bars in New Camelot</td></tr>
</tbody></table>
<div>
<br /></div>
<div>
The spaceport on Novus Albion is the only full spaceport in the system.</div>
<div>
<br /></div>
<div>
The Civil War left much of New Camelot in ruins after bombardments. Its architecture is now a mishmash of neo-victorian remnants from Old Terra and newer functional buildings of steel and glass.</div>
<div>
<br /></div>
<div>
Poverty and crime exists in New Camelot, most prominently at the spaceport where workers and refugees from the other Alban worlds seek a livelihood. Policing of the spaceport is weak since security resources are usually spent protecting governmental installations from Black Brigade-terrorists.</div>
</div>
<div>
<br /></div>
<h3>
</h3>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-38341347707216203832016-02-21T12:14:00.000+01:002016-02-21T12:14:42.856+01:00Aliens of the Alba System<h3>
Aslans</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://img15.deviantart.net/ba76/i/2006/045/c/e/lion_warrior_by_demacros.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://img15.deviantart.net/ba76/i/2006/045/c/e/lion_warrior_by_demacros.jpg" height="257" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.deviantart.com/art/Lion-warrior-29096467" target="_blank">Lion Warrior</a> by <a href="http://demacros.deviantart.com/" target="_blank">Demarcos</a></td></tr>
</tbody></table>
The Shisa are lion-like bipedal humanoids. They populated Novus Albion before the humans arrived but their medieval technology level was no match for the First settlers and the Shisa were quickly pacified.<br />
<br />
The Shisa have about the same height and weight measures as humans. They have a slightly longer lifespan, up to 140 years, but reach sexual maturity after only six or seven years.<br />
<br />
In the centuries since they have either lived on closely observed reservations maintaining their traditional way of life or have served as slaves for affluent humans. Lately Shisa have regained some of their position on Novus Albion, but many Shisa are hesitant of becoming to integrated with a human society viewed as too technologically focused.<br />
<br />
Honor and tradition are very important to the Shisa. Their society is democratic and democratic participation is tied with honor. Breaking the trust of the community are one of the worst sins in Shisa communities.<br />
<br />
Shisa architecture is dominated by a fascination for stone circles and pagoda-like structures. Their dress is reminiscent of Asian cultures on earth and so is their expertise in sword-making. This art form almost died out during the first years of slavery, but swords have lately become fashionable among the elites of New Camelot.<br />
<div>
<br /></div>
<i><br /></i>
<i>The Alba system Shisa are inspired by the <a href="http://wiki.travellerrpg.com/Aslans" target="_blank">Aslan-race from Traveller</a> and the Rakasta from the <a href="https://en.wikipedia.org/wiki/Rage_of_the_Rakasta" target="_blank">D&D module Rage of the Rakasta</a>.</i><br />
<div>
<h3>
Pechs</h3>
</div>
<div>
<div>
These green-greyish humanoid bipeds live mainly underground on both Novus Virginia and Novus Victoria, but on Victoria they are believed to be close to extinction.</div>
<div>
<br /></div>
<div>
Pechs have large heads and large eyes on top of spindly bodies. They are species of sentient fungoid and don’t have a circulatory system. Pechs have a single sex and reproduce by planting spores into decaying plant or animal remains.</div>
<div>
<br /></div>
<div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://pre06.deviantart.net/05f9/th/pre/i/2006/171/5/1/goblin_necromancer_by_netherrealm.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://pre06.deviantart.net/05f9/th/pre/i/2006/171/5/1/goblin_necromancer_by_netherrealm.jpg" height="320" width="235" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://netherrealm.deviantart.com/art/Goblin-Necromancer-35088673" target="_blank">Goblin Necromancer</a> by <a href="http://netherrealm.deviantart.com/" target="_blank">NetherRealm</a></td></tr>
</tbody></table>
Growing conditions are important to pech size and lifespan. Most pechs are between 0.9 and 1.2 meters tall with a mass of about 20 kilograms, but smaller versions (even under 0.3 meters) have been encountered and the largest pechs observed have been over 2.5 meters tall with a mass of around 150 kilograms.</div>
<div>
<br /></div>
<div>
Pechs have developed crude steam technology used primarily for mining and warfare purposes. Still they do not pose much of a serious threat to the human colonial populations on their home worlds. However, occasional abductions and subsequent ritual murder of people and livestock, for the purpose of growing new Pechs, have made them both feared and hated by the humans.</div>
<div>
<br /></div>
<div>
The fact that such a low-technology species appears on two planets have continued to puzzle the science community of the Alba system. No definite answer has been given, but in popular media theories of an ancient space-faring race moving the Pechs from one planet to another have grown popular despite the lack of evidence.</div>
</div>
<div>
<br /></div>
<div>
<i>Pechs are inspired by the standard D&D goblins with a steampunk twist and the "get out of the way peck!" line from <a href="http://www.imdb.com/title/tt0096446/?ref_=nv_sr_1" target="_blank">the movie Willow (1988)</a>.</i></div>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com1tag:blogger.com,1999:blog-1828791149913940544.post-68314822877670755562016-01-20T23:23:00.000+01:002016-01-21T07:13:15.673+01:00History of the Alba System<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://dl.dropboxusercontent.com/s/42gkjfeki2e9a8j/15156718409_31b4c83e9f_z.jpg?dl=0" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="A starship flying over a cloud covered planet" border="0" height="180" src="https://dl.dropboxusercontent.com/s/42gkjfeki2e9a8j/15156718409_31b4c83e9f_z.jpg?dl=0" title="Alba system starship" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Alba Sector's history of Civil War has almost depleted the<br />
fleets of the Queen of Alba and the Republic of Novus Victoria.</td></tr>
</tbody></table>
I developed the Alba-sector setting for a one-shot Christmas <a href="http://www.sinenomine-pub.com/?page_id=395" target="_blank">game of Stars Without Number</a>.<br />
<br />
As the setting for a one-shot i went somewhat overboard, but that means more blog posts.<br />
<br />
<ul>
<li>Check the <a href="http://realmofmelpomene.blogspot.no/p/blog-page.html" target="_blank">Alba Sector Index Page</a> for more</li>
</ul>
<br />
I will start with some history for the Alba system.<br />
<h3>
Settling the system</h3>
The Alba System was settled late in first wave of humanity’s expanse into the stars.<br />
<br />
Its primary settlers were born on the British Isles and the first city founded on Novus Albion was named New Camelot. The second and third habitable planets of the system were named Novus Virginia and Victoria.<br />
<br />
A unique system with three human miscible and rich planets the Alba star- system grew quickly into an important trade hub after the indigenous alien races, the Shisa and the Pechs, were pacified.<br />
<br />
The construction of a jump gate in 2320 solidified the system’s economic standing.<br />
<br />
The ruling oligarchy of First settlers kept immigration to a minimum and developed a stratified social system support their own economic dominance, but still allowing later rounds of settlers to prosper.<br />
<br />
<h3>
The Scream</h3>
Following the Scream the Alba systems economy faltered as their interstellar connections disappeared. The First settlers tightened control over resources at first, courting an uprising of the lover classes, but in 2695 Genevieve “Ginny” Rassendyll, the President of the First Council, opposes the First Council’s policies by refusing to sign legislation that would condemn both Third settlers and the Shisa minority to extreme poverty and possibly starvation.<br />
<br />
After this President Ginny continues to push liberal agendas, ensuring cooperation by all classes in maintaining economic safety and social order for all inhabitants. She even included policies that would give the Shisa full citizenship and remove settler status or species as requirements to hold public offices.<br />
<br />
A faction led by Count Dennis Victor, commander of the Albion Defense Fleet, from Novus Victoria tried to oust the President in a coup in 2699, but were stopped by the Albion Constabulary Forces in a firefight inside the Council Palace itself. The incident left Count Victor himself dead and his faction in disarray. Following the Count’s death his daughter Beatrice Victor, commander of the ADF cruiser “Belfast”, ordered an all-out air strike on the New Camelot spaceport nearly crippling it before she returned to Novus Victoria.<br />
<br />
<h3>
Civil War</h3>
<div>
Civil War within the Alba system was now a fact and on Novus Victoria Beatrice declared herself president and denounced the First Council on Novus Albion. In a somewhat surprising move Ginny Rassendyll declared herself Queen of the Alba system and the First Council instituted a monarchy after a hastily organized referendum.<br />
<br />
After about five months Novus Virginia also recognized Queen Genevieve following an armed uprising instigated by the Victorian government. Although the instigators and some of the leaders of the uprising were executed, while others were imprisoned, many with Victorian sympathies were allowed to leave Novus Virgina.<br />
<br />
The first year of fighting saw the decimated Albion fleet repel three invasion attempts by the Victorians. Both sides had lost much of their fleets and the space war was reduced to defensive posturing.<br />
<br />
Groups loyal to the opposing side on both planets formed irregular military units that fought ground wars with the local forces. The Albion loyalist militia on Novus Victoria was the most successful and threatened Capitol City at one point. This success prompted the first cease fire and negotiations between the sides in 2702.<br />
<br />
Although negotiations put an end to planetside warfare it left the larger issues unresolved. Both sides claim the right to rule and have not been reconciled over the centuries. The sides have continually been in a state war since 2699, but active warfare has only been occasional.<br />
<br />
<h3>
The current state of affairs</h3>
There is a continual defensive posturing of space fleets. Most interstellar ships were destroyed during the first bombardment and early fighting. The Victorians only have access to a handful of spike drive ships, the Albions only a few more. The system frigates and fighters exchange torpedo fire from time to time, but there is no real space war between the two sides.<br />
<br />
Both governments have adopted isolationist policies and have funneled resources into building defensive systems against the other side. Exploration of the region surrounding Alba is limited to a couple of systems.<br />
<br />
On Novus Albion the isolationists have been challenged by a growing movement that supports more interstellar exploration. It is rumored that this movement has gained support from royal circles lately, but this is unconfirmed.<br />
<br />
Proxy- and low-intensity warfare have been conducted by both sides. Espionage and industrial sabotage operations are the most common.<br />
<br />
The Victorian sponsored Black Brigade have been the most active on Novus Albion the last decade.<br />
<br />
The Victorians have been blamed for an attack by Hochog mercenaries on Novus Virgina, although they deny the charge. There have also been terror attacks, usually bombings, on New Camelot which have caused tensions between the government in Capitol City and the monarchs of Novus Albion.</div>
<div>
<br /></div>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-39626375891418003632016-01-04T19:09:00.000+01:002016-01-04T19:09:54.454+01:00Top five of 2015I began this blog one year ago. Posting has been sporadic, but it has been fun. Looking at the posts that i know people read and interacted with is certainly good.<br />
<br />
So i have looked at the stats (page views, interactions and such) and these are the top five Realm of Melpomene posts of 2015!<br />
<h3>
Top five posts of the Realm<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/c/c8/Wuerfel5.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://upload.wikimedia.org/wikipedia/commons/c/c8/Wuerfel5.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I rolled a lot of D&D 5e dice in 2015!</td></tr>
</tbody></table>
</h3>
<div>
<ol>
<li><a href="http://realmofmelpomene.blogspot.com/2015/03/nymph-for-5e.html" target="_blank">Nymph for 5e</a></li>
<li><a href="http://realmofmelpomene.blogspot.com/2015/02/preparing-x1-isle-of-dread.html" target="_blank">Preparing X1 - The Isle of Dread</a></li>
<li><a href="http://realmofmelpomene.blogspot.com/2015/08/d-5th-edition-paywhatyouwant-reviews.html" target="_blank">D&D 5th edition PayWhatYouWant reviews</a></li>
<li><a href="http://realmofmelpomene.blogspot.com/2015/01/doing-camelot-for-d-5e.html" target="_blank">Doing Camelot for D&D 5e?</a></li>
<li><a href="http://realmofmelpomene.blogspot.com/2015/06/on-favorite-rpg.html" target="_blank">On a favorite RPG</a></li>
</ol>
</div>
<div>
Writing about D&D 5th edition was the thing to do in 2015 i guess.</div>
<h3>
The future of the Realm</h3>
<div>
I will keep the blog going in 2016. It probably won't be updated any more than once a month unless i suddenly find myself with <u>a lot</u> more time on my hands.</div>
<div>
<br /></div>
<div>
Is there anything you would like to see on the blog? Please leave a comment on the blog or<a href="https://plus.google.com/u/0/+MariusEngeB%C3%B8e/" target="_blank"> talk to me on Google+</a>. </div>
<div>
<br /></div>
<div>
I wish you all good times and happy gaming in 2016!<br />
<div class="separator" style="clear: both; text-align: center;">
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<div>
<br /></div>
<br />Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-73529679094674136372015-12-22T16:16:00.000+01:002015-12-26T23:44:41.932+01:00Looking at Unholy Land for (He)X-MasOver at <a href="http://www.worldswithoutmaster.com/" target="_blank">Worlds Without Master</a> the <a href="http://www.worldswithoutmaster.com/epimas/" target="_blank">Epimas bundle sale is still going</a>. Bundles of indie tabletop role playing games and supplements available until the morning of the 24th of December <span style="font-size: x-small;">(so hurry!)</span>.<br />
<div>
<br /></div>
<div>
In the mix of exiting games <i>Unholy Land - An Ahistorical Hex-Mas Crawl for Mid-Level Characers</i>, which is a <i>bona fide</i> OSR offering, appears.<br />
<br />
<span style="font-size: x-small;">(I was a bit surprised, the Indie RPG-scene and the OSR (the OSR also being <i>indie</i>, but possibly not "a scene") at times seem to exist in parallel universes, hermetically sealed from one another. Although the number of people with the necessary universe-transcending powers seem to be growing. Hopefully)</span><br />
<h3>
Product</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.fromoldbooks.org/MeadClarke-ChristianParlorMagazine-Vol-III/pages/285-Bethlehem/285-Bethlehem-q75-957x624.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://www.fromoldbooks.org/MeadClarke-ChristianParlorMagazine-Vol-III/pages/285-Bethlehem/285-Bethlehem-q75-957x624.jpg" height="208" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Bethlehem" from Mead Clarkes<br />
<i>Christian Parlor Magazine Vol III</i> (1847).<br />
Similar art is used in Unholy Night</td></tr>
</tbody></table>
The Unholy Land hexcrawl by Casey Garske is a 26-page PDF of which there are 23 pages of game material. The cover and hexmap are in color while the rest of the PDF is black-and-white.<br />
<br />
It is a single column layout with what appears to be mostly public domain artwork from medieval sources.<br />
<br />
Illustrations range from a depiction of the mummified head of Ramses the Great to old book-style illustrations of the town of Bethlehem.<br />
<h3>
Content</h3>
Unholy Land quickly (one page) sets the scene for the hexcrawl. In short we are in Roman Judea in 2 BCE and things are going down. King Herod fears the birth of child destined to bring about his downfall, but even weirder things are afoot with the undead rising, monsters of legend reappearing and demonic forces on the move.<br />
<br />
On top of it all a star, visible to the naked, eye moves from east to west in the heavens astounding astronomers and sages alike.<br />
<br />
After the scene is set we are given tools. A load of encounter tables for different types of foes. There are also tables for random village encounters and a specific Jerusalem encounter table. Most encounters are somewhat fleshed out with a line or even a paragraph to guide the DM. A table of rumors and prophecies guide the player characters into the hexcrawl.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://karenswhimsy.com/public-domain-images/birth-of-jesus/images/birth-of-jesus-2.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="The three magi on their journey to Bethlehem" border="0" src="http://karenswhimsy.com/public-domain-images/birth-of-jesus/images/birth-of-jesus-2.jpg" height="200" title="The three magi" width="146" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The three magi appears in<br />
Unholy Night</td></tr>
</tbody></table>
The hex descriptions are short and clear rather than evocative. They range from cultist seeking sacrifice to the PCs possibly allying themselves with an undead army.<br />
<br />
Some hex locations describe encounters that will move around the map as time progresses in the game. Not all the encounters are tied together however so there are multiple potential emerging stories depending on the players actions.<br />
<br />
At the end there is a bestiary for both NPCs and monsters. Stats are minimal and in a basic OSR format. <span style="font-size: x-small;">(The damage levels makes me think the stats are AD&D inspired, but i could be wrong)</span><br />
<h3>
Judgement</h3>
</div>
<div>
I liked reading Unholy Land and i think i would enjoy running it immensely for the right group of players.<br />
<br />
My one criticism is that there is no guidance, not even a single line, about what kind of PC's might be suited for the game. A band of Judean rebels? Roman soldiers on leave trying to earn some extra gold on the side? Time travelers? Anything would be possible, but it requires some work up front for the DM and players to decide. Of course, this is not necessarily a negative.</div>
<div>
<br /></div>
<div>
<a href="http://www.drivethrurpg.com/product/141291/Unholy-Land" target="_blank"><i>Unholy Land - An Ahistorical Hex-Mas Crawl for Mid-Level Characters</i> is also available as a PWYW-product at DriveThruRpg</a>, but i recommend looking closely at the <a href="http://www.worldswithoutmaster.com/epimas/" target="_blank">Epimas bundle-sale for even more good (and <i>oh-so indie</i>) games</a>.</div>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-79784886597036427202015-10-19T20:30:00.000+02:002015-10-19T20:42:57.465+02:00A "Deviant Decade" - 1970's roleplaying<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.drivethrurpg.com/images/5747/161766.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://www.drivethrurpg.com/images/5747/161766.png" height="320" width="212" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The cover of Deviant Decade</td></tr>
</tbody></table>
<div class="MsoNormal">
I played a
quick session of John M Stater’s recently released 70’s B-movie inspired game
“Deviant </div>
Decade” last night and that spurred me to write an impromptu review
and share some of my fascination for the 70’s with my readers.<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
First, I
will say a few words about my personal take on the deviant decade itself, then
go on to the game.</div>
<div class="MsoNormal">
<br /></div>
<h3>
<span lang="EN-US">It came from the 70s</span></h3>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
My life
experience does not include the 70’s. I was born in the early eighties, but for
a time now, I have held a fascination with 70s history and culture.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
On a very
personal level, I think the fascination with the 70s grew from the fact that it
was when the time my parents were in their 20s. Looking back at my own life I
found that the years between age 19 and 29 has changed me both profoundly and
in ways I did not expect. My parents
went through those years in the 70s with everything that entails from the Cold
War to bell-bottoms. It must have been something.</div>
<div class="MsoNormal">
<br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/b/b2/Gay_Rights_demonstration%2C_NYC_1976.jpg/640px-Gay_Rights_demonstration%2C_NYC_1976.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="131" src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/b2/Gay_Rights_demonstration%2C_NYC_1976.jpg/640px-Gay_Rights_demonstration%2C_NYC_1976.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gay rights demonstration in 1976<br />
(Photo: public domain)</td></tr>
</tbody></table>
<div class="MsoNormal">
Then there
is the fact that much of the popular culture that I love and many of the social
movements that have affected me grew out of 70s. Stanley Kubrick’s “A clockwork
orange”, 2<sup>nd</sup>-wave feminism, John Pertwee’s Doctor Who, the
resurgence of sword-and-sorcery, sexual liberation, counterculture,
exploitation-cinema (which existed earlier but was transformed in the
70’s), the New Left, heavy metal, the deinstitutionalization of psychiatric
care and last, but not least, the creation of Dungeons & Dragons.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Roleplaying itself,
to me, is a child of the 70s whether it is Gary Gygax and Dave Arneson’s
creation of D&D in ‘74 or the founding of the Loose Moose Theatre in
Calgary in ’77 you trace its origins by. Both genealogies of the hobby just
proves that there were many good ideas to come out of the “Deviant Decade”.</div>
<div class="MsoNormal">
<br /></div>
<h3>
About the game</h3>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
John M
Stater, who runs the Land of Nod-blog, makes games with a decidedly old school
bent. “Deviant Decade” is no different, with simple minimalist rules, character
classes and freeform objective design meant to challenge player skill and focus
on the emergent, as opposed to the pre-planned, story.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Deviant Decade
is a 34-page black and white PDF product of which 31 pages is actual game
content. There are a few public domain images throughout and a half-page
overview map of New York city with 10 marked locations, but no descriptions of
the locations.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The short
introduction sets the game in the crime-ridden big city streets of the 1970’s
stating that the characters are larger-than-life survivors of these streets.</div>
<div class="MsoNormal">
<br /></div>
<h3>
Character generation, skills and stuff</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5TnAdQ8H-EGHY2gZjLPFNa6-9KLCnz0Ds082Mk4RqjmnjmLcj9e4MrTB12EZKIqpTu_X0KzZ9MtzKmSDVkBKokWdhh2Y3Dhk4MtJgkuJio8e9motHaUXjqKPqVHs6sNETxoDFyT0qhLM/s1600/340251166_1d1a9404d1_z.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="211" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5TnAdQ8H-EGHY2gZjLPFNa6-9KLCnz0Ds082Mk4RqjmnjmLcj9e4MrTB12EZKIqpTu_X0KzZ9MtzKmSDVkBKokWdhh2Y3Dhk4MtJgkuJio8e9motHaUXjqKPqVHs6sNETxoDFyT0qhLM/s320/340251166_1d1a9404d1_z.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">GM: "You went to see Caligula and it made you hungry for<br />
even more decadent entertaiment. What do you do?" <br />
(Photo: vaticanus, CC BY 2.0)</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The game
moves quickly through character generation. Seven ability scores rates from one
to six and rolled with seven d6 rolls that the player can assign to which
ability he chooses. The players then choose from 14 classes ranging from the Average
Joe through the Night Nurse to the Vietnam Veteran.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Classes
list the primary and secondary skills for the characters with tertiary skills
chosen freely by the player. Starting skill scores are determined randomly with
primary skills having the best chance of a high starting score. PC get seven
skills total, one primary, three secondary and tertiary. Skills are ranked from
zero to twelve, but starting values are no higher than six.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
There are
also a table of weapons and a short list of other 1970’s appropriate items with
prices.</div>
<div class="MsoNormal">
<br /></div>
<h3>
Mechanics and the lack of advancement</h3>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The
resolution mechanic is a 3d6 roll under skill + ability score + modifiers in
the -2 to +2 range. A few skill descriptions indicate a variable difficulty
using 2d6 for easier tasks and 4d6 for harder tasks. Given that 12 is the maximum
skill+ability score for a starting character it makes it hard for players to
see many successful rolls. The harshness of this is somewhat offset by an
interesting Luck mechanic, but the game is still on hardcore (or maybe just old
school) mode.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The game
has no advancement rules.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<h3>
Adventure oportunities and sewer gators</h3>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/6/64/INTERIOR_OF_GRAFFITI-MARKED_SUBWAY_CAR_-_NARA_-_548255.jpg/640px-INTERIOR_OF_GRAFFITI-MARKED_SUBWAY_CAR_-_NARA_-_548255.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="215" src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/64/INTERIOR_OF_GRAFFITI-MARKED_SUBWAY_CAR_-_NARA_-_548255.jpg/640px-INTERIOR_OF_GRAFFITI-MARKED_SUBWAY_CAR_-_NARA_-_548255.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Graffiti covered undergroud and your chaaracter?<br />
(Photo: <a href="http://www.archives.gov/" target="_blank">NARA</a>/public domain)</td></tr>
</tbody></table>
<div class="MsoNormal">
<span lang="EN-US">The
adventures section provides five “adventure templates” with a small table for
each to flesh out an adventure setting or opposition. The templates slants
towards action and survival-horror adventures with or without supernatural
opponents.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"></span><br />
<span lang="EN-US"></span></div>
<div class="MsoNormal">
<span lang="EN-US">Following
the adventures is the monster section with something like 40 “monsters” from
bikers, cops and street punks to giant apes, sewer gators and vampires. There are
pop-cultural references here that made me smile and the diversity supports a
range of adventures. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Monsters
also have levels to judge how hard a challenge they are, but given the lack of
an advancement system for PC’s they all look very dangerous.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Dawn_Portrait_of_a_Teenage_Runaway_Eve_Plumb_1976.jpg/450px-Dawn_Portrait_of_a_Teenage_Runaway_Eve_Plumb_1976.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Dawn_Portrait_of_a_Teenage_Runaway_Eve_Plumb_1976.jpg/450px-Dawn_Portrait_of_a_Teenage_Runaway_Eve_Plumb_1976.jpg" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hard times for teens in the 70s. <br />
(Actress <a href="https://en.wikipedia.org/wiki/Eve_Plumb" target="_blank">Eve Plumb</a> in <br />
<a href="https://en.wikipedia.org/wiki/Dawn:_Portrait_of_a_Teenage_Runaway" target="_blank">Dawn: Portrait of a Teenage Runaway</a>)<span style="font-size: 12.8px;"> </span></td></tr>
</tbody></table>
<h3>
My game last night</h3>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The game I ran
last night was a spur of the moment idea with a single player and me as GM. I
think we spent less than 30-minutes from the time we agreed to try Deviant
Decade until we were actually playing a game where an exorcist priest was
trawling the seedy parts of Bronx looking for a possibly demon-possessed
teenage girl. </span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The supernatural-thriller (ala The Exorcist/Rosemary’s Baby) with
urban crawl-ish elements was a nice fit for the game. </span>It was a
blast playing this game!</div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">As the game
mechanics are hard and we were playing a one-shot I was greedy with calling for
die rolls and lenient with granting positive modifiers when my player had good
ideas (which she usually has). I think that is good GM advice when running
Deviant Decade.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/b/bf/Chicano_teenager_in_El_Paso's_Second_Ward._A_classic_%22Barrio%22_which_is_slowly_giving_way_to_urban_renewal_-_NARA_-_545315.jpg/325px-Chicano_teenager_in_El_Paso's_Second_Ward._A_classic_%22Barrio%22_which_is_slowly_giving_way_to_urban_renewal_-_NARA_-_545315.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/bf/Chicano_teenager_in_El_Paso's_Second_Ward._A_classic_%22Barrio%22_which_is_slowly_giving_way_to_urban_renewal_-_NARA_-_545315.jpg/325px-Chicano_teenager_in_El_Paso's_Second_Ward._A_classic_%22Barrio%22_which_is_slowly_giving_way_to_urban_renewal_-_NARA_-_545315.jpg" width="135" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">(Photo: </span><a href="http://www.archives.gov/" style="font-size: 12.8px;" target="_blank">NARA</a><span style="font-size: 12.8px;">/public domain)</span></td></tr>
</tbody></table>
<h3>
Your game?</h3>
<div>
<br /></div>
<div class="MsoNormal">
Overall, I recommend
this game, I recommend the 70s too even if I have not been there, but I did
play this game. For $2.99 you get a functional, fun and easy game tailored to
experience the grime, crime and decadence of the 70s city streets. <i>Dig?</i></div>
<br />
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">I would
like to see an advancement system though (even if making one up would not be very
hard).<o:p></o:p></span></div>
Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com1tag:blogger.com,1999:blog-1828791149913940544.post-738430039713785032015-08-23T14:33:00.001+02:002015-08-23T14:48:38.933+02:00D&D 5th edition PayWhatYouWant reviewsMy go-to game for the last six months have been 5th edition of Dungeons and Dragons. This has led me to look out for free or PayWhatYouWant supplements for the game from time to time. I just love the fact people make content available for the game and i want to support their efforts.<br />
<br />
So i figured i would give my personal, yet reflected, opinions on some recent finds. These are three small products, either free or PWYW, all available from <a href="http://www.drivethrurpg.com/" target="_blank">DriveThruRPG</a>:<br />
<h3>
Never Ask Directions<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.drivethrurpg.com/images/3972/151057.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://www.drivethrurpg.com/images/3972/151057.jpg" height="200" width="154" /></a></div>
</h3>
<a href="http://www.drivethrurpg.com/product/151057/5E-Never-Ask-Directions--5th-edition-compatible" target="_blank">Never Ask Directions</a> is a sidetrek adventure by <a href="http://www.brokenbinding.com/" target="_blank">John "Ross" Rossomangno</a>. It is intended for character levels 2-4. The PDF is 16 pages with the adventure taking about 11 pages.<br />
<br />
When i saw the words sidetrek adventure i immediately remembered the sidetrek adventures i read in Dungeon Magazine. These short, "drop'em wherever", adventurers were always my favorites as a teenager since i spent a lot of time making my own adventures and never really desired to run multi-session adventures someone else had written. But i digress.<br />
<br />
Not calling itself a sidetrek to camouflage a bare bones adventure setup Never Ask Directions is indeed a complete module. There are several suggested hooks and a simple but functional back story that provides a good rationale for the adventure.<br />
<br />
Furthermore the adventure features three adventure locations, one new magical item and a few original NPC's. The author has even included a sidebar about how to use sidetrek adventures and provides ideas about how to build on the adventure after its completion.<br />
<br />
The adventure itself is simple and straight forward as the plot moves the PC's through the adventure locations. Along the way the author has provided some guidance on how to handle adventuring parties that does not act as expected. These are guidelines and I am left the impression that the adventure won't feel like a railroad, but the linear plot will challenge a DM whose player's insist on acting contrary to the plot.<br />
<br />
All in all Never Ask Directions feels like a satisfactory mini-adventure that would be very easy to drop into any campaign. It is well-crafted and complete, but linear and simple which can present a challenge to DM's not keen on railroading players. Still, I recomend picking it up and keeping it handy for that session when you really need a sidetrek adventure.<br />
<br />
As a final note i want to add that Never Ask Directions reminds me, vaguely, of <a href="http://index.rpg.net/display-entry.phtml?articleid=30691" target="_blank">The Trouble with Mylvin Wimbly by Andrew McCray</a> (originally printed in Dungeon magazine #5 and it was included in the norwegian translation of the Mentzer Red Box). However The Trouble with Mylvin Wimbly is basically a miniature hexcrawl yet still basically useable is an instant (8-page) adventure. I want more adventures like that.<br />
<h3>
NPC Codex<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.drivethrurpg.com/images/8123/154751.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://www.drivethrurpg.com/images/8123/154751.jpg" height="200" width="154" /></a></div>
</h3>
The <a href="http://www.drivethrurpg.com/product/154751/NPC-Codex" target="_blank">NPC Codex</a> by Dan Coleman is a collection of 13 NPC that can be dropped into your game. The PDF is 15 pages with 14 pages of game content.<br />
<br />
As a DM i enjoy making and using colorful, rounded NPC's in my game. The NPC you get in the NPC Codex are just that. From a rowdy markswoman to an arrogant half-elven wizardess these NPC's are simple yet rounded and not one-dimensional. The power-level of the NPC's span the lower tier of play with a range of challenge ratings from <span style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 107%;">¼</span> to 5.<br />
<br />
The author provides a concept, a physical description alongside personality, quirks and memorable features for all these NPC's alongside full game stats. The NPC's feel ready-to-use but there is also room to expand and adjust them to suit your own campaign. A "GM Tip" sidebar is also added to each NPC with suggestions on how to use them.<br />
<br />
All the NPC are are illustrated. The art is by the author and the simple drawings are beautiful and evocative which really helps with the feel for each NPC.<br />
<br />
I should point out though that the NPC presented in this product are all fairly likeable, so if you are specifically looking for a villain to use in your campaign you might have to look elsewhere.<br />
<br />
All in all if you (like me) and your players like using fleshed-out NPC's in your game the NPC Codex is worth checking out for yourself and even buying at it's suggested price (and maybe even a little more).<br />
<br />
<h3>
Heirs of Desperation<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.drivethrurpg.com/images/7249/154649.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://www.drivethrurpg.com/images/7249/154649.jpg" height="200" width="135" /></a></div>
</h3>
<a href="http://www.drivethrurpg.com/product/154649/Heirs-of-Desperation--Poverty-In-Your-Campaign" target="_blank">Heirs of Desperation</a> from <a href="https://www.tabletopterrors.com/" target="_blank">Tabletop Terrors Publishing </a>is a supplement designed to raise money to fight poverty in India. According to the creators all proceeds goes to a charity called the Hands of Freedom. I won't go further into the charity aspect of the product, except to say that I support the idea of using ones creative hobbies for charitable purposes.<br />
<br />
The Heirs of Desperation purpose of alleviating poverty is also apparent in the product content. The PDF is 16 pages with about 11 pages of game content.<br />
<br />
There are three sections focusing on three poverty-related real-world problems and how they might be employed as challenges in a fantasy game world. The problems are:<br />
<br />
<ul>
<li>Water shortage</li>
<li>Hunger</li>
<li>Orphans</li>
</ul>
<br />
For each section there is a short introduction to the real-world problem, with links to external material to further educated the reader. Game related there is a monster thematically linked to each problem and a selection of six plot hooks (with a fantasy spin) related to each problem. At the end there is a vigilante NPC character that could be used to introduce these problems to the player characters.<br />
<br />
I'll say right up front that i found the plot hooks the most useful. Their quality is variable, but several of them gave me enough instantly to begin planning or improvising an adventure. I like that the plot hooks are not one sentence, but actually short paragraphs which make them much more fleshed-out. I think even the poorer plot hooks could be very usable, but they will require a bit more work by the DM.<br />
<br />
The monster are okay but not as clearly thematically linked to the real-world problem as the plot hooks. The monsters are illustrated by <a href="http://gauntes.deviantart.com/" target="_blank">Gauntes </a>and the illustrations are simple but i enjoyed them. It is a shame that there is some text missing at the bottom of page eight where, i assume, some information would be given on how to lift a curse that the hunger-themed monster imparts. Not a huge problem but a little annoying because it is also the monster i liked best (although the oprhan monster, the Dread Father, was scarier).<br />
<br />
All in all i like Heirs of Desperation quite well. It is not awesome, but the plot hooks are useful and some of them are inspiring too. The monsters, while not very original, could also be good addition to a campaign.<br />
<br />
<br />
<br />Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-5951231772585902372015-06-18T11:12:00.000+02:002015-07-14T14:34:28.266+02:00On a favorite RPGToday the question of: “Which game is your favorite Rpg?” was raised in a Norwegian Facebook group that I help moderate.<br />
<br />
It was a good question. It became even better when I found myself unable to answer it. Then I figured I had to answer that question at least.<br />
<br />
So, here goes: Why am I unable to name my favorite (tabletop) Rpg?<br />
<br />
<h3>
Qualities of games</h3>
<div style="text-align: right;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYhZqXa_0vKniVxrUzuGeUQGt6Up38xQYKuH0xgVtWC2zunsRxabvLDc5mpUlNR3pvn-CeQTBLDHwMCEAyPdZ4kOscEBLGxO1A_7FeSWz3DKlOVAtPx1FIbFfouBUyqwV2CE7SJDTgSZo/s1600/gambling-570701_640.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYhZqXa_0vKniVxrUzuGeUQGt6Up38xQYKuH0xgVtWC2zunsRxabvLDc5mpUlNR3pvn-CeQTBLDHwMCEAyPdZ4kOscEBLGxO1A_7FeSWz3DKlOVAtPx1FIbFfouBUyqwV2CE7SJDTgSZo/s320/gambling-570701_640.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Design choice: Dice or cards?<br />
How important is it to how we experience games?</td></tr>
</tbody></table>
To answer that question I try to think of some quality that would set a game aside in my mind. Is there something about the rules? Is there something appealing about the setting or the physical (or even electronic) product? Or is it some experience with a game? Maybe it was the first game (or the last) or the games I played with old friends or even someone I had a crush on?<br />
<br />
When I mention all these things, one thing strikes me. The experience of a role-playing game, at least to my mind, is not easily reduced to any one quality, or even a simple set of qualities. The experience of a game is subjective, not objective, and the amount of variables is close to incalculable.<br />
<br />
I realize this is not rocket science. These are known thoughts.<br />
<br />
<h3>
The personal factor</h3>
A personal (for me) account of a tangential factor in the experience of games comes from being a gamer with social anxiety issues. My anxieties when playing with people I am not very comfortable with is almost certain to interfere with my experience of the game. So given the right context my anxiety issues are going to be a large factor in how I experience a game.<br />
<br />
This is not rocket science either.<br />
<br />
<h3>
The community and the <i>praxis</i> of role-playing<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/2/23/Role_playing_gamers_(II).jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="267" src="https://upload.wikimedia.org/wikipedia/commons/2/23/Role_playing_gamers_(II).jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The praxis of role-playing games<br />
(photo By Diacritica <a href="http://creativecommons.org/licenses/by-sa/3.0" target="_blank">CC BY-SA 3.0</a> via <a href="https://commons.wikimedia.org/wiki/File%3ARole_playing_gamers_(II).jpg" target="_blank">Wikimedia Commons</a>)</td></tr>
</tbody></table>
</h3>
My experience of the current gaming community, online and elsewhere, are that the discussions about game design, various ways of playing role-playing (it’s in the word really) games and about game content are popular, vocal and sometimes antagonistic.<br />
<br />
Geeks like to argue I guess, but I wish there could be more humility about the fact that generating a positive and meaningful game experience happens at the table. Game design and content can probably help, but it is the praxis of role-playing at the table that will determine the experience.<br />
<br />
(I’m not going to touch on how this also relates to the ever-present debate about inclusivity in the gaming hobby, but I guess anyone reading this will be able to discern my opinion)<br />
<br />
<h3>
The award does not go to...</h3>
So, why can’t (won’t) I name my favorite Rpg?<br />
<br />
Well, that award doesn’t go to any game, to any game designer or author. My favorite role-playing game is the game I play with my friends.Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-46157406708580688052015-05-02T20:19:00.000+02:002015-05-02T20:19:14.674+02:00Two magic items for 5eCool magical items can make the best D&D campaign that much sweeter. Here is a few i dreamed up but have not been able to use yet.<br />
<br />
<h3>
The twin-circles of Sunlight and Moonlight<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/a/ac/Nuremberg_chronicles_-_Sun_and_Moon_(LXXVIr).jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/a/ac/Nuremberg_chronicles_-_Sun_and_Moon_(LXXVIr).jpg" height="312" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Illustration from the <a href="http://en.wikipedia.org/wiki/Nuremberg_Chronicle" target="_blank">Nuremberg Chronicle</a>, <br />by <a href="http://en.wikipedia.org/wiki/Hartmann_Schedel" target="_blank">Hartmann Schedel (1440-1514)</a></td></tr>
</tbody></table>
</h3>
A pair of metal circles about 21cm (8 inches) in diameter forged from star metal. One is golden and the other is silvery in color.<br />
<br />
They work like this: If a magical item, like a wand or a magical dagger, is passed through the moonlight circle it removes the magical abilities from the item, leaving it a mundane shell. Passing the magical item through the sunlight circle restores the magical abilities.<br />
<br />
For purposes of magic detection the sunlight circle appears magical until a magic item is stripped of its magic by the moonlight circle. At that point the moonlight can be detected as magical while the sunlight circle can not.<br />
<br />
The twin-circles can only be used on items that physically be moved through the circles. The moonlight circle can not be used as long as the sunlight circle "holds" the magical abilities of an item. Magical abilities can only be restored to their original item. Pulling another object through the sunlight circle should have dangerous and spectacular effects (details are left to DM discretion).<br />
<br />
<span style="font-size: x-small;"><i>Thanks to the guys at <a href="http://www.thetomeshow.com/category/appendix-n/" target="_blank">the Appendix N podcast</a> for mentioning similar items in their <a href="http://www.thetomeshow.com/e/the-appendix-n-podcast-episode-8-the-king-of-elflands-daughter-by-lord-dunsany/" target="_blank">eight episode covering The King of Elflands daughter by Lord Dunsany</a>. And also thanks to <a href="http://en.wikipedia.org/wiki/Edward_Plunkett,_18th_Baron_of_Dunsany" target="_blank">Lord Dunsany</a> for the original idea and for being one of the finest fantasists in history.</i></span><br />
<h3>
The Voice Gem</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-85eWUl-oV84/VOMvvlhittI/AAAAAAAAAOQ/OgDtlJPo6mA/w404-h552-no/amethyst-242338_640.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-85eWUl-oV84/VOMvvlhittI/AAAAAAAAAOQ/OgDtlJPo6mA/w404-h552-no/amethyst-242338_640.jpg" height="320" width="234" /></a></div>
<br />
A gemstone of indeterminable kind, deep lilac in color with a slight pulsating light inside.<br />
<br />
The gem contains the brain of a demon who has the ability to vocalize through vibrations in stone. The demon feels defenseless and lost. Once every day there is a 1-20 chance of it screaming and howling uncontrollably in utter fear.<br />
<br />
If contacted through telepathy it will normally vocalize the words spoken into its mind. However, the demon can still feel good and evil qualities of thought and treachery is second nature to it.<br />
<br />
<span style="font-size: x-small;"><a href="https://plus.google.com/+MariusEngeB%C3%B8e/posts/Q5x78hqq2P2" target="_blank">Originally posted by me at google+</a></span>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-26199705480610433412015-04-14T17:46:00.001+02:002021-10-01T18:17:14.839+02:00Star - Princess of the FederationThe spaceship Zodiac holds the remnants of the Federation after they had to flee their homeworld of Æonia. The Federation was the leading power in an alliance of good planets that valued freedom, friendship and law.<br />
<br />
Æonia was destroyed in a surprise attack by the Directorate, under the evil leadership of Director Orthotron.<br />
<br />
Star is a young princess of the Federation thrust into a leadership role as the spaceship Zodiac travels through space in search of home. On their way they encounter dangerous space pirates, strange alien cultures and must always look out for their archenemy – the Directorate and it's droid forces.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://th01.deviantart.net/fs70/PRE/i/2013/090/4/0/sci_fi_princess_nori_by_angryspacecrab-d5zwcsr.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://th01.deviantart.net/fs70/PRE/i/2013/090/4/0/sci_fi_princess_nori_by_angryspacecrab-d5zwcsr.jpg" width="187" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sci-fi Princess Nori by <a href="http://angryspacecrab.deviantart.com/" target="_blank">Angryspacecrab </a>(<a href="http://creativecommons.org/licenses/by/3.0/" target="_blank">CC-BY.3.0</a>)</td></tr>
</tbody></table>
Star is, luckily, not without helpers. Commanding the Zodiac's bridge is Captain Baker, a stern and brave woman with effective control of her subordinates. In the ships hospital wing the eccentric doctor Egold Brookson cures disease and advocates for peace in a universe hellbent on war. Star's private teacher is Mrs. Mason, a widower with a heart of gold, warm tea and an infinite amount of homespun wisdom to share.<br />
<br />
With all these allies what could a princess want?<br />
<br />
Of course... There is also young federation cadet Brusse Jenkin, a young man just as confused and just as brave as the princess. Will Star and Brusse find their way through the galaxy? Can they escape the evil Director, or defeat the vicious Space Pirate Queen Lustria and can they trust the trust the mysterious light beings called the Archons?Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-62238933657641167992015-03-12T15:19:00.001+01:002020-06-13T12:30:32.328+02:00The music in my gamesMusic is an important inspirational tool in my gaming. I listen to music when i write stuff, i listen to music when i play games and when i listen to music my drifts into those imaginary realms that are such a big part of my life.<br />
<br />
Following is a selection of music that connects me to the realms of my imagination. Feel free to supplement with your own in the comments section.<br />
<h3>
Steeleye Span - Seven Hundred Elves</h3>
<div>
Play D&D for a long time and you are bound to become ambivalent towards the tolkienesque elves of the vanilla settings. British folk rock band <a href="http://en.wikipedia.org/wiki/Steeleye_Span" target="_blank">Steeleye Span</a> hearkens back the elves of mythology, "(...) foul and grim they were", in this song lending them some much needed authenticity. </div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/6T1WgnAymcw/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/6T1WgnAymcw?feature=player_embedded" width="320"></iframe></div>
<h3>
Blood Ceremony - The Great God Pan</h3>
I can never get enough of heavy brooding metal, mythological references and stunning female vocals.<br />
<br />
Blood Ceremony was actually recommended to me by Jefferey Talanian of <a href="http://www.hyperborea.tv/" target="_blank">North Wind Adventures</a> who has created <a href="http://www.hyperborea.tv/" target="_blank">Astonishing Swordsmen & Sorcerers of Hyperborea</a> the retro-clone that really opened my eyes to the OSR. Encounters with dark satyrs are bound to crop up in my games.<br />
<br />
(This live video contains a bit of "concert atmosphere" before the song starts)<br />
<br />
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<h3>
Ozzy Osbourne - Old LA tonight</h3>
<div>
This song was sort of special to me back in my teens when we played Kult and swedish cyberpunk/euro tech-thriller game Neotech (the 1st edition, 2nd was crap).<br />
<br />
It was a great time. Our characters were typically based on Predator comics character <a href="http://avp.wikia.com/wiki/Schaefer" target="_blank">Detective Schafer</a> and some of them <a href="https://www.google.no/search?q=lorenzo+lamas+renegade&espv=2&biw=1366&bih=643&source=lnms&tbm=isch&sa=X&ei=TijzVNOCOYSfPYeDgNgF&ved=0CAYQ_AUoAQ" target="_blank">looked like Lorenzo Lamas on Renegade</a>.<br />
<br />
The combination of melancholy and action-movie aesthetics was very moving to my angsty teenage self and it still gets me every time.<br />
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<h3>
Frederick Curzon - Robin Hood Suite</h3>
</div>
Not everything needs to be rock and roll. Curzon's Robin Hood Suite feels like<a href="http://www.imdb.com/title/tt0029843/?ref_=nv_sr_1" target="_blank"> that Robin Hood movie with Errol Flynn</a>, a movie that took my mind to other places long before i even knew what fantasy was. (I've always wanted a PC that looks like Errol Flynn, why haven't done that?). Enjoy!<br />
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<h3>
Hawkwind - Chronicle of the Black Sword</h3>
I don't think i need to explain this. <a href="http://en.wikipedia.org/wiki/The_Chronicle_of_the_Black_Sword" target="_blank">Hawkwind and Moorcock's collaboration on giving the saga of Elric the Melniboné a musical expression is just awesome</a>. It is <i>the </i>audio expression of so much of the inner landscape I've been playing in since childhood.<br />
<br />
My personal favorite on the album is probably "Needle Gun" though which always makes me think of <a href="http://neumaschine.deviantart.com/art/Razorgirl-Molly-Millions-367375147" target="_blank">fletchette-gun toting original razor girl Molly Millions</a> from <a href="http://en.wikipedia.org/wiki/Neuromancer" target="_blank">William Gibson's Neuromancer</a>. (Although I'm aware that it is supposed to reference Moorcock's character <a href="http://en.wikipedia.org/wiki/Jerry_Cornelius" target="_blank">Jerry Cornelius</a>).<div><br /><div style="text-align: center;"><iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/videoseries?list=PLWfGw2maX1M6bFLuV7jsBrWtR3F4S2rzJ" width="560"></iframe>
</div>
<br />
<br />
<br />
There is a <a href="https://www.youtube.com/watch?v=STNrzt5jKvo" target="_blank">live concert movie with the songs from Chronicle of the Black Sword available on YouTube</a>. Including, if I'm not mistaken, Michael Moorcock himself.<br />
<br />
<i>p.s I usually use Spotify for listening to music so i added the albums where these songs can be found and few other treats of Norwegian fantasy inspired prog to a <a href="http://open.spotify.com/user/crisippo/playlist/2Vs8sDWrR3CdRBuYcPcYfw" target="_blank">public spotify playlist</a>.</i></div>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-90125566113009587682015-03-01T14:22:00.000+01:002015-03-01T14:22:48.353+01:00Nymph for 5e<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/0/0e/Zorn_Love_nymph.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/0/0e/Zorn_Love_nymph.jpg" height="400" width="237" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Anders Zorn (1885)</td></tr>
</tbody></table>
The nymph is a creature that appears every so often in D&D. <a href="http://en.wikipedia.org/wiki/Blackmoor_%28supplement%29" target="_blank">The first time was in the Blackmoor supplement in 1975</a> and after that in the <a href="http://en.wikipedia.org/wiki/Monster_Manual" target="_blank">1st edition AD&D Monster Manual.</a> In later editions, the nymph seems to have lost popularity.<br />
<br />
The nymph does not appear in the 5e Monster Manual and apparently didn't show up until Monster Manual III of the 4th edition (i have never played nor been a fan that edition).<br />
<h3>
So what is wrong with the Nymph?</h3>
Fighting beautiful forest women who really are somewhat nice, is not as motivating as taking out that beholder in those ruins over there. I get that. The Nymph is not really a «monster».<br />
<br />
The fact that the fight might be a bit hard since you can go blind just looking at her and that you could even die if she happens to be naked is also a bit boring. A Nymph could end your character fast and probably without much fun.<br />
<h3>
Death by nudity is not just silly...</h3>
The death by nudity thing is troubling in terms of sexism as well. It reinforces the view that female sexuality is somehow dangerous, which again leads to the classic double standard about sex. The impossible demand that women should be both chaste and erotically available at the same time is a staple of how many cultures have controlled women.<br />
<br />
It also robs the Nymph, as a character, of so much agency. If she is to avoid causing blindness (or death) to those around her, she has to stay hidden and out of the way. (I am aware that some editions have stated that a Nymph can suppress these abilities, which makes it better, but the point still stands)<br />
<h3>
But I like Nymphs</h3>
I like having strange, powerful and erotic forest women as monsters/NPC's in my campaigns. Nevertheless, i want them to be a less silly and more interesting as an ally or patron to the characters.<br />
<br />
So what do i do? I make my own Nymph:<br />
<h3>
Nymph</h3>
<i>Medium fey, chaotic good</i><br />
<b>Armor Class</b>: 11<br />
<b>Hit Points</b>: 154 (28d8+28)<br />
<b>Speed</b>:<br />
<b>STR 10 (+0)<span class="Apple-tab-span" style="white-space: pre;"> </span>DEX 12 (+1)<span class="Apple-tab-span" style="white-space: pre;"> </span>CON 12 (+1)<span class="Apple-tab-span" style="white-space: pre;"> </span>INT 16 (+3)<span class="Apple-tab-span" style="white-space: pre;"> </span>WIS 20 (+5)<span class="Apple-tab-span" style="white-space: pre;"> </span>CHA 28 (+9)</b><br />
<b>Skills</b>: Deception +13, Insight +9, Nature +7, Perception +9, Stealth +5<br />
<b>Damage immuities</b>: Acid, Poison<br />
<b>Damage resistances</b>: Bludgeoning, Piercing, Slashing<br />
<b>Senses</b>: darkvision 60ft., passive Perception 19<br />
<b>Languages</b>: Elvish, Sylvan<br />
<b>Challenge</b>: 11 (7,200)<br />
<br />
<b>Blinding beauty</b>: The nymph's otherworldly beauty makes attacks against them hard. Creatures attacking a nymph must make a DC 21 Charisma saving throw or have disadvantage on their attacks.<br />
<br />
<b>Spellcasting</b>: The nymph is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).<br />
<br />
<ul>
<li>Cantrips (at will): Druidcraft, Guidance, Thorn Whip</li>
<li>1st Level (4 slots): Entangle, Faerie Fire, Fog Cloud, Healing Word</li>
<li>2nd Level (3 slots): Barkskin, Gust of Wind, Hold Person</li>
<li>3rd Level (3 slots): Call Lightning, Conjure Animals, Wind Wall</li>
<li>4th Level (1 slot): Confusion</li>
</ul>
<h4>
Actions</h4>
<b>Improvised Club.</b> Melee Weapon Attack: +1 to Hit, reach 5ft., one creature. Hit: 2 (1d4) bludgeoning damage.<br />
<br />
<b>Change Shape</b>. A Nymph can use her action to magically polymorph into a beast with a challenge rating no higher than its own, or back into its true form.<br />
<br />
In the new form, the nymph retains its alignment, hit points, Hit Dice, proficiencies, lair actions, and Intelligence, Wisdom and Charisma scores as well as this action. Any other statistics and capabilities are replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
<b>Fey charm</b>. The nymph targets one humanoid or beast within 30 feet of her. If the target can see the nymph, it must succeed on a DC 21 Wisdom saving throw or be magically charmed. The charmed creature regards the nymph as a trusted friend to be heeded and protected. Although the target is not under control of the nymph, it takes nymph's actions or requests in the most favorable way it can.<br />
<br />
Each time the nymph or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect itself on a success. Otherwise, the effects lasts 24 hours or until the nymph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target's saving throw is successful, the target is immune to the nymphs Fey Charm for the next 24 hours.<br />
<br />
The nymph can have no more than one humanoid, but any number of beasts, charmed at a time.<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://fc05.deviantart.net/fs51/f/2009/321/7/b/Solstice_Night_by_ForestGirl.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://fc05.deviantart.net/fs51/f/2009/321/7/b/Solstice_Night_by_ForestGirl.jpg" height="200" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://forestgirl.deviantart.com/art/Solstice-Night-143887120" target="_blank">Soltice Night</a> by <a href="http://forestgirl.deviantart.com/" target="_blank">Forest Girl</a> at deviantart (CC <a href="http://creativecommons.org/licenses/by-nc-nd/3.0/" target="_blank">BY-NC-ND 3.0</a>)</td></tr>
</tbody></table>
<h3>
Nymph lairs</h3>
Nymph lairs are beautiful natural places. Deep forest groves or spacious natural caves covered in rich moss. Water is always present in a nymph’s lair. A deep pool, a hole in a flowing river or a trickling silvery brook.<br />
<br />
It is common to find animals inside or close to a nymph lair. Assume there is at least two beasts of challenge rating 1 or lower near a nymph lair at any time.<br />
<br />
Other fey also usually flock to nymph lairs. Pixies, Blink dogs and Sprites are all common. Nymphs take Satyr lovers from time to time as well. <br />
<h4>
Lair actions:</h4>
On initiative count 20 (losing ties), the nymph takes a lair action to cause one of the following effects:<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/6/68/Black_puma.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/6/68/Black_puma.jpg" height="195" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Black Puma by Lizars Mariomassone</td></tr>
</tbody></table>
<ul>
<li>Can cause any intruder into her lair to go blind. The creature is allowed a DC 17 Constitution saving throw to avoid this effect. This condition is removed normally.</li>
<li>Can cause any part of the ground, up to a 20-foot radius, in her lair to twist and sprout pikes and thorns. This area becomes difficult terrain and a creature moving into or within the area takes 2d4 piercing damage. The area is not camouflaged in any way.</li>
<li>Can conjure a vine that sprouts from the ground in an unoccupied space within the lair. This vine can lash out at a creature within 30 feet of it. The creature must make a DC 17 Dexterity saving throw or be pulled 20 feet towards the vine. The vine will restrain the creature until it succeeds on a DC 21 Strength (Athletics) check or is released by the nymph.</li>
<li>Can conjure one beast of challenge rating 1 or lower; or can conjure one fey of challenge rating ½ or lower.</li>
</ul>
<i>Responses and constructive feedback are always welcome.</i><br />
<i>PS. after writing this i came across the suggestion in the <a href="http://talesofthefroggod.com/swords-wizardry-monstrosities" target="_blank">Swords & Wizardry Monstrosities book</a> that looking at a <a href="http://www.d20swsrd.com/swords-and-wizardry-srd/for-the-referee/monsters/all-monsters/monster-details-k-through-n" target="_blank">nymph</a> could change someone into an animal. That is also very cool and i would probably add that power to my 5e nymph version.</i>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com3tag:blogger.com,1999:blog-1828791149913940544.post-19056441470097579662015-02-20T09:53:00.003+01:002015-02-20T09:53:59.077+01:00Preparing X1 - The Isle of Dread<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEize6pWvfctjk5joPBoXvyMb7gx9hMejP6JhlW7db5AmmtfmHwMZxC4glXojV40XnynM6brCU31a40NiMPNzTFwd2Rb3qo8ELT_AFpJeZdwx0Zl2d2BIE0SRGHm3BHM8o67e1GVk4LRA4Q/s640/20150219_123328.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEize6pWvfctjk5joPBoXvyMb7gx9hMejP6JhlW7db5AmmtfmHwMZxC4glXojV40XnynM6brCU31a40NiMPNzTFwd2Rb3qo8ELT_AFpJeZdwx0Zl2d2BIE0SRGHm3BHM8o67e1GVk4LRA4Q/s640/20150219_123328.jpg" height="240" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Cabin view<span style="background-color: white;"> </span>including ski tracks.</td></tr>
</tbody></table>
This time of year for over fifteen years, I have retreated to mountain cabin in central Norway for four to five days of intense gaming.<br />
<br />
Our yearly winter trip has become a fond tradition for me and my friends that now live scattered across Norway. Still we get together, almost all of us, every year.<br />
<br />
We have run many different games over the years, but <a href="http://en.wikipedia.org/wiki/Warhammer_Fantasy_Roleplay" target="_blank">Warhammer FRP (1st and 2nd edition)</a> have featured prominently with the occasional round of D&D, <a href="http://en.wikipedia.org/wiki/Kult_%28role-playing_game%29" target="_blank">Kult (Swedish horror game)</a> and<a href="http://en.wikipedia.org/wiki/Earthdawn" target="_blank"> EarthDawn</a>.<br />
<br />
This year we are going to do something that I have been looking forward to for a long time. Running one of my favorite modules: <a href="http://en.wikipedia.org/wiki/The_Isle_of_Dread" target="_blank">X1 The Isle of Dread by Tom Moldway and David Cook</a>. I do not think I need to tell people why X1 is great, <a href="http://grognardia.blogspot.no/2009/02/retrospective-isle-of-dread.html" target="_blank">this great person</a> has done so and <a href="https://rpgcharacters.wordpress.com/2014/01/08/the-isle-of-dread/" target="_blank">this great person</a> as well.<br />
<br />
With my personal nostalgia out of the way, I will turn to how I have been preparing to run it.<br />
<br />
I am using the module with D&D 5e, so there is something new as well as something traditional. I am also leaning on the play test version of the module as well as the original version (and even a Norwegian translation of the module from the Norwegian edition of the Mentzer Basic D&D Expert-rules, aka “Blåboka” in Norwegian).<br />
<h3>
So how to prepare the sandbox?</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://c1.staticflickr.com/3/2295/2329682854_f0a7cf9ec3.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://c1.staticflickr.com/3/2295/2329682854_f0a7cf9ec3.jpg" width="247" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Isle of Dread module-cover (1983 cover)</td></tr>
</tbody></table>
Well, the first thing to realize with a hexcrawl-type sandbox is that it is only a framework and that, as a DM, you have to create the details of, and connections between, the seeds that the sandbox gives you.<br />
<br />
I have read somewhere (but I cannot remember the source) that a sandbox is about emergent stories.<br />
Not the stories you, as a DM might want to tell, but the stories that you as players (the DM also being a player) find as you explore.<br />
<h3>
Sowing adventure seeds</h3>
Consequently, I have spent my prep time taking the seeds that are already in the module and trying to fill them with good stuff.<br />
<br />
<b>The first thing</b> I did was hack the encounter tables. There are significant variations between the play test encounter tables and the original ones. I wanted to stay close to the original ones but I had to remove a few monsters because I did not have the time to convert them. Weighing the different results of an encounter table is also a fun exercise and it lets me prefer some encounters to others without implementing the quantum ogre.<br />
<br />
<b>The second thing</b> I did was create rival NPC adventuring parties. This is not in the play test version, but the rival adventuring parties suggested in the original module are nice and I love making NPC parties. Now I have an evil band of adventurers looking for a temple, a neutral band of treasure hunters and a good pair of adventurers looking for a powerful fey.<br />
<br />
<b>The third</b> was creating a web of relationships between the village chieftains, their witch doctors and war chiefs. I made a few choices and clarifications about how the villages and clans of the module interact. Adding some political intrigue to this module is exiting because the structure of clans in the villages opens up another level of complexity.<br />
<br />
<b>The last point</b> was writing a paragraph of additional detail about the major encounters on the island. Detailing the current plans and some personality traits of the leaders of the isle have really made the island come alive.<br />
<h3>
Improvisation</h3>
Another reflection after preparing this module is that the loose structure is very useful for providing the DM with a room for improvisation without having to resort to railroading the players. In other words, the undefined parts of the module are actually the most exiting parts because it is where the players have room to unfold their ideas and plans (or schemes…)<br />
<br />
I have made sure there is still enough room for those on the Isle of Dread.<br />
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<br />
These are borderlands, undefined and lawless. The people make the law themselves here. Any central authority holds little relevance here.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilxnYugUUgpydlZESaJ_9zhwL6Cg9GR3qOSB7LRKHPCuLrAHEvOvGIx0UU_26O6a6XpdRhU-4WYoZNn36WrdJfLWC6Yo8m1jMR7r_ZjQJPdKEaBIHb2ni_yrA11HpiyZrmd6avObyb2Tg/s1600/Engerdal_Femunden.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilxnYugUUgpydlZESaJ_9zhwL6Cg9GR3qOSB7LRKHPCuLrAHEvOvGIx0UU_26O6a6XpdRhU-4WYoZNn36WrdJfLWC6Yo8m1jMR7r_ZjQJPdKEaBIHb2ni_yrA11HpiyZrmd6avObyb2Tg/s1600/Engerdal_Femunden.jpg" height="168" width="320" /></a></div>
<br />
It is here that the Witchunter arrived in the Year of Our Lord 1601. A grim and somber man leading a pack of dirty disheveled mercenaries. No one knew why he came. What god could lead him here?<br />
<br />
At a small farm called Kvitstein the Witchunter and his men make a stop. The farmer and his wife makes them some food. The men are quiet. The couple's young daugther is curious but afraid.<br />
<br />
Suddenly the sky fill with dark clouds.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Daniel_Tilas_1741_Charta_Svucku_Fjell.jpg/597px-Daniel_Tilas_1741_Charta_Svucku_Fjell.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Daniel_Tilas_1741_Charta_Svucku_Fjell.jpg/597px-Daniel_Tilas_1741_Charta_Svucku_Fjell.jpg" height="257" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">By Daniel Thilas (1712-1772)</td></tr>
</tbody></table>
Suddenly the Witchunter claims that the mark of the Underworld on the little girl. He points to his powers as a servant of God and the King. He wants to kill the girl. The parents, desperate, protest but are overpowered by the Witchunter's men. The girl, all of nine years old, tries to run but is caught.<br />
<br />
Black smoke twirls towards the dark sky. A mother wails for her lost child. The father is unable to utter a sound. The Witchunter and his men leave.<br />
<br />
A dark year passes.<br />
<br />
A woman now lives alone at Kvitstein. She is the wife of a man condemned to die for attacking a servant of the Crown. A woman who lost his daugther in a witches pyre.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/5/56/Ep%C3%A9e_de_justice_IMG_3471.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/5/56/Ep%C3%A9e_de_justice_IMG_3471.jpg" height="200" width="133" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">By Rama <a href="https://www.blogger.com/(http://creativecommons.org/licenses/by-sa/2.0/fr/deed.en)" target="_blank">CC BY-SA 2.0 fr</a>, via Wikimedia Commons</td></tr>
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The woman works hard to keep the farm going. She tills the earth, feeds the animals and maintains the houses. She is happy, but lonely. Only the ghost of her daughter to keep her company. The ghost, the Devil and the creatures of the Underworld.<br />
<br />
Then one day a man arrives. A grim man carrying a large sword and a haunted sad look in his eyes. He is traveling to execute a man imprisoned. He is going to kill her husband. Travelling with the executioner is his ten year-old daugther.<br />
<br />
<i>Inspired by the lonely places where i grew up and <a href="http://en.wikipedia.org/wiki/Hammer_Film_Productions" target="_blank">Hammer Horror</a>-films.</i>Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0tag:blogger.com,1999:blog-1828791149913940544.post-43978042687546686282015-01-31T14:29:00.000+01:002015-01-31T14:29:36.177+01:00Encounters at the Slaugthered Rose<a href="http://realmofmelpomene.blogspot.no/2015/01/the-slaugthered-rose.html" target="_blank">I previously posted an inn called the Slaugthered Rose.</a><br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/0/04/Fashion_Plate_Manteau_1823.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/0/04/Fashion_Plate_Manteau_1823.jpg" height="320" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: #f9f9f9; color: #252525; font-family: sans-serif; line-height: 21.2800006866455px; text-align: start;">Fashion plate from </span><i style="background-color: #f9f9f9; color: #252525; font-family: sans-serif; line-height: 21.2800006866455px; text-align: start;">Costume Parisien</i><span style="background-color: #f9f9f9; color: #252525; font-family: sans-serif; line-height: 21.2800006866455px; text-align: start;">, 1823</span></td></tr>
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I will be using that inn to lauch my players into my 5e version of the Isle of Dread module (released for D&D Next as part of the playtest).<br />
<br />
Here are a couple of encounters that I'm planing to run for my players that i figured i might share with you:<br />
<h3>
Encounter one: A cryptic warning from a cloaked stranger</h3>
This encounter should run within minutes of the PC's entering the Slaugthered Rose.<br />
<br />
A cloaked elf with shortish hair in a Small pony-tail approaches the PC's. «I need to warn you» he whispers to a random PC and then signals for all of them lean closer. «A foul wizard is in town. He is searching for you», he points a finger at a PC, «and you would do well to stay clear of him». After speaking his piece the elf moves off.<br />
<br />
The PC's will probably try to question him further or even try to stop him. He will repeat the above information, but refuses to elaborate, tell them why he is warning them or give his name. A DC 10 Wisdom check reveals that he is clearly very determined to keep it this way.<br />
<br />
The elf makes no aggressive moves, but reveals a shortsword beneath his cloak if he feel threatened. Should the PC's attack he will spend a round or two dodging their attacks, using a bonus action to disengage and appeal to the other patrons for help.<br />
<br />
<ul>
<li>There is a 1-in-6 chance that 1d4+1 commoners will come to his aid. </li>
<li>There is also a 1-in-6 chance that the barbarian Dhuin will become emotional and assist the elf with his best violence.</li>
<li>Finally there is 5-in-6 chance that mr. Blacksail will send for the guards.</li>
</ul>
<br />
D3+1 guards will arrive in 10 rounds after being summoned. When they do there is another 4-in-6 chance that 2d4+1 commoners will assist the guards in subduing the characters. Another 1d6+1 guards will arrive after five minutes.<br />
<br />
As all of this goes on the elf will defend himself to the best of his ability: <b>Elven rogue 3; Spd 35ft; AC 15 (leather armor); hp 16, Melee attacks Shortsword +5 to hit; Hit: 4 (1d6+1) and Dagger +5 to hit; Hit: 3 (1d4+1). S 12 (+1), D 17 (+3), C 11, I 11, W 12 (+1), Ch 12 (+1).</b> He is also quite Acrobatic (+7) and Athletic (+5) which he will use to keep is distance from the PC's.<br />
<br />
Unless this encounter ends with the PC's in chains or somehow on the run the elf will leave and they will have to ponder his strange words to them.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://fc07.deviantart.net/fs26/f/2008/040/e/a/pirate_girl_by_flo_moshi.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://fc07.deviantart.net/fs26/f/2008/040/e/a/pirate_girl_by_flo_moshi.jpg" height="400" width="303" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://flo-moshi.deviantart.com/art/pirate-girl-76885888" target="_blank">Pirate Girl</a> by <a href="http://flo-moshi.deviantart.com/" target="_blank">flo-moshi</a> at <a href="http://www.deviantart.com/" target="_blank">deviantart</a> (<a href="http://creativecommons.org/licenses/by-nc-nd/3.0/" target="_blank">CC BY-NC-ND 3.0</a>)</td></tr>
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<h3>
Encounter two: The pirate lady</h3>
This is a role-playing encounter and, as such, it requires the DM to tweak it's details to the setting and the campaign. It's focus is to introduce an NPC that has an interest in the PC's, but given the mistaken identity plot she may also have mistaken the PC's for someone else.<br />
<br />
An elegant lady dressed in breeches with white long socks, a silk blouse and sporting a red bandana approaches the PC's. She introduces herself as Sorine Pavel and asks what the characters are up to or simply if she could join them for a drink.<br />
<br />
They may become suspicious of her, in which case she will back off, but she is also very charming and will quickly hint that she has something to offer the PC's.<br />
<br />
If they accept her company Sorine will tell them about a sea journey she has just returned from.<br />
<blockquote class="tr_bq">
<i>The captain of the Lamprey wanted to stay well clear of the isles in the Dread Sea. Some of them may be haunted you know and their inhabitants are wild men... flesh eaters.<br />Still we came close to one after a hard night fighting to stay alive during a vicious storm. We could hear the sounds of drums... It gave me the creeps. Then later we heard a roar. A terrible roar.<br />There are stories of brave adventurers exploring some these isles. A few have even returned, some with gold and some with arcane secrets.</i></blockquote>
Sorine is clearly interested in any rumors about historical expedition to these islands, or even better to hear of current plans for an expedition.<br />
<br />
Sorine is on a secret mission to find an expedition to join or possibly to initiate one herself. Her taskmaster is the court of the Empress of Bavmoria for whom Sorine is a spy.<br />
<br />
The DM has to decide if Sorine is mistaken about the PC's indentity or if she's not. In my campaign she is not. (Stats wise (5e) she is a Rogue 3/Figther 1 human with a +6 bonus on Charisma (Deception & Persuasion) tests. If i might a nice way to do it i might publish her full stats later)Crisippohttp://www.blogger.com/profile/14513621944158787157noreply@blogger.com0