Teach Your Kids to Game Week – 2013

Teach Your Kids to Game WeekDriveThruRPG launched their Teach Your Kids to Game Week on Monday this week. With today’s digital assault of TV, video games, tablets, and such – this is a perfect time to keep the RPG fires burning and teach your kids, nieces, nephews, or any other kid you know the fun of RPG gaming. Where the options are limitless and not constrained by what the digital 1’s and 0’s can do.

Teach Your Kids

I hear a lot of folks saying they will teach their kids to game when they are a little older. As someone that has taught kids about RPG games at an early age, you might be surprised at just how soon they are ready to take on some form of RPGs. You can read about some of my experience with how my kids started in last years ‘Teach Your Kids to Game’ post.

DriveThruRPG List

To help you out DriveThruRPG has a three page list of games available if you want something tailored to gaming with children right here. There are a variety of systems if you feel you want something geared specifically for kids.

I wrote an adventure or two contained in the Argyle and Crew’s adventure supplement. A game played with sock puppets! And a great way to teach the really young kids about RPGs and possibly even coach them through life experiences!

Another interesting product it the Dagger supplement, an OSR approach to teaching kids to game from Brave Halfling Publishing. I don’t have much experience with this system, but its advertised approach looks quite interesting and it is hanging out at four out of five stars at the moment.

Or Don’t Underestimate the Kids

The list above is useful if you really feel the need to have a kid specific product to intro kids to RPGs. But I think we sometimes underestimate kids and we can just “water” down an existing ruleset and make it playable by kids quite easily. As I have noted in the past, I’ve taught my kids to play with D&D 3.x or Pathfinder before there were actual starter sets for them. I just made sure to handle the heavy lifting of the specifics for them.

A lot of us started gaming when we were just kids. Self-taught perhaps around the age of 9 to 11. I know I taught myself Basic D&D from the Moldvay boxed set. Just think of what your kids can do with just a little bit of coaching and a similar rules set. I often think the best way to teach your kids to game is take the system you are familiar with, ask them what they want to be or what they see their characters doing and then apply a class to that and start playing.

Teach the Kids

Regardless – the important thing to take away from this week is to start teaching your kids to play! My kids love it and have been exposed to several different rule systems by this point. So whether it be simplifying your current favorite rules system or picking up a made for kids from the list above – take a few hours this coming up weekend and teach your kids to game!

Handling Social Awkwardness

con_tableIf your games are designed anything like mine your players will face the reality of having to do social interactions to find out key pieces of information. Even if the Barbarian beats the NPC to an inch of his life and then intimidates him it is still a social interaction right? Now I do not want to tar everyone with the same brush but it is true that there are a lot of socially awkward people that exist in our hobby.

Take me for example. I am a good writer (great when I can be bothered editing what I write), intelligent, a good teacher and trainer and great public speaker. BUT put me in a party where I have to talk about my self or about socially acceptable things and I clam up. I can’t stand large social gatherings. I get angry and upset at myself which turns into a brusqueness that people mistake for me being a complete and utter ass. I also am recovering from depression so mixing alcohol with that mix is a recipe for social awkwardness at best.

In game though I expect, and am expected to, run characters with social confidence. I can do this because it is a hat that I can put on that is not me but others may struggle to do this because of their issues. So, as a GM how do we handle a player’s ability to handle social interactions. Nearly every game has a social mechanic added to it and suggestions on how to handle that social nature of the game.

Inside each of these games there are suggestions on how to handle this material. Some games suggest if the players are comfortable then role-play it out. Others suggest players may not be as charismatic as their own characters and that is why the mechanic exists as it acts as an equalizer for the party. Of course there are a number of options that exist in between in many games and I think I have tried most of them over my gaming career. But which works the best.

It may or may not surprise you that it depends on two things. The first is the makeup of the party and the other is you, as the GM and your capabilities. The first thing you really need to look at is yourself. This is the one thing you have the most control over and hopefully the most understanding of. You need to do some self reflection and work out why you want to run a game that is at its heart a social game. It is all about the to and fro interaction between yourself and the group and how that dynamic works.

I do not want to scare you, especially if you are a new GM. But you must know your limitations. If you know you are going to struggle with social interaction, or more importantly, the roleplaying of social interaction look to the system you are using and get familiar with the system. Because it is the great equalizer. You can say to the players “The guard asks you for your identification again even though you have told him you don’t have any. This is going to need a bluff roll to get past.” That is all great. It equalizes things, especially if you have really experienced players who are trying to hog the limelight and railroad you into letting their honeyed words convince you.

The second piece of advice I have for you is this. Being a GM is wearing another hat. It is a role you can inhabit. NPC’s are other people you can play to. As a GM it is expected that you will act in these roles and it is your time to be able to inhabit the mind of someone else. Ham it up. Use this time to build your confidence and know that the longer you do this role the easier it gets. Sure it is demanding and people will look to you as an authority but you are also human and it is OK to muck up as well.

The second thing you need to look at is your group and the mix of players. There are a bunch of different player types that I don’t want to confuse you with here (but if you want, read my post about it at the Pathfinder Chronicles) but I need to say you will have players that enjoy a different style of play. Some of these players may be more socially capable than others so look to their characters as well. If a player is roleplaying their half-orc barbarian with a charisma of 3 as a fluent, socially capable character trying to convince a princess to give up some information, something is wrong.

This is also where the system can act as a great equalizer. With a mechanic then all players are equal. That said, though your group may roleplay to the character and you may be comfortable enough to run the roleplaying freeform. It is likely to cause you quite a bit of trouble over your career as a GM before you work out where that line exists in your game. The longer you run games, the quicker you will adapt to situations and be able to run game with different groups successfully, but you really need to know all the different styles out there for this type of material.

So, in short, my best advice is take a look at yourself, at your players and experiment. It can be daunting and it can also be fun but get in and give it a try. Put the hat on and GM like a demon and listen to your players. You will soon work out what they like and don’t. Keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Bundle of Holding – OSR Style

Bundle of Holding OSR StyleRegular readers of The Iron Tavern know I tend towards an OSR style of game these days. I run a weekly DCC RPG game and dabble in running other games under various retroclones such as Swords & Wizardry and Labyrinth Lord. Maybe you’ve been curious or maybe you just need to fill out your collection of OSR products, but this week’s Bundle of Holding has gone OSR!

What is a Bundle of Holding? Bundle of Holding is a gathering of variously themed products and offering the bundle for one low price for the PDFs. 10% of your payment is sent to charity. For the OSR bundle your 10% will be split between the Cancer Research Institute and the Parkinson Foundation.

In addition there is the core offering and the bonus offering. The core offering is a very low minimum price that gets you a certain set of products. The bonus offering is yours if you pay above the current average price for the bundle.

Here is what is currently in the core offering of the OSR Bundle of Holding:

  • Swords & Wizardry Complete
  • Swords & Wizardry Monster Book
  • Eldritch Weirdness
  • Tomb of the Iron God
  • OSR Toolkit (a bundle in and of itself with Labyrinth Lord (no-art version), OSR essays, graph paper, etc)

Now a couple of the above are already available free for download, but with a minimum to pickup for $4 and helping a charity – still a good deal!

Moving into the bonus material is where it gets interesting. To get these products you need to pay more than the current average (just shy of $14 now).

  • BONUS: Adventurer Conqueror King
  • BONUS: Demonspore
  • BONUS: Stonehell Dungeon (plus supplements #1 and #2)
  • BONUS: The God That Crawls
  • BONUS: Vornheim: The Complete City Kit

I actually only had the Stonehell product as it is the direction I am leaning for my winter megadungeon campaign. But, ACKS, Vornheim and the others are ones I have been quite curious about, so this is a good opportunity to pick them up!

There is still just under 4 days to pickup this bundle. And keep checking back to the Bundle of Holding website as they may continue to add more bonus materials along the way.
This is a great way to help out a couple of charities and either start your OSR collection or supplement!

 

Treasure Hunting at Half Price Books

Role Aids Demons CoverIn Columbus Ohio, where I live, we have a few local gaming stores and for various reasons I have given up on all of them. The reasons range from bad service, to disgusting and smelly stores, to false advertising, and fraud. It’s odd but price was never a reason, even though now that I don’t use them I get all my books much cheaper. I use Amazon for some things, but not as much as one might imagine.

Mostly I use the five Half Price books stores in the area. Half Price Books is a chain of used book stores where most of their items are half price. It is not a place to get the newest hot release in gaming, but a great source for older material, and not all of it is used. Each store has a good sized gaming section and one never knows what they will find there. I have gotten some amazing deals there for which Jeff, the owner of Iron Tavern, constantly gets mad at me for because he never seems to find the same deals I do. Sadly, none of the items I picked up were awesome deals. Each was under $10, but there is still the chance I over paid for them.

The first item I picked up was Role Aids Demons box set by Mayfair Games. It was published in 1992 or 1993 – the box has one copyright on it and the book has another. Either way it puts it in the days of second edition D&D when the names of monsters like Demons and Devils were replaced. It makes me wonder if this was written as a direct response to that.

It has some cool ideas, the best dealing with the classic making deals with the devil kind of things. In here the demons have an agreement with the gods on how they may interact with mortals. The best thing about the book is a 64 page player handout of an ancient book on Demon lore to help the players handle and deal with Demons.

The book has some hit and miss classes, spells, and magic items that seem creative but difficult to tell rules wise how they fair. I would just translate everything from here into a different gaming system. Another cool idea they have is a small table that gives examples of Demonic presence. It has suggestions on how people behave if they have made a deal, how the environment reacts to these other worldly figures, and in general it is a cool starting point to add some awesome flavor into the campaign. If I ever run a fantasy campaign again this is defiantly a resource I would like to make use of.

Another item I bought is the 1981 box set Bushido by Fantasy Games Unlimited. It is the third company to make the game in three years and I have no idea what, if any changes were made. It is credited with being the first RPG to focus on the Orient. It is a complex mess especially by today’s standards. I’m sure I would have loved it if I had the game thirty years ago, but not sure after seeing it now. While there are some really cool details and setting information, it seems like there is not much that can easily be pulled from to use elsewhere. It certainly is not a game I would want to try to learn to play. It will make a nice conversation piece next to Space Opera which is what the game reminded me of most because of the dense text and complex game mechanics. I was able to get the box set cheaper then what the PDF sells for, so there is that.

Mayfair Chill CoverThe last book I purchased is Chill RPG by Mayfair games from 1990. As horror RPGs go it is not too bad. I also don’t think it does a lot to separate itself. Even after reading it I’m not sure what makes a Chill game a Chill game. One thing the book does well is it comes with a small introductory pamphlet. This sums up the game very well and is easy to copy to hand out to players. It has a decent GM section for running horror games and offers some interesting and different takes on monsters and presents some that I have not seen elsewhere. I think it can offer some good inspiration but just does not stand up with other horror games these days.

Even though these are older out of print books that have seen their best days go by it doesn’t mean they are totally worthless. I pick up old books and games for inspiration for my new games. Sometimes it is fun to read them and see how things were done twenty and thirty years ago. I was gaming at the time but for whatever reason these books and box sets where completely unknown to me at the time. That is one of the reasons I like hunting for things at the local used book stores because I never know what I am going to find.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

Flavor of Magic

Magician and SpiritsIn your campaign, do you flavor your magic? When a spell is cast is there some attempt to color the casting of it by description. Are they an interconnected style of casting like wisps shadows for necromancers, sparks of energy from an evocation specialists, rainbows of color falling from the illusionists hands. Do you allow the players to build up their own evocative descriptions of their casting of spells or does your table just use the spells as written?

Creating an immersive environment in a game relies on a lot more than just running an interesting plot or using interesting NPC’s, creatures and other threats. To provide an environment that helps the player lose themselves to the visualization it is often best to incorporate as many senses in your descriptions at once. Especially around the idea of magic in a Fantasy campaign as magic is often the backbone to a Fantasy campaign.

I always try to add something to my descriptions of a spell being cast. There is little of interest in simply saying “the mage reaches out and casts web”. Instead flavoring it produces a much more immersive environment like “the mage thrusts out his hand and a wad of sticky strands hurtle forward spinning outward causing a web to emerge as it grasps at your body”. Sure it takes more effort and a few more words but those words are worth so much more to the part of your players mind that is currently trying to visualize the action. It makes it real to them in a sense and they will easily become immersed in it.

But now my challenge is to take this technique and take it a little further. There is much more magic in the world apart from our mages. Take the cleric’s spells and energy channelling powers. How would their gods want this power to appear and manifest? Is it pure light of divinity or the whiff of sulfur from the pit. Rite Publishing’s Secrets of Adventuring offers up a really good level of information for the channelling powers of the cleric giving the appearance, sounds and senses involved as the cleric channels (in fact they make a new class called the Divine Channeler which is pretty damn cool).

But even further from this is the idea of magic items! Does the sword glow when it’s magic is operational? Does the ring clamp onto the finger tightly so that it cannot be removed easily? What about the robe of the archmagi? Such a powerful item surely exhibits some kind of behavior different to the robes of the other mages. perhaps it is self cleaning or powers a stronger aura for the wearer.

Fantasy games almost inevitably have the themes of magic right through them. There are magic poor fantasy worlds and games but there are very few (in fact I can’t think of one) if any fantasy games that do not address magic in the game. My suggestion to you as the GM is to think about how that should manifest in the game. You may want to make it complicated and ritualistic and layer every type of magic with a different appearance and feel or keep it a little more simple and simply have a few standard ideas to run with. But make sure you do do it. It makes the story and game that much more believable and immersive for your players.

Getting your players into a game can be difficult, keeping them playing week to week is another skill. You will have rules lawyers that will want to discuss the specifics of a spells description but that does not mean you can’t flavor it all up with some nice descriptive words first. Get the description right and then look at the detail. That way the more theatrical players will have their minds engaged while the more factual players can concentrate on the nuts and bolts.

A GM has to come to the table armed with a lot of skills. You are a relationship manager, a rules expert, an actor, an improviser and above all else you are the players senses in this imaginary world. Play that up and I guarantee you will make a stronger game and your players will love the approach of game time. Of course it is hard to get right all the time, but just try and with practice you will find this all happening automatically for you. Until next time, Keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

A Halloween Look at Dread

Dread Cover

[Editor Note: A kind person noted that the PDF of Dread is on sale at DriveThruRPG right now for $3!]

It is the week of Halloween and time to talk about horror gaming. It is hard to scare people in RPGs. I’ve creeped people out and made them squeamish, but the only real scares have been accidental. One time we were playing D&D in my apartment and during a tense scene one of our friends who was late to the game banged on the window suddenly giving us all a fright.

Horror games are popular in RPGs, but so much of it is understood and the rules can be burdensome that it takes away from the horror aspect. One game though has found ways to bring a level of nervousness and uncertainty to the gaming table like many classic horror movies do and that game is Dread.

In 2006 I was an ENnies judge and the Dread RPG was submitted. We nominated it for Best RPG and Mutants and Masterminds 2e won the Gold and Game of Thrones won the Silver. Dread did not stand a chance against those games in popular vote but looking at it and the games it was up against that year only M&M has had a better showing since then. Dread is by far the most innovative RPG I had seen at the time. It uses a Jenga tower as its resolution mechanic. Some people see it as a gimmick and I know more than a few people that refuse to play the game because of that. But it works at creating tension and consequences for actions unlike anything I have seen. If one knocks over the tower your character dies. It is that simple and it makes the game unlike any other. I have seen someone knock the tower over with the very first pull. I have seen people knock over the tower on what is basically a perception check or knowledge check. It really makes one think about his character’s actions knowing that a failed pull can cost that character’s life.

Everyone knows Dread as the Jenga game but the most innovative part and the aspect of the game that is easiest to use in other games is character generation. The game is designed for one-shots and character sheets are a list of leading questions. The player answers the questions to define his character. Questions can sometimes be a challenge to come up with so one cool thing about the Dread RPG book is at the bottom of each page are sample questions like “Despite being a pacifist what situation always leads you to violence?” The question defines the character in a specific way but allows for the player to pick a situation their character will probably get into in the session. Most characters are a list of about a dozen questions but I personally prefer closer to eight. It takes less time to do and it is easier to fit that information into the session.

The summer I and the other judges nominated it for an ENnie I was playing a game at Origins where the GM used the question character generation to help enhance the game he was running. He had the dull character sheets with the mechanics and everything on it but allowed for the players to define some of the details of the character. I thought it was a great idea. I don’t use it all the time, but I like to include some questions when it works for the game.

Dread works best for horror and I have played with all kinds of horror scenarios. It seems easy to me to see how any horror movie or book can become a Dread scenario. But for people looking for sample Dread adventures there is Dread Tales of Terror issues one and two. Wastelands, the first one, has two adventures in it as well as some good advice for the game. Each adventure is a simple set up, one being in a post-apocalyptic world and the other one waking up in the local grocery store with only the other players characters around in an otherwise seemingly empty world. Precious Illusions, the second one, seems to push boundaries a little more. The first adventure there called Little White Birds deals with a children’s insane asylum and the second one, Beneath the Service, is a High School reunion with some very messed up classmates.

Dread is one of those games that most gamers should try at least once. It can be challenging to run, as there is an art on when to ask players for a pull (and how many) and when not to require a pull. It is also one of the few games that does not require the book to be run, though the book is helpful to read to aid with some problems that might come up – like what does one do if the tower is knocked over on the very first pull.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

Appendix N Kickstarter

On Saturday part of my Appendix N Kickstarter arrived in the mail. The printed version of Ruins of Ramat.

Just last week I was singing the praises of the Dwarven Forge kickstarter for delivering on time, providing some extra customer service along the way and being at the top of the chart for Kickstarters I have backed. Appendix N is a little different.

Appendix N was a Kickstarter from Brave Halfling Publishing that raised $18k+ for a short series of adventures for the Dungeon Crawl Classics RPG. The prime price point for the kickstarter was $20, which by the end was supposed to get you four adventures (I think, in all honesty, I have sort of lost track) in PDF and in printed form. That’s right – printed form. This Kickstarter was very popular with the DCC RPG crowd. Estimated delivery for all of this was July 2012.

Suffice to say, here it is October 2013 and I’ve received the first print copy of the adventure line. John Adams, the gentleman behind Brave Halfling Publishing has had a pretty rough year with a variety of maladies on the personal front delaying things. In my opinion he has been pretty up front with his communication about these things.

So while this Kickstarter is probably the latest one I have been a patron of, I still can’t call this one a failure really. In fact, this is more like what I thought being a patron was all about. Throwing some money to a small publisher to get out a product they thought was cool. I tend to go into my Kickstarters expecting delays.

In the case of this Kickstarter, I’ve received all four PDFs of the promised adventures long ago. In fact I’ve run at least one of them and read through the others. So while the print copies may not have reached my hands, I’ve had access to the material to run them. I think that is one of the things that has kept me very patient on this Kickstarter – the fact I’ve had electronic access to the adventures and have only been waiting on the hard copies to arrive.

But – the reason for this post. Ruins of Ramat in print form has arrived! Here is what was included in the package:

  • The Ruins of Ramat (in both 0-level and 3rd level form)
  • Inspirational Module Map (printed inside the cover)
  • Set of six illustrated player handouts, on card stock material
  • The Green Orb add-on adventure, with map on card stock
  • The Gifts of the Only add-on adventure

The product is pretty sweet. A small adventure with an awesome map and art to go with it. Quality handouts. And two mini-adventures to go along. The product itself is of great quality, I’d almost call it boutique quality.

Below are pictures of what I received. I have obscured the map just a bit, as I am not comfortable revealing the whole map in a public environment.

Diceless Roleplaying

Lords of Gossamer & Shadow CoverIf you are a follower of me on my blog at www.thepathfinderchronicles.com you may wonder what has overcome me this week. I have blogged about very little apart from creating some non player characters for a new game that is to be released (you can actually get the PDF now) to non-Kickstarter backers early in December called the Lords of Gossamer and Shadow written by Jason Durall and published by Rite Publishing. What is it about this game that I am so wound up about? The first thing that caught my eye about this game is it is a random free zone, or a diceless system if you want!

Back in the good old 1990’s a system was released that was revolutionary to the RPG industry in that it was a diceless system. The system was Erick Wujcik’s Amber and it caused quite a stir. Many gamers around me at the time turned their back on the game because they did not think it was  roleplaying. It was collaborative storytelling at best and that was a bad, bad thing – apparently. I have always been someone that is fascinated with new things in RPG’s but with all the gamers around me having no interest I had to pass it by so never quite got my teeth into it.

I am not really sure what happened with Amber in the long run but I do know that the people who gave it a go, loved it. I am always on the lookout for a copy and they never show up. Then one day I am skipping through my Google Plus feed and an interesting image popped up that caught my eye. It is located at the bottom of the Rite Publishing’s page for the game, right down the bottom. It depicts a group of horned monsters in shadow who have just broken down a door and are attacking a group of people (who are all in the light). It is a fantastic little image and I went and investigated it a little bit more.

Turns out that the game was the Lords of Gossamer and Shadow which had been shared around a bit on the feed with the cover of the book as the image. It had interested me, just not enough to click on it by that stage. What I found is this game was considered by some the “spiritual successor” to Amber. In fact it used Amber’s diceless system but applied a new setting to the game. I downloaded the preview of the game and set to reading it.

Diceless got me in to the system and in reality it is not a scary mechanic by any stretch of the imagination. Sure, it takes a lot of the random nature away from the game but you still have stats, powers and the like. There is a set of cohesive rules that work to create the game and guide the GM to provide a fair and equitable game. There are rules for player death, damage, fighting and the like. So what is different? Well largely the decisions of the players are dictated by two things, attributes and tactics. Put two characters in a room where no tactics can come into play and have a contest of attributes, the highest attribute wins every time. However, if the lower attribute character can create an advantage for themselves through their actions it may be a different thing altogether.

The focus is really on  roleplaying in the game. The building of the story and having the GM as an arbiter of the final outcomes from the players actions. A lot of the people I have spoken to believe that it is all by GM caveat but I would argue this after having read the full rules (as a Kickstarter backer I have early access to the rules PDF) that this is not the case. There are rules that are clear on what needs to be done. This game is going to be as much a revolution to me as it was the first time I played FATE or Dungeon World.

While the system has me really interested, it is the setting that has me completely enamored. I have played systems before that promise you can build any type of game or world you want but this game offers a setting where anything, anything can be encountered. The premise is you play a powerful character (in essence they would be considered a God on Earth) that has access to a Grand Stair which has doors attached to it. Through each of these doors is a connected reality that you walk into. That connected reality could in essence be any type of world or space possible, as long as it has a door to travel through. So in essence, I suppose the only reality it can’t represent is one without a door.

This means you can play any style of character from a D&D Dragonborn to a creature from the Hellraiser books because the travellers of the Grand Stair all come from one of these realities where they develop the ability to, or find a key to open the door onto the Grand Stair and then everything changes for them.

So the reason I am truly excited about this? (Sorry but this needs to be capitalized) BIGGEST SANDBOX EVER! A lot of the feel for the game has the characters utilizing weapons of a fantasy type, and there is a reason for this, but they will travel through sci-fi, horror, fantasy and all kinds of genres if you want them to. They will have no idea until they step through the door (not strictly true, there is a power that helps) until they turn the handle.

If you are a fan of Amber, or you want to investigate a new game that has an unbelievable number of narrative possibilities I suggest you keep an eye out for this. I am lead to believe that you can get the PDF from the web page at Rite Publishing so if you can’t wait, check it out! Keep rolling.

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Megadungeon Advice

Barrowmaze CoverNo, this isn’t a post where I am offering advice on running megadungeons. This is a post where I am soliciting advice on running megadungeons! See, I have the itch to run a megadungeon campaign over the winter in some form. I have the rules system pretty much picked out, Swords & Wizardry Complete. But I need some guidance on a couple of things.

First – I need a megadungeon! I own Barrowmaze and have dabbled in that with a campaign with the kids. It seemed to work well for the amount we played in it and could be suitable for my plans. I have Stonehell on the way, I should receive it this week. And I am not opposed to picking up something like Rappan Athuk. But with all of these choices, I need to make a choice!

What does the crowd think? Which published megadungeon do you think would be a good one to base a campaign on this winter? Why do you think one is better than another? Sell me on your favorite megadungeon and why I should use it for my nefarious plans.

Or – on a more ambitious possibility, I like to map, I like to write, maybe I should create my own megadungeon this winter and possibly turn it into a package for other folks to use. The downside is one, the work, and two, I feel like I should get the feel of an already published megadungeon to see what works and what doesn’t work before setting down the path of creating my own. So maybe this is more a future project for me.

Once I determine what megadungeon to prep and run, how do I keep it from turning into a “grind”? I expect exploring room after room will be fun for the first 4 to 6 weeks, but what about after that? What can I do as a GM to keep things interesting and not turn the megadungeon campaign into a slog partway through?

I figure I need a nearby town, so the experience can be more of a the group ventures to the dungeon, explores, and then retreats the end of the session. Rinse and repeat. Do I need to sprinkle in some non-dungeon crawl adventures on the side for “breaks” between the megadungeon? I likely need some way to keep the dungeon alive – restocking rooms, making sure to make prior decisions and combats matter later in the game, etc.

I plan on setting player expectations prior to the campaign, so players will know what they are getting into and hopefully be in the mood for a similar campaign style. I also plan on this being a 3-4 month long thing, then put it aside until next year, and so on.

What is your advice for really making a megadungeon fun and exciting?

Dwarven Forge Kickstarter Has Arrived

Building her first dungeon.

Building her first dungeon.

Yesterday my Dwarven Forge pieces from their Kickstarter earlier this year arrived at the house. I had ordered three sets and didn’t do any add-ons save for the paint that was offered later after the Kickstarter ended.

I have always been intrigued by the Dwarven Forge pieces, gazing at them with envy at various cons where there were booths with their product or expansive dungeon layouts. The price was always prohibitive and buying a few pieces here and there seemed like a long slow process. So when the Dwarven Forge kickstarter launched I thought it would be a good way to get an “instant” foundation of pieces to start my collection. Enough to start building small dungeons or encounter areas right away. And as time goes on I can now supplement with the occasional set purchase to add to what is now a decent base to work with.

Though I game online a lot right now, I do have a local group and I frequently run a kids campaign on the weekends, especially as the winter approaches. So I figure I can get plenty of use from them. Plus – the kids can use them setup their own dungeons and possibly run some games for their friends. I suspect having the Dwarven Forge pieces will make it a little easier for them to “hook” their friends into gaming.

I have backed several kickstarters over the past couple of years. And compared to others I think I have done pretty well. I haven’t had any fail to deliver completely. Several have been delayed in their delivery, and I am still waiting on some to deliver, but overall my track record with Kickstarter has been pretty good. I am fairly picky about which ones I back and these days I also watch for how long my money will be tied up for before I receive product. That last factor alone keeps me from backing some Kickstarters, even ones I am sure will deliver, but that I don’t’ want to tie my money up for a year.

But the Dwarven Forge Kickstarter has set a really high bar for performance. Easily the best Kickstarter I have participated in yet. First, the Kickstarter ended at the end of April. Here it is late October and I have my Dwarven Forge terrain in hand. The Kickstarter estimated delivery in October 2013 and they delivered.  That is a rare thing in Kickstarter land.

During the process the Dwarven Forge folks were communicative and actually added value partway through by offering a way to add paints to those of us that bought unpainted terrain. And made it easy to add to our order, all without delaying the original product.

I am so used to delays from Kickstarters that it almost felt weird to *not* receive an email stating shipping was delayed and here is why. There was no need to! As things were here on time as stated in the original Kickstarter.

Definite props to the Dwarven Forge folks for a smooth and well run Kickstarter campaign. Something I will certainly remember if they decide to use that route in the future.

Now if you’ll excuse me – I have some how-to videos on painting to watch!