DCC RPG Actual Play Podcast Lives

DCC RPG Rulebook Cover w-HeadphonesThe most frequently asked question I get at The Iron Tavern is whether I am going to finish releasing the remaining sessions of the Dungeon Crawl Classics RPG Actual Play with Satan’s Glee Club. Embarrassingly the last release was Episode #22 back in early September. Time got away from me!

With a few days off over the holidays I decided to binge edit some audio to help sate some appetites for the conclusion of the series.

I did this for a couple of reasons, mainly, so that people wouldn’t be afraid to start listening again only to have a long lapse between episodes. The current lapse was long enough and I didn’t want that to happen again. As I type this every single remaining game tape has been edited and the associated blog post typed up and sitting in drafts.

There are eight more episodes remaining in the series (ending at Episode #30). Starting on Monday, January 5th I will be releasing one episode per week. So be prepared to get your fill of the antics of Satan’s Glee Club. There is some good stuff ahead! I found myself chuckling many times as I was listening to the audio during the edit process.

New Folks

Dungeon Crawl Classics has really seen an uptick in interested folks it seems over the past six months or so. So if you are late to the podcast, this is actually a good point to jump in. While it is in the closing portions of the campaign, the extended break in release schedule happened at a good point.

A short summary of current events in the campaign is in order (and perhaps even useful to long time listeners). Dandelion (an elf) had a child, Abishag, who was kidnapped by someone. The group suspects a wizardess they had done battle with in the past. With a previous assault on the tower less than successful, the group enlisted the help of the Great City’s Thieve’s Guild to gain access to Overlord’s stronghold. Leotah was known to make somewhat regular visits there and they suspected it would be easier to approach her there than at her own tower.

That is where the series picks up, with the group gaining escort through the sewers to the Overlord’s stronghold. There the group hopes to deal with the Overlord and exploit a possible weakness of Leotah to get Dandelion’s daughter returned to her.

I hope you enjoy the upcoming episodes as the roll out!

Kajak’s Kave for Labyrinth Lord

KajakKave-LL-CoverWith a little time off for the holidays I decided to try an experiment for Iron Tavern Press. Several months ago I released a Labyrinth Lord conversion sheet for Kajak’s Kave, the initial release in the Pocket-Sized Encounter line. The sheet was relatively well received.

I have been playing more Labyrinth Lord over the past several months as well. Since I’ve been having a lot of fun with the system, I decided to do a Labyrinth Lord conversion proper of Kajak’s Kave.

The Labyrinth Lord compatible Kajak’s Kave is now live at RPGNow. As is usual for Iron Tavern Press I am releasing it at a temporary introductory price of $1.75. I am also temporarily marking down the original Swords & Wizardry version as well.

 

The Chained Coffin Unboxing

The Chained Coffin was a Kickstarter Goodman Games ran to produce a boxed module set for the Dungeon Crawl Classics RPG. That Kickstarter ended in early June and resulted in a boxed set containing The Chained Coffin module, a puzzle made of three spinning wheels, a gazetteer, and a couple of extra mini-adventures, and a mid-sized poster map.

There were also numerous stretch goals for this Kickstarter with some extras. These ranged from deals on existing modules, flasks, and more. I just checked and had gone in for the $30 backer level. It turned out to be an outstanding deal for me for the amount of material I received. This should easily be enough for me to base my next DCC campaign in this region.

There have been a few sightings of the boxed set arriving at various places in previous weeks. Mine arrived today!  What follows are some unboxing pictures as folks around the Internet wait for theirs to arrive!

Note: I have not included any pictures of the puzzle. I don’t want to spoil that for anybody, so you will have to take my word that it is cool and will be a great table prop! (too bad I will be running this online and not in a face-to-face game.)

 

 

Calamity Mine Now Available

Calamity Mine from Iron Tavern Press is now available! This and other released in the line are available at RPGNow and shop.d20pfsrd.com!

Calamity Mine Cover

Two decades ago rival mining companies bickered over the rights to Calamity Mine. When blood was not being shed during these skirmishes, the mine itself claimed many lives. Cave-ins, flooding tunnels, and volatile gases plagued operations at the mine. Eventually The Rusted Hammer Mining Company shut the claim down, boarded the entrance up, and sold it to Cyrus Milnar nine years ago. Cyrus left the claim boarded up, but recently noticed activity near the closed mine. He seeks brave folk to ferret out what is going on up there.

A Pocket-Sized Encounter compatible with the Swords & Wizardry rules system for 1st to 3rd level characters.

Pocket-Sized Encounters from Iron Tavern Press are shorter scenarios designed to be dropped into an existing campaign with minimal preparation. Use them for shorter sessions, provide your players with choices that won’t derail your campaign or even as a launching point for a new campaign path.

  • New Relic
  • Multiple adventure hooks
  • Location based encounter area maps (GM and Player versions)
  • Seeds for expanding the adventure
  • Random misfortune table

Episode 22: Plotting and Planning

dcc_rpg_cover_smallPlotting and Planning’ is the 22nd episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

With supplies in-hand the party waits as Meffridus completes the complex ritual to bring Emirikol’s spirit back to physical form. The disgruntled wizard submits to lengthy interrogation, reluctant to assist the group with their plan. Learning what they can, the party sends a messenger to the Tower to possibly work out a deal. With unsatisfactory terms, the group changes tactics and seeks to make a deal with the Thieve’s Guild for a secret entrance into the Overlord’s stronghold. Successful, the group prepares for an assault on the Overlord’s Stronghold.

Download Link: http://irontavern.com/wp-content/uploads/2014/09/Episode-22.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

D&D 5e and PDFs

D&D 5e PDFsI have been buying the D&D 5e products as they have been released. I have been very pleasantly surprised with the system since I started reading the Basic Rules. The Starter Set seemed very nice (though lack of cardstock covers was a stupid decision) as well. I already had the Player’s Handbook on pre-order and ordered Hoard of the Dragon Queen shortly after starting my read of the PHB.

Rules wise D&D 5e looks like it will be fun to run and play. It seems a nice mixture of some older school though with some newer mechanics. The things I don’t like about it are often called out as optional (Dragonborn, Tieflings, and feats – I am looking at you). And that is what led me to order Hoard of the Dragon Queen.

I am looking to run a weekend family game (plus some close friends) and was trying to decide between the Starter Set adventure and Hoard of the Dragon Queen. Both look like fun to run, so I am still a little in the undecided camp. But, this post isn’t about that – I just wanted to be clear up front that so far I am very impressed with 5e and supporting material.

Except for one thing. I need PDFs!

Mearls on PDFs

PDFs and 5e is of course a frequent question from folks. All the major game systems have PDFs of the rules. Just in games I play – Pathfinder, Dungeon Crawl Classics, Labyrinth Lord, Swords & Wizardry, etc, etc – all have PDFs of the rules. Most, if not all, have PDFs of the adventures available for them as well. We’ve had this option for years.

Now we know Wizards isn’t entirely afraid of PDFs anymore. Just look at http://www.dndclassics.com/ Lots of PDFs available for versious D&D versions and supplements through the years. Awesome stuff!

So why no PDFs for 5e yet?

Well – between the recent EN World interview and Tome Show interview with Mike Mearls we can piece together some of what is going on. Let’s look at each point (summarized by me, but feel free to read or listen to the actual interviews at the links above).

There has been no official announcement on PDF support. It sound like Wizards is interested in some form of electronic distribution, but haven’t decided what will work best. So they are playing it safe and possibly watching how things evolve.

Eh – sort of makes sense. But the lack of official announcement or being very forthcoming with what is going on is actually causing some of the bad rap Wizards is getting out there in the community. Talk to us. Let us know what is coming. Folks are making decisions now – PDF support factors in for some people.

They want to avoid people feeling cheated because the bought the PDF of something, but then find out they have to pay for Dungeonscape content.

Hey! That’s why you make official announcements and let people know what is up. Tell people – here is a PDF version, but be aware we have this cool new tool coming where you will need to buy content in it as well. So if you want the cool new tool you might want to hold off on buying the PDF. But for those who don’t care about the new electronic tool, here are the PDFs.

So much of Wizards bad feelings on the 5e release has been the lack of communication. Which has left people guessing and something thinking the worst. Communicate! It would solve the PDF vs. electronic tool purchase decision for a lot of folks.

They don’t want to cause undo competition with Dungeonscape, the electronic tool coming for 5e by the end of this year. So rather than harming the Dungeonscape initiative Wizards is holding off on anything that might compete with that electronic product.

I only know what I have read online about Dungeonscape. Again – folks are pretty vague about this. But some info did trickle out from Gen Con and here is what I have to say to this. Dungeonscape sounds more like Hero Lab for Pathfinder than a PDF replacement. It can handle character generation, let me add some custom items, and walk me through several rules based things. But it doesn’t sound like a PDF replacement, just a character generator/campaign management tool. It sounds neat, but not the PDF format I desire.

Again – up front communication would solve the competition issue I think. I suspect it would become clear these aren’t really identical products. Or at least with enough official info we could determine which path we wanted to take as a consumer.

I will have more on Dungeonscape in a minute on what if it is the PDF replacement, but read on.

Wizards wants to figure out a way to provide a stripped down utilitarian format PDF type electronic distribution, because that is what people want.

What!? If this is the thought I think Wizards is way out of touch with what us folks that like PDF versions of products expect. I don’t want a stripped down utilitarian version. I want art, I want maps, I want tables, I want bookmarked PDFs, and hyperlinks between sections. I like layers in adventure PDFs, because that helps me with online games. By no means do I want a stripped down utilitarian PDF.

I understand there is a group of folks that want ePub format. I don’t really fall into that camp as I find the PDF format extremely versatile, multi-platform, easy to use with cloud storage, etc, etc. But I don’t even think the ePub folks want a stripped down version, they just want a fully featured electronic format that is actually useful.

There is some note of splitting a PDF or electronic pieces – i.e. just the fighter, just the spells. Uh – no, I don’t want this either. I don’t want to buy my electronic document via microtransactions. I want the whole thing.

dungeonscape_logoDungeonscape

A lot of attention is going towards Dungeonscape as the answer for electronic distribution. First, from what I have read I am skeptical it is going to actually be in a position to replace PDFs. It sounds much, much more like a character generation tool and/or campaign management tool. Cool stuff to be sure (I love Hero Lab for Pathfinder, but it doesn’t replace PDFs of Pathfinder products – they are different tools).

But let’s say Dungeonscape does let me read the rulebook from page 1 to the end. And that it can handle adventures (because, really – I want a PDF of Hoard of the Dragon Queen which I am getting to…).

This is a no deal for me. I simply don’t trust a 3rd party for a niche hobby to be a long lived company. I certainly hope they stick around while the edition is supported, but I am thinking longer term. Small companies just don’t have the resources to keep up as easily as someone like Adobe who makes my PDF reader.

Supposedly you can use Dungeonscape offline which several have said is good enough. But what if my iPad crashes and Trapdoor Technologies is no longer around? Did they let me make backups of my data files? Or do I need to redownload them from their servers (ooops, they shut them down for 6e). Or say iOS jumps in version, will their app still work? I have apps that are still supported that need to release updates to work with the new iOS versions. How about web browser updates? There are just way too many things that I can’t get from a 3rd party who may or may not exist in 5 years.

Meanwhile PDFs are a standard. There are multiple companies that make readers for PDFs. Big companies. If the PDF standard gets passed to the wayside for something better, I can count on some company to build in a tool to save existing files in the new format. A pain to be sure, but an option. And given the predominance of the PDF format I can simply trust that I can access or convert my PDF files in some form or fashion for many, many years to come – regardless of what happens to Paizo or Wizards as companies.

Hoard of the Dragon QueenWhy I want a PDF

A lot of people want a PDF version of the PHB. And I am in that camp. But this post is more about a PDF of Hoard of the Dragon Queen. So much of my adventure prep these days is done from PDF. I can put the file in my Google Drive and access it from any computer I use regularly, my iPad and even my phone. This is extremely convenient for me. I do a lot of game prep away from home. Having the adventure (and rules) in electronic format is a huge plus for me.

As I noted earlier, a large number of companies already give me this ability. So here is how I use the PDF for game prep.

First, just a general read through of the adventure while at lunch, while waiting for an appointment, etc. This need is pretty easily met in nearly any electronic form, but I prefer PDF for the supportability and lifespan of PDFs as opposed to 3rd party proprietary software that I must use to read the material.

Second, I extract the maps out of the PDF for use in online play via Roll20 or something similar. Paizo used layers on their maps so I actually ended up with player ready versions of the maps in mere moments. Super cool. Without a PDF I am left with the cumbersome option of scanning actual book pages. While I can do this, it takes a lot longer manipulating the scanner and rescanning the ones I inevitably mess up by not having the book straight, etc.

Third, if so motivated I can capture images of NPCs or generate handouts for the players. This is especially true for online games. This again is much more difficult without a PDF version of the adventure. My prep time increases and it is a hindrance to online play. And a lot of my gaming happens online these days.

Maps for Sale

To be fair, in regards to Hoard of the Dragon Queen the maps are for sale by the cartographer in digital form. At quick glance it looks like it would cost $18.50 to purchase all of the maps from the adventure. That could solve my online map issue. I do question spending $18.50 on maps and still not having a PDF version I can use anywhere and still not having an easy way to handle handouts, or NPC pics though. I also have no guarantee future cartographers for future adventures will do the same thing.

Summary

These are the reasons why I want a PDF of the rules and adventures. The face of gaming has changed over the years and more and more of us rely on PDFs for game prep – both for face-to-face games and online games. The other big player in the gamespace provides PDFs for all of their supplements. So to woo some of those folks away, Wizards will need to provide similar materials to help support the way we prep for games.

I like what I have seen of 5e so far. It looks like a solid system. I am just getting frustrated as I prep this adventure with no electronic support. I get even more frustrated when I see Wizard’s representatives trying to tell me what I really want is a stripped down, utilitarian electronic format of the rules or adventure. No – I want the PDF – my game prep is centered around having such tools at my disposal and I feel safer in my “investment” of a PDF than a proprietary 3rd party software app for a niche industry.

Episode 21: Getting the Gang Back Together

dcc_rpg_cover_smallGetting the Gang Back Together’ is the 21st episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

The seasoned adventurers return to the Great City from their respective journeys. Meeting at the Temple of the Moon the group makes plans for their next steps. The group seeks to make deals with the Thieve’s Guild and meet up with an old friend as they do so. With an arrangement in place, the crew seeks to gather the final component to bring Emirikol back from the dead.

Download Link: http://irontavern.com/wp-content/uploads/2014/08/Episode-21.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

 

Teenage Mutant Ninja Turtles and Other Strangeness

Teenage Mutant Ninja Turtles and Other Strangeness CoverThe 1980’s saw a lot of the odd and weird. Teenage Mutant Ninja Turtles was an underground comic that sadly was made into a kids cartoon. That really altered people’s perception of the property and was probably the death of the RPG. I found quotes online that suggest the sales of the game plummeted after the cartoon came out yet the supplements kept coming out for many years.

People enjoy the cartoons and movies to various degrees but I always concentrated more on the comic. I never read them all but the general feel and theme is how we did our TMNT games. The most important part of the title that I think got lost in the other mediums is “and Other Strangeness.”

The game does a great job of giving a lot of options for mutant animals. It has an old school method of random determination and that can be part of the fun. Not all the animals are created equally so the random determination helps this. The way the character was mutated also leads to how the character skills and starting equipment are determined. These are randomly generated and some are better than others. There is a large chance of becoming a ninja. That is one of the flaws in the character generation but it had a simple fix for us. There is another Palladium game book called Ninjas and Superspies that has a great variety of hand to hand martial art options. When someone rolled the Ninja option we just had them pick or the GM pick a different style of martial art. This really helped make the characters feel and fight differently.

The comic was darker than the cartoon and that was what really made the game shine. It was built more based on the comic and that was fun. There was plenty of silliness and mutant animal death in our games. Most of the characters were experiments of some organization. Which on the table on happened 40% of the time, but for us it created a much more interesting backstory then accidently walking into some oozy mutagen.

The game of course is not perfect. The combat system can be a mess with when to dodge or parry, the physical prowess attribute being way too powerful as it applies to so much in combat, and all in all just too many dice rolls that slowed the game down. The skill system is not any better. It is a flat percentage system which is not that bad. But there are just way too many skills and many of the additional books just kept adding skills to the game.

Of the additional books I found After the Bomb to be the most useful. It gave us a setting that was filled with conflict and helped explain why there were so many mutant animals around. For character creation it had a better mutant background table and offered a wider variety of options that fit the setting. Pairing that with Road Hogs that explored the western USA in the After the Bomb setting is a must. These books offer some great adventure ideas and lots of little setting pieces.

TMNT is back in the spot light with the new movie in theaters. I have not seen it but anything that gives an excuse to talk about an old game no one probably plays anymore is a good thing. I like the idea of playing it again but the system is very old school and not always in the good way. It is clunky at times so a new system that keeps the randomness of character generation would be great.

Anyone else ever play the game? I don’t know if people would have even kept the books after all this time. Most of the books I have for it now I found at half priced book store recently.

Moneyball

Knight versus DragonBilly Bean traded for Jon Lester to give the A’s a chance to win the World Series. Over the past few years the Athletics using Billy Bean’s system had been divisional winners but just had not been able to win it all. Billy Bean is one of the first general managers in Major League Baseball to use a different approach to building a team now called Sabermetrics. It is a possible revolutionary approach to assembling a team. Not everyone is convinced it will work but it very interesting to see a new approach to a sport that is too attached to its past.

What the hell does that have to do with RPGs? A similar new approach has been happening in gaming and unlike Baseball it does not help the game. We used to call it power gamers and munchkins and now they call themselves optimizers. It’s still the same people that want to break the games and think they can win it. It is nothing new but the internet has allowed it to grow and be overly represented. It has become a plague on the house of gaming. I read threads on boards about people that restrict what others in the group can play just because it is not powerful enough. If you don’t have at least an 18 in your prime attribute then you best go game at a different table. You are not welcome here. These might be extreme examples but they both appeared in different places online within the past week.

When it first happened in 3e D&D it was actually something interesting. People were being creative and finding rules exploits. But now the creativity is gone. People just go on line and copy other people’s work. It takes no skill and no game mastery to be able to do it. It is so common place that people might think it is acceptable. Characters are created not a build. They are more than just trying to be great at one thing and useless at everything else. The worst thing about it is how boring the characters are. It seems that gone are the days RPG players enjoyed a challenge. Now they just want to break the system and have an easy time walking through everything. It’s like turning on god mode in a video game.

One reason I dislike it is that it turns the game into an adversarial relationship between PCs and DMs. It tries to make the game into something that can be won. The thing is that the DM can never lose. He controls everything that is not the PCs. He controls the environment, the monsters, the allies, the food, and water – everything. It is easy to kill off PCs with that kind of ability. It doesn’t matter what type of damage or magic the PCs control. The rules allow the DM to counter and negate it all if he so chooses. The DM doesn’t even have to be creative about it. He can just create an NPC using the same rules exploits of the PCs and just make it a level or two higher or add in a couple more NPCs. This type of power gaming and one upping is silly and stupid and needs to end.

I’ve heard some gamers say they can’t help themselves like a moth drown to a flame. It always reminded me of that old joke. A man walks into his doctor’s office and says “My Arm hurts when I do this” and then proceeds to move his arm in a very unnatural and unorthodox way. The doctor replies “Then stop doing that!” It really is that simple.

A new aspect has grown out of this and that is the Game Designer Monday Morning Quarterback. It is people analyzing to death the rules and criticizing them. This is mostly without even playing the game. If one has to use excel to show that two different attack options are unequal over the course of a thousand rolls then I really think you are missing the point of the game. If it takes that much effort to show that some things are not equal then maybe they are equal enough. Besides – when has the game become making the most optimized choices at all times. The best gaming stories always involve failure and characters going up against a real challenge. Gaming stories that become “I did 500 points of damage in the surprise round killing the BBEG” are uninteresting and the only thing worse would be having that type of player at the table.

One other aspect of gaming I am seeing is the idea that some sub-par choices are traps. I think this comes from the Magic the Gathering and other similar games in which the game designers there purposefully make cards that are not as good. I can understand that mindset in competitive games. But in games with a DM no character will be useless. That’s the huge advantage of RPGs over video games. The DM gets to tailor the game to the table and find ways to challenge characters no matter what they are.

It makes me wonder about the underlying cause to all of this. Are people that afraid to create a character that is not great mechanically? Are people worried that not doing as much damage as the other players at the table is going to make them not enjoy the game? What kind of insecurities have lead us done this path? It would be a great psych paper but other than that it just seems that people probably don’t know why they have to be this way.

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.

DCC Actual Play Podcast Meta

DCC RPG Rulebook Cover w-HeadphonesAs I finish the final mixing of audio for Episode #21 of the Dungeon Crawl Classics RPG Actual Play podcast I felt the need for a “meta” post. This covers some of the behind the scenes thoughts that happen in the campaign that don’t get recorded and get discussed in our community group.

Regular listeners know the group put their high level characters on a bit of a hiatus and picked up some lower level guys in the town of Cillimar. Some stayed in the town, others went back to the Great City and some went off into the mountains to seek keys to unlock great power.

The high level characters at the time had just come off a beating at the tower of Leotah. She had laid a gauntlet of sorts for them as a defensive measure. A measure that took its toll on the characters who ran it (Episode #15 if you are curious).

It was around this time they decided to get some downtime in Cillimar and take some new characters, lower level characters out for a spin. The next several podcast releases focused on those new lower level characters. A good time was had, but after awhile the players began to miss their higher level characters.

There was much discussion in our private community group and the decision was made to return to the high level characters. There were several plot hooks that were unanswered and as the time passed (real time) with the lower level group, the gang wanted to make a return to the Great City.

We’ve experimented a lot in this campaign with introducing new characters. I piloted a ‘cut-scene funnel’, i.e. running a funnel adventure with a whole new set of characters who could later join the main group as replacements. The trial in Cillimar was another such experiment.

With the decision made to go back to the main, high level characters I believe we have reached the closing phases of the campaign as a whole. There are several major plot elements to resolve, some of which continue to unfold in the as of yet released episodes.

In either case, the soon to be released Episode #21 marks the return to the characters affectionately known as Satan’s Glee Club.