Paranoia at Origins

Paranoia CoverIt is odd that such a niche game could become so popular and well known.  Comedy RPGs are very tough to do right.  Most games have comedy in them but that is not the focus of the game like Paranoia.  There was a time 15 years ago that most games I would run into would at least understand the phrase “The Computer is my friend” or “Happiness is Mandatory.”  I’m not sure that is the case anymore.  I see less and less Paranoia being run at conventions.  The yearly Paranoia LARP at Origins it appears to me attendance goes down each year.  To help the cause I ran two sessions of Paranoia at Origins and it was a great experience.

Paranoia for anyone that is not familiar with it is an RPG that first came out in 1984.  In looking that up I wonder if they did that on purpose because the setting is inspired by Orwell’s classic novel 1984.  The setting is a futuristic city called Alpha Complex.  The city is immense and most of the times the characters never leave or even learn anything of what exists outside the city.  Where the city is – be it underground, in a dome, a space station, or even on another planet rarely will matter.  The city is run by the Computer, an immensely advanced Artificial Intelligence.  Characters are all clones and part of a Troubleshooting team.  Their job is to shoot trouble.  Alpha Complex exists with the cold war mentality so communists are the enemies as are mutants and traitors.  The player characters are all going to be commies, mutants, and or traitors though none of them will know if the others are or not.  So, it is a game where you are trying to accomplish missions while trying to not let the other PCs learn your secrets.  It can sound dark and serious and can be played that way.  But most games go zany and silly with incompetence and bureaucratic complications.

It can be more complicated than that and is not an easy game to explain.  But if you have ever seen it played it often looks like that table is having the most fun in a room of games.  Paranoia is a great game because people don’t need to understand the rules or be that familiar with the setting.  I would say that sometimes knowing less and being ignorant of the rules or setting makes for a better game.  I like tables that are a good mix of experienced paranoia players and ones new to the game.  I always give the new players the role of Team Leader and try to put them in the lime light a little more often as long as they feel comfortable with that.  Paranoia is also a game I see lots of people wanting to generic into at conventions.  I run a game for six players since that is the assumed Troubleshooting team number but do allow for two additional players to play an infrared or lower ranked character.  The Team Leader can promote them if they do something to impress him and the Loyalty Officer can demote them.

I have a few standard items that I throw into almost every game like the trouble of getting from point A to point B.  Alpha Complex is a labyrinth of rooms and hallways with no map that is accurate at least at the Character’s security clearance.  I enjoy the chaos when they find a vehicle that does not have enough seats for everyone.   In one game this past weekend at Origins when the Happiness Officer was unable to get a seat she cleverly lead the group in a game of musical chairs and was able to get a seat that way.

Paranoia is one of my favorite games and possible one of the few games that I don’t mind hearing about other people’s characters.  Paranoia stories are usually pretty funny and there are ideas in them that can be borrowed and used.  Inspiration can come from most places for this game.  Origins theme this year was Superheroes so I based a Paranoia adventure off of the Avengers.  I seemed to have been the only GM to attempt to fuse Paranoia with the theme and I think it may be fun to try that again next year once Origins announces there next theme.

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.

Thieves’ World and d20

Thieves' World Players ManualMy old group broke up spring of 2002 and through EN World I found two more groups first one then another.  The Thieves’ World books were boxed up with other games that were not getting played and I dove in the d20 craze head first.  Online so many settings and games were being translated to d20 that there were endless threads about what property needed to be d20.  I was one of the lone voices calling for Thieves’ World.  A few people seemed to remember it but as I talked about my games and posted some personal created classes, prestige classes, and house rules I think I helped kick up the following in a minor way.

I was shocked when I heard Green Ronin had picked up the license and new books were being written.  I don’t know if it was intended but the new books fit in well with the old.  They offer a lot of well-done rules and setting information that is not in the box set.  They have options for characters from all over the place; they must list every little city state ever mentioned in any of the short stories and novels.  The time line might have been advanced but the struggle for day to day survival remained the same.

Thieves’ World Players Manual is about perfect.  They make some simple changes to the d20 rules and supply plenty of classes and character options d20 players are used to seeing.  It has great information on the setting and really allows people not familiar with it to have a clear understanding.  They made magic more dangerous and difficult to use.  I like that and it helps keep a delicate balance d20 always lacked with spell casters and non-spell casters.  Almost everything has been fine tuned for the setting.  The classes have their own abilities and look a bit different from the normal PHB classes.  It has an emphasis on the more mundane.

Shadowspawn’s Guide to Sanctuary is much more of the setting and a great resource for GMs.  It offers great descriptions and insight into many of the characters from the books both old and new.  It offers a few new player options but it is mostly just a GM resource.  The book does a good job of describing the city as it was in the old stories and then how was changed when they advanced the time line a few decades and brought in even more complications.  One of the more useful sections is small sample adventures in the city.  These are great to just get ideas of all the kinds of possibilities and potential the city of Sanctuary can hold for players.

Sadly, the only times I have gotten to play using these books is one shots run by Robert Schwalb at Origins.  For a few years he always ran something at 8am Saturday morning which was not the ideal hour.  Those games never did sell out but I was there with probably a bit more energy and fully awake than anyone else.  Nowadays at Origins they don’t seem to have as interesting of a gaming selection.  I bring that up only because Origins starts up Wednesday June 12, the day this should get posted.  I’ll be there for five days running some Paranoia, but I’ll leave that for next week’s blog entry.

Thieves’ World is always going to be my favorite fantasy setting.  It doesn’t have the shine of Eberron, or the scope of the Forgotten Realms, but it has dirt and grit that can never become clean.  It is a setting with potential because really there are lots of buildings and NPCs left undefined or just slightly defined.  It is a great sand box for a GM and players wanting the gritty and dangerous low fantasy setting.

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.

A Thieves’ World Tale

Thieves World Boxed SetIt was the mid 90’s and I was taking a break from running Palladium games RPGs. We had a great Robotech campaign that had just ended with the devastation of the surface of Earth and we were looking to do something a bit different. One of the guys suggested running a Thieves’ World campaign using 2nd edition D&D rules. Until then I didn’t even know there were RPG books for Thieves’ World. The system turned out to be pretty good for what we wanted to do.

Here we are now almost twenty years later and RPGs have advanced and been over analyzed so that all the old games have had their flaws dissected and lots of dirty laundry has been aired to the public. At the time though it was doing things that other games were not. The kit system has taken a lot of flak since then but I liked it then and still like it now. Few Kits were created equally but that didn’t matter for us. It was a great way to help mechanically distinguish a character and call him something besides Fighter or Thief. The setting only has humans and it being low magic it restricted the kinds of classes that we would play. The kit system helped make characters of the same class really seem different.

That first campaign we had four characters. I don’t recall what the specific kits were but we had a Fighter, a thief, a ranger, and my character a Bard. I took the True Bard Kit from the Complete Bard’s Handbook my favorite of the 2e class and race books. My character was a musician and singer but also had many disguises. We started off the campaign in a place called Downwind the poorest of the cities districts. It has very few permanent buildings; most are shacks and tents. The way we ran it it had a gang problem and my character did not want to be seen there so he looked differently when there. Also, he was rightfully fearful of being mugged as of the group my character made the most money with street performances and eventually joined a Bard’s guild.

When the characters were made we connected them through backstory. We needed a reason to trust each other and that was one of the few requirements the DM demanded. The other one was create in the backstory how your character ended up with almost nothing in the poorest district in town. Starting money was in copper instead of gold. The copper coins could be broken off into ten pieces called Bits so there was currency smaller than a copper. Many of the items in the PHB cost was in silver instead of gold but starting out we could afford very little.

The characters did not have a place to live so we found some people and convinced them through threat of violence to let us live were they had been living. Alignment was something we ignored. This game was about day-to-day survival more than standing up for Good verse Evil or anything like that. Those are concepts that can easily be explored in Thieves’ World game but it wasn’t something we did. Each day we had to earn money for food and with luck we would save some to eventually buy better equipment or be able to afford a real house in a safer district. Each day we had each character go out and earn. The Fighter would try to get a job as body guard or something, the thief picked pockets, the Ranger would offer services as a city guide, and my character would sing for money. All of those types of activities were usually just done with a skill roll and maybe some role play if something interesting was happening with it. The nights are where the bulk of the gaming time was spent.

ArenaThe DM introduced a fighting ring that existed in the Maze, the most dangerous section in the city. It took us a few sessions to learn of it and figure out where it was. I like that it was not just handed to us. There anyone could fight and it was to knockout or one side taps out, not to the death, though death could happen. Anyone could fight in what was called the scrub fights. In these you had no idea what type of character you would be facing. The DM had a table he rolled randomly. So, a character could get lucky and face a zero level fisherman or get unlucky and face an experienced fifth level fighter.  For fighting a character would get a copper and for winning you would get silver. The real money came in the gambling. At times it did seem like we were playing Bloodsport the RPG as this was a major focus of the campaign. There were a lot of NPCs we met that were combatants or spectators. Once a fighter made a name for himself he could be invited to special fights or events. The money and bets would become a lot better at those. And just like real life some nights we hit big and other nights we lost our shirts. Healing was also an issue so if you lost a fight big time it usually meant you didn’t make any money and you had to pay to get the character healed or else he was going to be really low on HP for days or weeks.

The first month or so we played was about getting money, staying alive, and eventually moving out of Downwind. We made a few friends but many more enemies. Like I mentioned we had gangs in Downwind and they were always a problem. We took one gang out completely in a big battle through the tents other basic structures in a pretty cool long drown out battle.

Each character had their own goals. Some were escaped slaves or wanted criminals so they wanted to become legally freemen. There were many guilds in the city that would interest a character and having guild status was an important achievement for the characters. We meet and interacted with many of the different NPCs from the stories and even though most of them were cooler and more powerful than us the focus was kept nicely on the characters.

When 3e D&D came out we came back to D&D from playing Star Wars d6 and once we got a good feel for the system we played in a Thieves’ World campaign. It had the same feel as the first but the system worked a lot better. The feat system allowed for a wider range of character abilities. Just the ability for anyone to take Improved Unarmed Strike helped for the fighting ring and AoO for characters that didn’t have it helped divide the skilled from the unskilled fighters. The skill system was also easier to use then the non-weapon proficiencies and because of the nature of the campaigns skills were always important.

Bard's HandbookOne thing we kept was the idea of fame from the Bard’s Handbook. It had fame that lessened depending on how far different cities were and we used that idea except with districts. So, a character could be well known in the fishermen’s area but unheard of in the Temple district. Magic was very rare and dangerous. My character once got a wand and I spent weeks trying to figure out how to return it to its owner and get a reward instead of being accused of stealing it, which I had done. One of the other players said at the time the smartest thing I could do is go to the ocean and toss it in there and it turned out he was right. In another campaign the players were 8th level when they got a hold of a working crossbow and they celebrated. I don’t think there is another D&D game anywhere that something like that could happen. We had master work items but never anything magical expect for one use items like potions and scrolls and maybe something else simple. It was a very low magic and gritty campaign. It is not the style of game many people would enjoy but it was a lot of fun for us.

The Thieves World campaign I ran used the Rules Cyclopedia. It has always been one of my favorite versions of D&D. It has a workable skill system that we liked. It has the classes needed and it is easy to still ignore the demi humans since they were not part of the setting. The mystic is an interesting class and one of the players used it. Not having to rely on weapons and armor was a good advantage.

My campaign started before the first book and took them through the conquering of the city by the Rankans. I focused on the townsfolk really not caring who was in charge as long as their lives mainly remained the same. The day -o-day grind of basic survival was still the focus but we did travel outside the city some and dealt with pirates and raiders more than in previous campaigns.

I’d like to run the setting again but it would be a tough sell for my players because it is a non-heroic campaign. I would use Pathfinder and mix in some of the new Thieves World mechanics from the Green Ronin books. I ran the Council of Thieves Adventure Path Paizo made and that worked well for a campaign all in one city. I think that will be the closest I get to Thieves World for some time.

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.

A Look at Thieves’ World

In Sanctuary someone is always awake especially when others are sleeping.

Thieves World Boxed SetMost people that play RPGs have a favorite setting.  Mine is the city of Sanctuary from the Thieves’ World Anthologies.  It is a series of twelve books with short stories by different authors all taking place in the same setting of Sanctuary.  The first was published in 1979 and the last one was in 1989.  There was a short revival done in 2002 but I’m going to talk about that in a later blog post.

A friend of mine gave me the first book to read about 1988.  So, I was not on the cutting edge of Thieves’ World and barely being a teenager did not help.  It was not until 1996 that I learned there was RPG material written for it.  Since then I’ve more than made up for it.  I played in two Thieves’ World campaigns and ran a third.  I have copies of each of the original books plus the novels that some authors continued to write about their characters.  I have the collected graphic novels and the not so great board game.  I have multiple copies of many of the role playing supplements including the original Box Set.  Now, as much as I love the setting and the books I will say they are not always great.  Some of the stories are pretty poor, especially by today’s standards.  But overall it forms a great setting and one of the best for low magic gritty fantasy role playing.

Sanctuary is the city and it is founded by runaway slaves and pirates.  Depending on when during the novels one uses the setting, it may be conquered by a far off power or free.  Either way the place is a dump.  There are inconsistencies in the stories about the city.  It is described as a place full of crooks and thieves but at the same time is an operating city.  The map makes the city seem a lot smaller then I envisioned in the stories.  There is a character named Cappen Verra who is called the only honest man in Sanctuary.  While the saying is in jest it does help set the tone that few people in the city are trustworthy.  When running a game in the setting I feel the DM and PCs need to sit down and decide just how cut throat the city will be from the start.  There were times the PCs would travel around the city with their pots and pans for fear of having them stolen in my games.  When I say our games were gritty and dangerous they really were.

The Thieves’ World Box Set is a great product for people familiar with the setting.  The box set does not provide a lot of setting information and only covers information in the first two Anthologies.  It does have a player’s guide that contains some basic essays, some written by the authors of the short stories that detail information the players should know.  It has good information in it to help get the feel and some understanding of the city and its history.  However, today it does seem like gamers would want more than the books provide.  I would use it as a good starting point and allow the players to also read the short stories to help get a solid feel for everything.  The GM’s book is filled with additional information and tables for random encounters.  There are tables for the different districts but more specifically for major or minor streets and then for day, evening, and night encounters.  There is a third book in the box set of the many personalities.  It gives a small paragraph on the many characters from the books. The bulk of the book is devoted to the stats of the characters in many different game systems.  The box set is not written for one game system.  It is kept purposefully generic so almost any fantasy game can easily be used.

The maps in the box set are the main reason I have multiple copies.  There is a large map of the city I had laminated.  It allows for a wet erase marker to be used and then wiped out.  It also allows everyone at the table to see the map in front of them and to understand where the different districts are and the different places.  There are very few defined buildings in Sanctuary.  There are tables so if one needs to know what a specific building is it can easily be determined randomly.  We had year long campaigns were the PCs never left the city so the maps were an important feature.  One area of the main map is left blank, a place called the Maze.  It is the most dangerous section with no main streets just side alleys that twist and turn around buildings.  No one knows the entire Maze so the area is kept on a different map so the players won’t know where they are going and can get easily lost in there.  The third map and another one the players should not see is of the sewers.  The sewers can be used to get around in secret if one knows the way.  Knowledge of the Maze and Sewers is important and a potential opportunity for the PCs to can earn money as guides.

Thieves World TraitorThere are also a few modules and supplements that came out for Thieves’ World.  I don’t have them all but I will talk about the ones I do have.  I’ve only run one of the three modules, the one titled Traitor.  The module is made to use with the pre-made characters.  Each works for Jubal, a local and wicked crime lord.  One of the characters has stolen something but Jubal does not know who.  He wants the characters to figure out who it was and return the item or he will have them all killed.  Each character has a write up of them being innocent and of them being guilty so it could be any of the characters.  This is the first RPG adventure I recall seeing this type of set up and I like it.  The first time I ran it though some of the players got frustrated with the mystery and decided to just kill one of the group and claim that he is the criminal.  I found a perfect resolution for Sanctuary.

Other modules include Dark Assassin in which the PCs are trying to stop an assassination and Spirit Stone which focuses on the S’Danzo a human race of travelers attempting to get back a sacred artifact of their people.  The main use we got from the adventures was more information, more NPCs, and maps of different places in the city.

In addition to the modules there is a Supplement called Under the Beysibs.  It covers books three through six and events that I hear the most people complain about.  There is a city book called Carse which I think is supposed to be the same Carse mentioned in the Thieves World books but honestly I’ve never seen anything that confirms or denies that.

This is just the first in what I plan to blog about Thieves’ World.  Next up I will talk specifically about the campaigns and the how using different rule sets altered the feel and expectations of the game.  We played just three campaigns but each campaign used a different rule set.

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.

New Classics: Paizo Modules J1 and J4

Entombed with the Pharaohs and The Pact Stone Pyramid

Entombed with the Pharohs CoverToday I bring in a couple of my favorite Paizo modules both written by Michael Kortes.  One is a sequel to the other, though they can easily be played as separate adventures.  They share similar themes of pyramid exploration and bring in more than just the usual dungeon crawling.  I believe these are the best pyramid based modules since the Desert of Desolation series that I still need to run for my current group.  We did play through both of these modules and I believe my players had as much fun playing them as I did running them.

Both modules are set in the Golarion setting in the country of Osirion.  If you are not familiar, the country is a fantasy version of Egypt though not as dead on as say Green Ronin’s Hamunaptra.  The setting is important to both modules so it will reward groups that use it specifically in the Osirion country but the modules are not so attached to it that it cannot be pulled away and placed in a homebrew or other similarly themed setting.  When I ran them they were placed in my homebrew setting with zero issues of compatibility.

Both modules are also written under the OGL and before the Pathfinder RPG came out.  I think this might be one reason I rarely see mention of them or other modules from this period of Paizo’s publishing.  I ran these using 3.5 D&D so I did not have to do any converting but I don’t believe it would be difficult to convert these into newer or even older versions of D&D and like RPGs.  One aspect that makes them a little easier to convert is the modules are not very large.  Each module has a little more than a dozen different areas in the Pyramids with encounters that lead up to the actual pyramid exploration.  These days I think I prefer these smaller modules and the ease they can be completed in.  I think each of these took us a session or two to finish.  Entombed with the Pharaohs is for sixth levels characters and the Pact Stone is for eighth level characters.

Entombed with the Pharaohs

Entombed with the Pharaohs starts with some good pulp feeling adventure.  The bad guys are introduced at the beginning and there is an auction the PCs need to win to get clues on where the Pyramid is.  I like that it doesn’t just start the PCs at the base of the Pyramid, though one could easily ignore the first part of the module and do just that.  The module has great sidebars that tell additional information.  I like the one on the numerology. That one can be focused on to add more depth to the mystery for the PCs to figure out.  There is also plenty of information on what the bad guys are going to be doing so it is not just rooms waiting to be explored.  There is a race to see who can get the treasure first.  There is a good variety to the encounters with some just tough combats and others are minor puzzles.  There are some great references to planet watching and another planet in the Golarion solar system.  This is just hinted at in the module but would be easy to expand on especially since now there is a book on the other planets.  The module is self-contained but hints at a much bigger picture for DMs to have fun with.  For a small module there is a good deal of mystery and information that can be built on or ignored without damaging the adventure

The Pact Stone PyramidThe Pact Stone Pyramid

The Pact Stone Pyramid is quite different but the general themes are the same.  One could probably combine both pyramids of the modules into a much larger dungeon crawl or just have this be a tougher area in the first module.  But I like them as separate places especially with the hints and foreshadow of the first module to the second one.  Like the other module the Pact Stone Pyramid has a rival group that is there before the PCs, but having difficulties.  There is a lot of potential to bring back old NPC nemesis or allies here and introduce some new ones.  Getting into the Pyramid and by its initial guardians is a challenge and not the easiest thing to figure out for PCs that stop and delay trying to.  There are plenty of cool encounters and mysteries to be figured out.  Like the other module this one to hints at events larger than the module and between the two modules it seems to prophesize a large event that is coming soon and clever PCs can figure out exactly how long they have.

Both modules appear to still be in print and I’ve seen them occasionally at used books stores. It should be easy to pick them up for people interested in them.  They have a great pulp feel that could actually aid in converting them to other non D&D like games like Hollow Earth Expedition or Adventure.  Modernizing the rival factions but keeping the magic and fantasy elements of the modules could make for some fun 1920’s pulp adventures.  With the foreshadowing of something evil coming, the numerology, and ancient books that the modules reference it could make these a good starting point some Call of Cthulhu adventures or even a more modern Delta Green version.  Running the modules for these games would take a bit more work for the GM but would be a good surprise for players that might not be expecting adventures like these.  The modules have a plenty of potential to be used in fun and creative ways.

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.

The New Classics: Stonesky Delve

stonesky_coverThere is a shared experience in gaming that I miss.  When I meet adult gamers I can usually talk about Tomb of Horrors or the Sinister Secrets of Salt Marsh and even if we’ve never gamed together we can talk about what it was like to play or run these classic modules.  Even for gamers that never played them they have at least heard of them.

Today that shared experience is more difficult to find.  There are so many different kinds and versions of RPGs people play and countless adventures for them all that it even if I talk about adventures from the largest companies like Wizards of the Coast or Paizo the chance that others have played the same modules is rather small.  With that in mind I humbly offer the following as a new classic.  A module that I feel people should play and have fun with.

Stonesky Delve is an OSRIC module written by Joseph Browning and published by Expeditious Retreat Press.  It is the fifteenth in their Advanced Adventure line.  At the risk of sounding biased Joe is a friend of mine whom I have gamed with on many occasions. I was a play tester for this module and when Stonesky Delve was first published it was run as a tournament at Gen Con 2010 and I was one of the DMs Joe asked to help him with the tournament.  I enjoyed the module immensely and when I was running Dungeon Crawl Classic RPG earlier this year this was one of the few modules that I had to run for that group.

Before I get farther in there will be spoilers but not a lot.  There will be talk of some specific encounters but mainly just the general themes and feel of the module.

Stonesky Delve is a module for six to ten adventurers of levels four through seven.  The front cover says it is for four to six adventurers and I think that is a misprint but while challenging I think you could go through this with fewer characters.  The setup is rather simple.  A new cave has been discovered and needs explored.  In the beginning text it does have a time limit as it is a module for a tournament, but that can be ignored without significant impact to the module.  The time limit does help keep the PCs moving and the way the module is presented makes that an interesting factor.

The module is designed to run in two sessions.  The first session is cave exploration.  It is really well designed to do this.  There are small spaces that are difficult to fit through.  Instead of many passages branching off left and right most of this module is up and down making it unlike other modules.  Climbing is very important.  The first part of the module contains animals, vermin and monsters one might find in a typical fantasy world cave.  This goes a long way to making the cave feel real but also makes it tough on an adventurer’s pocket book.  There is treasure within, but it is not obvious and not easy to find.

The second part of the module is part of an ancient Dwarven temple connecting to the caves.  This area is not very large so it exploration in a four hour session and does feel more like a more traditional dungeon crawl.  There are some places a TPK can happen and one of them is with a Dwarven wizard that can really be a problem.  There are in module reasons for allowing a dwarf to cast spells, so do not worry about that.  What I really like about the encounter is there are ten rounds of suggested actions for the villain.  These actions are well thought out using the environment as well as the powers of the wizard.  This guy should and will give the PCs fits, but it is also one of those great memorable encounters.   The module also has one of the few encounters with a Flail Snail that I can recall.

Much of the treasure found is not coins.  There are paintings and valuable pieces of furniture and many books.  This creates a new problem as the group has to climb out of here and part of that climb includes a waterfall.  The climb is much more difficult with a bed strapped to one’s back.

The module does have a few new monsters to keep even experienced players on their toes.  My favorite is the Gampoge Hulk cousin to the Umber Hulk and is featured on the front cover of the module.

The module is good for parties that want to explore and fight and to face some different problems like how to safely climb down when the party runs out of rope.  It is not a module that offers a lot of role playing opportunities or mysteries.  There is a riddle to solve but most encounters are going to start and end in bloodshed.

When I ran it for DCC RPG I ignored the level requirements.  The party was full of first and zero level characters, many who died with failed climbing checks.  The monsters descriptions remained the same, but behind the screen the mechanics were mostly the same for each monster.  They only had a few hit points and attacked with just a d20 roll and did maybe a d4 or d6 damage.  Some encounters like the Wizard I prepped for, but most of the conversions were done at the gaming table behind the screen.

Stonesky Delve is a good adventure that offers something a bit different to most fantasy games.  It makes mundane actions like climbing more important and challenging and focuses on the exploration and discovery more so than just wanton killing, though there is that too.  There are rules for tournament scoring so you can keep track of what the PCs do and score them accordingly.  It is a newer module and one I declare as a new classic.

What other more recent modules do you think would be great for other groups to play to get back some of that shared experience?

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.