Review: Odyssey: The Complete Game Master’s Guide to Campaign Management

Odyssey CoverAuthor:  Phil Vecchione, Walt Ciechanowski
Publisher:  Engine Publishing
Art Director: John Arcadian
Price: Print & PDF $24.95 / PDF $11.95 / PDF @ RPGNow ($11.95)
Pages: 212

Odyssey: The Complete Game Master’s Guide to Campaign Management is the most recent release from Engine Publishing in print and PDF form, plus bonus EPUB, MOBI and text versions. The book is written by Phil Vecchione (also author of Never Unprepared from Engine Publishing) and Walt Ciechanowski, with art by Avery Liell-Kok, Matt Morrow, Christopher Reach, and Daniel Wood.

Odyssey is a guide to managing campaigns. With that in mind the book covers three major topic areas – starting a campaign, managing a campaign, and ending a campaign. A shorter section defining campaigns starts the book. The book aims to be an in-depth guide to helping a GM guide a campaign from the time it is just an idea, starting the campaign, running the campaign and making it past obstacles that can occur, to wrapping up your campaign.

The book weaves a fictional gaming group amongst the advice to help show how situations can work out better using the advice in the book. The technique works well for this purpose.

Let’s take a look at the book section by section.

On Campaigns

Before the book gets too far into helping you manage a campaign it defines a campaign. Four elements are noted that make up a campaign – characters, gaming sessions, a series of events, and continuity.

Working from there the book moves into why one would want to manage a campaign. Here the book briefly goes into the phases of the campaign, a closer look at the layers of the campaign, and the constant tides of risk and change and their impact on the campaign. This all helps make the case as to why a campaign can benefit from management.

This section is short, but serves well to set the stage for the rest of the book.

Starting a Campaign

The first part of a campaign is starting a campaign. This chapter begins by defining four main phases of starting a campaign. This includes coming up with the campaign concept, the framework, creation, and the first session. The first chapter in this section defines the role of GM and of the players that make up the gaming group as well as key skills for people starting a campaign.

This takes us to the Campaign Concept chapter. This chapter breaks down the elements of forming the concept for the game. The ground rules or blocks that are going to form the foundation of the campaign. Methods of coming up with these ideas as a group or GM are included, along with advantages and disadvantages of each method.

Next we move into the Campaign Framework chapter. This section goes over what I would call the “meta” of the campaign. What system are you going to use, setting, what supplements are allowed, house rules, and even social contracts at the table. The chapter goes into more depth on choosing a setting and what other factors to consider as part of the framework – like roles of the PCs, power level, etc.

Campaign creation gets a short chapter. This chapter aims to help a GM organize his material and consider several elements that go into campaign creation from the GM’s side of the screen.

And finally, this section wraps up with a section on the First Session. This chapter tackles how to handle that first session. I always think the first session of any campaign is one of the hardest. Getting the characters involved in the new world always seems tricky to me, no matter how excited I am for the new campaign. There were several good tips on here on how to get the most out of that first session.

Managing a Campaign

This section jumps right in with the first chapter titled Campaign Management. The chapter is an overview of what is to come, noting five areas of focus. Story, player characters, people, risk, and change. The chapter goes on to talk about being agile and flexible with the areas of focus and avoiding a strict railroad in running a game.

Engine Publishing LogoStory management dives into several good bits of information. Everything from story arcs to ways to hook players into the arc. There is also a section on story structure and touches on the three-act and five-act models plays as something to mimic. The chapter also touches on pacing, the importance of interesting NPCs, and other story related elements that need managed.

Player Character Management comes up next. The authors touch on different character types, growing a character during a campaign both in character and mechanically. There are also tips on how to showcase this growth during sessions.

People Management covers a multitude of real life people scenarios that can impact your game and frequently need some management. Everything from scheduling issues, to problem player types that can disrupt a campaign. The chapter closes with tips on keeping interest in the campaign – both the GM’s and the player’s.

Risk Management is a short chapter that helps a GM use a four step process for managing risks. These steps help determine what risks might be, how likely they are to occur (to help determine how much time to spend on them), and how to mitigate the risk. This was a handy chapter and helps drive home that there is always risk, but not all risk warrants time spent on detailed plans to mitigate, while others might.

The final chapter in this section is Change Management. This chapter also covers four steps to use to address change that might occur in your campaign. This change could be anything from a new player joining the group to a long term player leaving the group.

Ending a Campaign

The first chapter in this section is titled When It Is Time To End Your Campaign. Several warning signs that it is time to consider ending your campaign are listed. The authors also note that ending a campaign is not necessarily a bad thing.

Killing a Campaign comes next as one of the ways to end a campaign. Four common approaches to this method are mentioned and how to implement each of those in your own campaign. And even if a campaign must be killed, the chapter reminds you to look at why the campaign failed and learn from it.

The next chapter covers methods to Suspend a Campaign. The first topic addresses determine whether a campaign should be killed rather than suspended. If interest exists to continue at a later date, then suspending the campaign might be an option. The chapter covers how to suspend it and how to bring it back when the time has come to do so.

The final option mentioned is the Managed Ending. This is where the campaign simply has loose ends tied up because the campaign has run its course. This is a chance to explore final areas players have been desperate to do so or tie up any other loose ends that might exist. The grand finale!

Summary

Odyssey: The Complete Game Master’s Guide to Campaign Management is another excellent offering from Engine Publishing. Campaign management is an often overlooked component of RPG books. Very few RPG publishers give the topic an in-depth look. Campaigns are what keep people playing and successful campaigns are what keep people coming back to the table. The practical advice included in Odyssey is a methodical look at managing a successful campaign and avoiding common pitfalls, a welcome resource to both new GMs and seasoned GMs alike. The fact it is system neutral helps further its usefulness to an even greater number of GMs.

In addition to the usefulness of the subject matter, the book flowed well making reading about such management techniques of a campaign enjoyable. The mixing of the fictional gaming group stories applying the techniques were useful examples further illustrating the relevance of the techniques.

Pairing Odyssey with Never Unprepared and a new or seasoned GM is well on their way to smooth running sessions and campaigns.

Review: The Twice Robbed Tomb

The Twice Robbed Tomb CoverAuthor:  Perry Fehr
Publisher:  Purple Duck Games
Cover Art: Ryan Rhodes
Price: PDF $2.00 – at RPGNow / at d20pfsrd.com
Pages: 10 (incl. cover)

The Twice Robbed Tomb is a Labyrinth Lord adventure from Purple Duck Games. Written by Perry Fehr the module comes in at 10 pages including cover and OGL licensing page. A variety of artists receive credit, including Ryan Rhodes, Darkzel, Storn Cook, and Malcom McClinton.

Pheniket the Pharaonic’s tomb was uncovered nearly 50 years ago. Through this discovery the almost completed plans of Pheniket have begun to come to fruition. With “treasure maps” and “keys” being sold in town leading unsuspecting adventurers to the tomb to find loot not carried out from the tomb, the party is likely to find themselves in search of lost treasures.

The module contains the tomb’s background and a merchant peddling maps to the tomb. A rumor table is also included for characters that do some research in town before headed out. The monster’s in the module are standard with a strong undead theme for the tomb.

The art in the module is predominantly color, save for one black and white work. The latter is naked succubus which is why this particular module has an adult label at RPGNow. A player’s map and Labyrinth Lord map are both included. Player’s maps are always a nice thought for those of us who play over virtual tabletops.

The Review

A lot of adventure is packed into the ten pages. With the main plot hook occurring in town and some short travel needed to reach the tomb a Labyrinth Lord could easily expand on that portion if desired.

The temple itself is ten encounter areas. Each is well detailed and includes boxed text as well as the monster stat blocks. Several of the rooms were quite interesting with features that stood out. I risk spoilering the module if I say too much on this aspect, but the adventure is more than just a room-by-room clearing.

Of note is that the maps used in the module are the same as the maps used by The Falcate Idol, a DCC RPG release from Purple Duck Games. This made reading the module quite interesting in seeing how one author populated the maps versus another author.

The module is listed as being appropriate for 4 characters of 3rd level or 6 or more at 2nd level. Tackling the adventure with 4 characters seems like even then it might be tough, especially given the nature of some of the monsters included. At the very least if I were running this, I would strongly encourage some hirelings.

The Twice Robbed Tomb looks like a great adventure for Labyrinth Lord. I could easily see using it for a side-trek as the party passes through a desert town or possibly something that fit more into a grand campaign scheme!

Review: The Seven Deadly Skills of Sir Amoral the Misbegotten

The Seven Deadly Skills of Sir Amoral the Bastard CoverAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Michael Scotta, Gary Dupuis
Price: PDF $3.00 – at RPGNow / at d20pfsrd.com / Paizo.com
Pages: 13 (incl. cover)

The Seven Deadly Skills of Sir Amoral the Misbegotten is the fourth release in the Campaign Elements series from Purple Duck Games. The Campaign Elements series helps fulfill the ‘Quest for It’ element of the Dungeon Crawl Classics RPG. The products in this series are perfect for use as divine quests, patron quests, or simply when you as a judge have a DCC RPG character that needs or wants to accomplish some task.

This fourth release is written by Daniel Bishop, just as the previous three releases were. The cover illustration was done by Michael Scotta and interior art was done by Michael and Gary Dupuis. The PDF is 13 pages long including the cover and page of OGL information on the last page. An area map is included, as well as encounter descriptions for each location of the ruined Gryffon Keep. Numerous new monsters are included, either to be used for this adventure, or “borrowed” by creative judges for other areas of their campaign. Several ways to introduce this area and Sir Amoral himself are also in the adventure, along with the ‘Squeezing it Dry’ section for getting the absolute most from this scenario.

The primary component to this adventure is the ghost of a once powerful warrior. This warrior knew many fighting techniques that could prove advantageous to other warriors or those interested in pursuing a special fighting technique. In life Sir Amoral was stingy with this knowledge, but in the afterlife he seeks to pass this on to others – if they are worthy.

Sir Amoral knows seven special fighting techniques that one can learn. To be worthy one must pass one of his seven deadly tests. Even succeeding at that means the one seeking to be taught this technique must accept a quest on Sir Amoral’s behalf.

The scenario includes the mechanics for these seven bits of knowledge and seven new creatures Sir Amoral can summon to determine if one is worthy of instruction.

The Review

The scenario rests in a specific area, the ruined Gryffon Keep. Most likely the characters will seek the place out in search of Sir Amoral to teach them new weapon techniques. A creative judge can come up with any number of ways to learn of Sir Amoral, but the most attractive appears to be the characters having met someone who had received training on their adventures. This person could be an ally or rival depending on which fits your DCC campaign the best.

There are some additional hooks noted for drawing characters to the area. And several opportunities exist to expand the adventure site to further work the area into an ongoing campaign.

The seven techniques provide mechanics to do things like increase initiative, increase armor class, introduce a form of attacks of opportunity, and similar mechanics. There is a sidebar that states the seven deadly skills are not supposed to analogous to feats. I still have a hard time shaking the feeling that they feel a little like feats to me.

They are certainly much harder to obtain than a feat in d20 systems and it does come with a price to learn them. But as I read them I feel like they will get recorded on my character sheet in a very similar manner as feats. My initial reaction is lukewarm to these mechanics.

I think when I use this scenario in play I would still have the seven deadly skills, but possibly swap in something of my own creation. I think. We will see what happens when the time comes though. In either case – a neat scenario and idea and certainly workable even if I tweak it from how originally written.

The scenario does include 7+ new monsters. Many of these are for use with the seven trials, but a judge could easily “borrow” some of these for use anywhere in a campaign.

The location itself is also interesting and has at least one area that just calls for a judge to expand on it a bit and really work it into their campaign.

Once again this release in the Campaign Elements series has lots of useful parts in it and ideas to “borrow” for an established DCC RPG campaign. Used in whole or in part this is another strong release from Purple Duck Games and Daniel Bishop. It is a welcome addition to my collection.

Roll20 Wins Tabletop Gaming Industry Award and Surpasses 250,000 Users

Roll20 has released a press release regarding their recent ENnie award for “Best Software” and surpassing 250,000 users! It seems like just yesterday I was posting their announcement of surpassing 100,000 users.

My comments regarding the press release follow the press release posted below.

ROLL20 WINS TABLETOP GAMING INDUSTRY AWARD, SURPASSES 250,000 USERS
Online Application’s Creators Attend Gen Con Indy as the Gaming Hobby Soars
Roll20 Logo
Indianapolis, Indiana (August 25, 2013) The development team of the browser based virtual tabletop Roll20.net was recognized last weekend as creators of the “Best Software” at the Annual Gen Con EN World Roleplaying Game Awards, known as the “ENnies.” The Roll20 program added its 250,000th user over the weekend since launching the popular gaming platform eighteen months ago.

Project lead Riley Dutton said of the ENnies win, “It is exciting and encouraging to be recognized as valuable to the tabletop gaming community. Some of the very best creators in the industry were recognized at the ENnies, and to be listed next to them is a true honor.”

Added co-creator Richard Zayas about the Gen Con weekend, “So much of what we do is online, so the chance to go to Indianapolis and see nearly 50,000 gamers– meet some of our users, play new games we haven’t yet gotten to try, and just enjoy the celebration of these hobbies was fantastic.”

On the subject of Roll20’s quarter million users, program co-creator Nolan T. Jones said, “We created Roll20 as a way for us to personally play games with our friends across the country, and knowing that we’ve been able to help so many others do the same is staggering.”

The Roll20 development team stated at panels over the Gen Con weekend that future updates will revolve around better methods to find gamers in their system, and that they are actively seeking to work with major publishers to bring their content to users in easy-to-use formats.

Roll20 began as an effort to keep developers Dutton, Jones, and Zayas in touch via long distance gaming. Their project became public with an eighteen day Kickstarter campaign in April of 2012. Since then it has attracted over 250,000 users as a free service. The program continues to be funded by subscribers who receive features that assist advanced gameplay.

 

I thought the “Best Software” award was well deserved. While I was torn between wanting Roll20 and Purple Sorcerer’s Crawler’s Companion to win this category with 250,000 users it is little surprise Roll20 ended up with the gold.

If you haven’t checked out Roll20 yet and have any interest in online gaming with a virtual tabletop, you owe it to yourself to take a look. I have been running a DCC RPG campaign over Roll20 for the past year. The software has pretty much just worked. We lose no time sorting out connection difficulties or anything typically associated with a VTT. Though their features have increased over the months, one can still just use it to display a map for a more theater of the mind game keeping complexity to a minimum.

Roll20 has certainly allowed me to get a lot more gaming in over the past year than I would have otherwise.

In regards to surpassing 250,000 users, it was January 21, 2013 when their press release went out announcing surpassing 100,000 users! Here we are in late August with a 150,000 user increase! Very impressive! That is quite the player pool to work with when looking for a new game to play or group to play with.

Review: The Folk of Osmon

The Folk of Osmon CoverAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Gary Dupuis, Luigi Castellani
Price: PDF $3.00 – at RPGNow / at d20pfsrd.com / Paizo.com
Pages: 14 (incl. cover)

The Folk of Osmon is the third, and as of this post, the most recent release from Purple Duck Games in the new Campaign Elements line. For those unfamiliar with the Campaign Elements line, it is a new series of products written as short scenarios ready to be dropped into an existing campaign. The scenarios offer possible questing locations, side treks, or possibly a place for a wizard to gather a new spell component. So far each scenario has offered several ideas as to how to work it into a campaign.

The module is written by Daniel Bishop and illustrated by Luigi Castellani. The PDF comes in at 14 pages including the cover and OGL license information at the back. A map of the area is included, as well as a couple of art pieces, one of which is in color. Several new monsters are presented along with a random encounter table for the area. Four scenario possibilities are at the end of the adventure to help a busy judge jumpstart some ideas on how to incorporate The Folk of Osmon in their home campaign.

The Folk of Osmon is intended as a hazard area and is located in a mire. This helps make it relatively easy to use in most campaigns. The four suggestions at the end of the module are helpful for judges having a hard time determining how to introduce their players to the area. For Purple Sorcerer fans, this particular Campaign Element screams to be dropped into the Sunken City area!

Hooks into the scenario range from simply passing through the area, rescuing an NPC from a sacrifice, finding possibly hidden treasure, to encountering a ritual in the swamp, or any number of other possibilities a creative judge can come up with. By aiming to be a hazard area with some interesting traits and occupants the transportability of the adventure has few limits.

The Review

The Campaign Elements series continues to deliver with this third installment. Given I have my currently running campaign based in a city bordered by an expansive swamp to the south, it makes it exceedingly easy to drop this one into my game. So far that has been the case for each of the Campaign Elements series released, I have no trouble thinking of places I can use them.

The adventure includes four more creatures that are apt to be found near the area. One called a Pallid Thorn has an interesting attack that is sure to play with player’s minds. The other creatures easily fit into a swamp environ and will certainly see use in my campaign.

The actual encounter area has five areas within a set of ruins is described. I find the number of areas described enough to give the judge a feel for the area without being enough to side track a party for too long if the area is dropped in as a place the party is just passing through.

The inclusion of four ways to drop this encounter area into your campaign is a nice touch. The hooks here are more than just a one or two liner, but several paragraphs worth of setup to help make the area even more interesting or tied to the characters.

I noted above one of the pieces of art included in the adventure was in color. That was a nice touch for the module! I am used to the black and white pieces in a lot of the Purple Duck Games releases for DCC. It was good to see a little color in there.

The Campaign Elements line continues rolling on strong with this third release. I feel like with a collection of these I can always have something ready to run for my group or something to pull out when they need to quest for something. With an easy to use hazard area, new monsters to drop into any swamp in your campaign, and several suggested hooks to use this area of ruins, The Folk of Osmon is another excellent addition to a judge’s collection.

Christmas in July Sale at DriveThruRPG

It is time for DriveThruRPG’s Christmas in July sale! It is the time of year where RPG fans can get 25% off products from 400+ publishers. The sale started at 9am this morning and ends on Sunday, July 28th.

The Iron Tavern is going to take a look at just a few of the products available as a part of this sale. This list is by no means complete, just a handful of the items on sale that catch my eye.

Dungeon Crawl Classic RPG CoverGoodman Games

Goodman Games has their product line on sale this week. The Dungeon Crawl Classics RPG is picking up steam and here is a wonderful chance to get started with the game by picking up their PDF version of the rulebook at 25% off.

Dungeon Crawl Classics RPG is a complete rule system from Goodman Games with “old school sensibilities” but a modern take on the mechanics. Still leaving the power in the judge’s hands DCC RPG adds in character classes that stand on their own. Thieves, dwarves, wizards, halflings, and more all have fun class mechanics to freshen up very familiar character classes. Spells that require rolling on a table to see if you are successful in exchange for a chance to get wondrous results even at the early levels adds even more to the game.

If you have been on the fence regarding Dungeon Crawl Classics RPG, the sale price for the PDF is great way to get started.

Their module line for DCC RPG is on sale as well. I have run many of these modules and they have provided hours of entertainment for my group. Excellent cartography, interesting adventures, and inspiring artwork are all pluses for the DCC RPG module line. If you are looking for a 0-level funnel adventure to get you started, Sailors on the Starless Sea is a great intro to the game.

3rd Party DCC RPG Publishers

If you are already a fan of DCC RPG and looking to gather up some more adventures for your campaign, several of the 3rd Party DCC RPG Publishers have their products on sale this week as well.

Purple Duck Games

Purple Duck Games has included their products in the sale. I have reviewed many of their products at The Iron Tavern and played through a good portion of them. I still have a soft spot for Bone Hoard of the Dancing Horror. I ran this as a one-shot and the entire group had a great time with this one. It will easily drop into most DCC RPG campaigns with minimal baggage.

Their new product line, Campaign Elements, is also on sale this week. I have read each of the ones currently released and they too will easily fit into an existing campaign. My group is currently finishing their way out of The Falcate Idol and they have described it as epic!

Attack of the Frags CoverThick Skull Adventures

Thick Skull Adventures as Attack of the Frawgs on sale this week. This is another fun area based adventure that will fit into most DCC RPG games. Look for more coming from Thick Skull Adventures in the near future, but this is an example of their work so far!

Purple Sorcerer Games

Purple Sorcerer Games has their 0-level funnels (easily converted to 1st level adventures as well) available. Each of these adventures takes place around The Sunken City making tie-ins to each other quite possible. I used the Sunken City region as the basis for my current campaign that is approaching a year’s worth of play. We launched that campaign with The Perils of the Sunken City.

Even More

Dragon’s Hoard Publishing and Mystic Bull Games also have their products listed as part of this sale. I have reviewed several products from both of these publishers as well and have found places for them in my own campaign.

There is plenty of material to help fill out your DCC RPG adventure collection.

Troll Lord Games

Lest I seem too hung up on the the DCC RPG system, there are plenty of other offerings this week. Troll Lord Games has their product catalog on sale as well. Troll Lord Games has the Castles & Crusades included as part of the sale. I find Castles & Crusades a fun system for someone that really likes the 3.x and Pathfinder feel but does not want to step all the way back to OD&D, BECMI, or 1st Edition D&D rules. With that said one can still easily use older or newer D&D adventures with Castles & Crusades to give the busy CK lots of options.

astonishing_coverNorth Wind Adventures

And finally, North Wind Adventures has their ENnie nominated Astonishing Swordsmen & Sorcerers of Hyperborea in the sale. I have not checked this one out yet, but I am curious about the system. This might be my chance to pick it up.

As you can see a good week to fill out the gaps in your RPG PDF collection at DriveThruRPG. Definitely browse around as the items I have highlighted are just some of the things that caught my eye.

Review: The Black Goat

The Black Goat CoverAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Luigi Castellani
Price: PDF $2.50 – at RPGNow / at d20pfsrd.com / Paizo.com
Pages: 12 (incl. cover)

The Black Goat is the second release in the Campaign Elements line for the Dungeon Crawl Classics RPG. The Campaign Elements series is designed to be run with minimum preparation by the judge and provide “quest for it” areas. Whether your wizard needs a spell component or to be taught a certain spell, a rare metal or element for the crafting of a wondrous magic item, or maybe just a way to restore some ability damage, the Campaign Elements series from Purple Duck Games aims to fill this niche.

The PDF is 12 pages long including the cover and the OGL license information on the last page. A map of the mountain pass is included helping depict the gate system the pass residents have here. A rumor table covers twenty different rumors about the mountain pass and its inhabitants. In addition to eight encounter areas there is also a patron write-up for the Black Goat, this includes invoke patron checks, patron taint results, spellburn results, and a new patron spell, Silence. There is also a short section on getting the most out of the adventure with suggestions on expanding certain elements of the area.

The encounter area centers around a mountain pass that can be dropped into any hilly or mountainous region of a campaign world. The pass has been known as the Pass of the Black Goat, taking the name from a sphinx-like creature living in the pass.

The Black Goat is a spellcaster who could be a patron to a PC wizard or simply provide a resource for spells or other pieces of knowledge. A creative judge could find many ways to work the Black Goat into their campaign beyond the ideas suggested.

There are two factions of races that live in and near the pass. One race controls the gates of the pass, while the other group lives just beyond the pass. The factions do not get along with each seeking to control the pass. This friction between factions creates a wonderful backdrop for plots within a campaign.

The Review

I am once again quite satisfied with the direction the Campaign Elements line is taking. The Black Goat can easily spice up a mountain pass in a campaign or the Black Goat itself can be used as a source of knowledge or ability in “quest for it” situations.  The two factions in the area provide several ideas for a DCC RPG judge to work with to weave this encounter area into their own campaign world.

I know in my current DCC RPG campaign I wrote my own adventure to handle some travel the party needed to do at the time. Looking back I could easily see this encounter area as filling that need with much less work on my part! I really like products that are so easy to plug and play into a campaign world. It does a lot to make my job as a judge easier from week to week.

Essentially, from this short 12 page PDF I get a detailed mountain pass, two rival factions, a patron-type figure, and a patron write-up. This can all be used as a whole or in parts by the enterprising judge.

The Black Goat proves the Campaign Elements line is off to a great start. I see this series a wonderful time-saver for the busy judge and is giving the opportunity to finally adequately provide some “quest for it” options to my players. If you run a Dungeon Crawl Classics game, you should definitely be keeping an eye on this series.

Meta vs. In Character Knowledge

Tomb of Horrors CoverAs generations of gamers blend and the OSR movement seems strong, there seem to be more and more occasions where someone wants to run or play in an old classic. But someone else at the table is near certain to have played in many of the old TSR classic modules. This seems inevitable as some of us who have been gaming for years introduce a new, younger generation to the hobby.

This often presents a problem as someone at the table has to pretend they do not know anything about the module. At least that is how we have tackled it in groups I have played in. The person that has played the module before simply bows out of any major decision making point. They don’t reveal a particular trap or help choose the right path. This lends itself to a tremendous amount of meta knowledge bleeding into actual play.

Sometimes this makes people shy away from certain modules. We all know it isn’t a lot of fun to not participate in solving puzzles, choosing passages, or delicately investigating that fearsome looking door bearing the face of a grinning demon. So the easiest way to handle that is to simply play adventures no one at the table has played before.

A Different Way

I recently started listening to the actual play podcasts over at the The Delvers. The podcast is on a bit of a hiatus at the moment due to various issues, but the past episodes are of course available. I started listening because of the Barrowmaze actual play under the Labyrinth Lord rules. The shows are well done, sort of like an old radio show with generous edits to keep things moving and interesting in easily listened to nuggets.

I noticed there was also a Tomb of Horrors actual play episode that was one big show. Intrigued I listened to that one as well. In this case one of the players had run the module at least once, maybe more, and possibly played it in the past as well. He found an interesting way to not have to sit on the sidelines with his meta-knowledge.

His magic-user’s backstory included him spending many years in his wizard tower studying the tomb of Acererak. This course of study over ancient tomes helped the wizard in-character know more about the Tomb of Horrors than normal. The player was able to blend their meta knowledge into why their character would know more detail about the Tomb.

I thought this was an interesting way to tackle this issue as the generations of gamers blend and we replay the older classics. Listening to the podcast the early parts, the more familiar parts, of the tomb were quickly explored as this meta knowledge showed as in character research. The further into the tomb though, things became uncertain as the meta knowledge was less precise. By the midway point of the module decisions were needing to be made as part of the whole party, with no clear answer.

I think this tactic could work for other scenarios as well. In my own games if I happen to run something someone else has played or run, we can chalk up some of that character’s research in some dusty library that happened during downtime earlier in the campaign. This will help allow the character to fully participate without having to keep quiet all of the time.

Now this might not work for all modules, where they are less puzzle or trap oriented and more “big twist” at the end oriented. But it does provide yet another tool to the GM to help run something that might have been played before. I will certainly add this tool to my arsenal of GM tricks.

A Unique Issue

Have other GMs run into this issue of trying to run a module another player in the group has run or played? Do you avoid such adventures? Have you developed work around for that situation? If so I want to hear about them!

S&W Family Campaign

Ruins of Ramat HallwayIt has been many months since I have run a game for the kids. We last left off a little over a year ago with a Pathfinder campaign. The older boy has been asking to play and using the start of a new family campaign up as leverage for some other things, the family campaign has started once again!

The System

While a big Pathfinder fan, I have been dabbling in other systems and wanted to use something else this time around.. I run and play in a lot of Dungeon Crawl Classics games. My son has played this twice and the randomness of the magic system annoys him. The fantasy games are new enough and fresh enough to him that he doesn’t need the “shock” value of random spell results. He wants his magic to work predictably.

He mentioned an interest in the mysterious brown books I have on the shelf (OD&D) and playing with that set. Not really wanting those books on the game table or getting damaged, we opted to go forward with Swords & Wizardry Complete for the foundation of our campaign.

My son has slowly taken a liking to these older systems. Once the system was chosen, he immediately set about creating his characters and lining up his henchmen. He also took input from his younger sister on what kind of character she wanted to play and built her an elven ranger (we let the race/class requirement bend a bit).

S&W BattlematIt took a little convincing to assure my son 3d6, assigned as he saw fit, was going to be okay. I let him know his character did not need to be a superhero in these systems. While I did not supervise his actual dice rolling, the resulting scores looked reasonable with a minimal amount of indicators of fudging.

I did let him use his own house rule for hit points as I thought it was a good one. If the hit die was a d4, then I let him do a 2d2 to generate, a d6 was a 2d3, a d8 was a 2d4, etc. That seemed a reasonable compromise to me.

The Campaign

I started the campaign in a small, as of yet, unnamed village. The spring wars were being fought on the border of the region leaving the village with a much smaller number of defenders. A young girl had recently had her dog taken by a pair of skeletal hands from a hole at the top of a nearby hill. Our heroes were needed to find this dog or determine what happened.

This came from the Brave Halfling Module The Ruins of Ramat. My version was actually written for DCC RPG, but it was easy to convert on the fly to S&W. The Ruins of Ramat is a small dungeon that is not overly deadly, despite its intention as a 0-level funnel.

Kids - Ruins of RamatWith the scene set, the kids quickly asked questions about the situation. In fact the younger daughter was quite inquisitive, immediately asking extremely relevant questions about the claws, how many, what size, and other things about the hill before heading there. I was quite impressed!

My son plays two characters, a Magic-user and a Halfling Thief and my daughter plays the elven ranger. They have hired two henchman to assist as they head out to investigate.

The two have played many times before and did well at exploring and battling the denizens within. Several of the fights went quite quickly with good tactical playing by both of them. The final fight got a little close to going quite poorly. The two henchman both feel to the foul creatures, and the high starting hit point of the ranger saved her. But in the end they vanquished the threat and recovered the missing dog from the ruined temple.

Returning to the town as heroes, they enjoyed their spoils and tallied up their gold and experience points. A very successful first session of the new campaign!

What is Next?

DiceInspired by The Delvers podcast, I decided to pick up Barrowmaze. I continually hear positive things about the megadungeon. I also think back to my early days of dungeon crawling and remember enjoying expansive dungeons.

So I have decided to drop Barrowmaze into this early portion of the campaign. I suspect we can get a lot of great game time out of it. It should make regular game prep a little easier always having that as an option as well. Anything to reduce the hurdles of running the campaign from my end is a good thing. On weeks I have a little more time I can always drop in another side adventure for a break from the Barrowmaze if need be.

Once we get a few Barrowmaze sessions in I will do another post on how the family Swords & Wizardry game is coming along!

Review: The Falcate Idol

The Falcate Idol CoverAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Luigi Castellani
Price: PDF $3.25 – at RPGNow / at d20pfsrd.com / Paizo.com
Pages: 15 (incl. cover)

Campaign Elements

The Falcate Idol is a new product line from Purple Duck Games for the Dungeon Crawl Classics RPG called Campaign Elements. The line is designed to help a DCC RPG judge create a persistent campaign world and provide patron quests, divine quests, or any number of quests to help fill the “quest for it” vibe of DCC RPG.

What is the “quest for it” vibe? It is an underlying facet of the DCC RPG game in that many things are possible. But to obtain these things such as ability score increases, great magic weapons, or any number of afflictions, the character must “quest for it”. It is not a simple matter of going to the magic shop to buy a magic item, but rather it is ancient story that tells of a location, pool, or any other source of ability to provide the character with what they desire.

In addition, the Campaign Elements releases are designed to be short adventures that can also act as something to drop in if you have some missing players on your gamenight. Typically playable in a single session, they are easy for a judge to pickup and run on a night where some folks are going to miss the game.

The Falcate Idol

This first release, The Falcate Idol, is a short adventure area detailing a cult’s sanctuary of a little worshipped patron. Within this sanctuary is the Egg of Creation with untold powers.

The PDF comes in at 15 pages including the cover. A map of the encounter area is also included, along with random treasure tables tailored to the sanctuary. In addition to the encounter area descriptions there is a short section on expanding the adventure or getting more from the adventure in the course of a broader campaign. There are of course new monsters as well.

The adventure actually has two items of interest in the same location. One is a spider idol with a gem told to be as large as a pigeon’s egg. Hidden within this same sanctuary is the Egg of Creation which is said to have great power in and of itself.

The Review

This adventure flowed quite well on a read-through and presented several hooks for a judge to use in their campaign. A creative judge is sure to find many, many more ways to use this adventure. I immediately thought of several ways to use it in my own campaign with only a few tweaks to get it to fit just right.

The length of the adventure should fit in most people’s single sessions. This is handy in a couple of ways – one, letting you more easily drop it in as something to run when short some players, and two, allowing you to use it with a “quest for it” adventure without derailing the whole campaign. The adventure can drop into an existing campaign world with minimal reconfiguration, if any.

The map is easy to follow and differs from some of Purple Duck releases other maps in their DCC RPG products. The map is simple, but I like the look of this one. It features an interesting layout without being cumbersome.

As noted earlier there are random tables included for treasure, unique items, and a spell effect chart. I liked the tables and several items on there could easily be borrowed by a judge even if an item was not found or used in the adventure.

The new monsters in the adventure are interesting and have some special qualities to help add to their mystery. The monsters can also be added to a judge’s bag of tricks for other adventures in their campaign as well.

I was very pleased with this adventure and this new product line. I think it fills a need in the DCC RPG market by providing areas a judge can use for “quest for it” type tasks. I think all judges are good intentioned, but sometimes time impacts their ability to come up with quests between major adventures to handle patron requests or desires of the characters.

This initial adventure looks to deliver on many of those fronts. I was easily able to insert it in my own campaign to take care of some recent requests and questions from the PCs in my game. It also is short enough to run without taking us too far away from the campaign as a whole.

This adventure is well worth picking up if you want to have a short adventure on hand or start having the PCs quest for some of the things they have been asking for. I look forward to the future releases in this line and hope they hit the mark as well as this one did.