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Saturday, October 29, 2016

Well, that's a wrap for Random ACKS of Violence. We're going back to non-recorded sessions. I haven't decided what to shift the videos to yet. Reviews and playtests maybe...?

Our penultimate session:

And our farewell session:

The free dungeon from the Patreon has now been thoroughly plundered. I'm going to focus on tightening up the PDF and getting it ready for art, etc. In the meantime, the Castle of Count Z is dominating my design. I want to have it done in the next few days, but that's dependent on a few factors (including school, which I'm unfortunately behind on).

If I get it done I'll post it up. Let's hope for a Halloween release!

Monday, October 24, 2016

I got a Red and Pleasant Land and Vornheim: the complete city kit yesterday. I'm going to be busy for awhile...

Meanwhile, I'm way behind on posting these:

I'm actually 2 behind. The guy playing Hank informed me that this was his farewell session, which is too bad. I humbly dedicate the episode to Hank the Cleric in his honor
Dig that turtleneck huh? I'm trying really hard to be this guy professionally. I'll let you be the judge.

Sunday, October 9, 2016



The Dwarf Slayer

For those of you unfamiliar with the Warhammer fantasy Dwarven slayer, check ‘em out! 

I always add these guys (and the Dwarven book of grudges) to every game I run. For my BECMI / ACKS game, here are their rules: 

-Any dwarf vaultguard who becomes tremendously shamed, or who accrues debt beyond their ability to repay, may join the slayers to redeem themselves through glorious death.

-They foreswear the use of armor (they are trying to die, after all)

-They spike their hair with hog fat, getting rad orange/red mohawks

-They receive grudge tattoos from a craftpriest. These magic markings help them to survive until they can find a glorious death. Mechanically, if they lose their last HP to an attack from a creature with less HD than their level, they save VS death. If they succeed, they immediately gain 1D4 HP and continue fighting!

-They take the Slayer’s Oath, a mystical Dwarven oathspell which protects their hearts and minds from harm. If they should fail a save which mystically enslaves or beguiles their mind, they may give themselves over to rage and enter a berserk fury for 2D4 turns, ignoring any urgings save their desire to destroy to revenge their shame.

-A slayer always gives away all of the gold they earn or any share of the treasure they would keep, save for a pittance for food and meagre supplies. This “wasted” gold is banked towards the (inevitable) replacement character that will step into the slayer’s shoes when they find their glorious death.

Also, time for some more random ACKS of violence!





Saturday, October 1, 2016

So, after a few test runs, I have created the first draft of the free sample dungeon for the Patreon.

Some notes:

1. It is missing the rumors chart and adventure hooks in this draft. That is because I stayed up all night finishing the key and I am tired. They will be added to complete its utility.

2. It is OSR/BECMI compatible, but has not been upgraded to be fully compatible with 5th edition D&D yet. This will also be done, given time.

3. This dungeon is meant as an introductory adventure. It adopts the OSR mindset of level-neutrality in that, aside from a general power curve around 5 HD, there is no thought given to encounters being "level appropriate". Daring this dungeon should be done with caution, every time, by everyone.

4. I have a copy of deities and demigods, which when filtered through the strange genius on exhibit in this article, spawned this dungeon. I hope you like Celtic Deities.

5. Wow I am really tired.

6. I have never done anything in publisher before. I kind of hate it. I had to resort to drawing the map in bloody ms paint. If anybody has any helpful pointers for better mapping or how to wrangle publisher to not be a jackass, I would very much appreciate it.

7. As a GM, I am a bit of a Monty Haul. There is a lot of treasure in this thing. Most of it is balanced by a horrible drawback, but your characters stand to gain a lot by risking this dungeon. You've been warned.

THE NEXT DAY

Okay, so I've slept now. Time to unpack:

Some of the thought and effort that went into this dungeon
This series of articles inspired the nonlinear layout of the dungeon.
There are multiple entrances to every level, allowing players to explore the dungeon in a unique way each time they encounter it.
Also, as you guys can see here (https://www.youtube.com/playlist?list=PLaD16z1FQGeKmdCyqxdjvdu7h7pJTnSXE) (if you’ve got a few hours) the dungeon plays different depending on how it is approached. This is one of the coolest things offered by the Jaquays technique.
Removing the linearity of the dungeon means that there is no set “encounter path”: the story and history of the dungeon is learned holistically as it is explored. Each room and level reveals a little more.
The dungeon reveals itself through play( http://dndwithpornstars.blogspot.com/2011/03/how-i-want-to-hear-about-your-setting.html ). When you crawl through this ancient, monster-infested church, the nature of it sinks into your bones.
You don’t just encounter an ogre: you encounter a Fomor. Rather than attacking, he engages you with an impossibly cultured voice, constructing a case for his loathing of the gods.
You don’t just find a magic item: You find a Tathlum, made from the head of an ancient bloodline’s kin.
You don’t just see a painting of Arawn, the god of death: the skeletons in this room see it to, and they’re spellbound.
That blog post really inspired me to take another look at Deities & Demigods. Thumbing through it, I realized just how gameable its contents were.
The unique features in rooms, most of the items, enemies, wolves, waterfalls, statues with hideous faces: all of it comes from the Celtic God’s section of that book.
Like, did you know what a tathlum is? Because I didn’t. But now I’m glad I do!
3. Something cool in every room
No article link for this one, because I can’t find the quote that inspired it (drat)
But the basic idea is this: if a room is in this dungeon there has to be something cool in it.
Just to throw out a single example: there is a stone pair of hands that crushes anything placed between them to powder. There is another room where 3K GP’s worth of gold is sitting on the floor but oops: it’s cursed, and turns into flesh-eating scarabs every night.
My players took the cursed gold and crushed it with the giant hands: bam, 3K’s worth of gold dust. Brilliant
And I didn’t design that. I would never have thought of it. Players are rewarded for being imaginative and combining the unique features of the dungeon in unexpected ways.
The core of this dungeon looked a little like this when I started:
Chaos sorcerer/Cursed sword/ Troll/ Magic healing fountain/ Ghost
Then I used the technique outlined in the linked article to define all of these element’s relationship to each other. For example:
Chaos sorcerer: Covets the cursed sword, controls the troll by bribing it with the water from the magic healing fountain, which he manipulates. Fears the ghost, which guards the sword (like a ringwraith, because those are the best ghosts)
The Fomor came in at a later design stage, when I was trying to give the dungeon rival factions. But he fits really well (Like, it makes sense that he can’t overcome the sorcerer’s troll despite his fire attack, because it’s not possible for it to do enough damage to slay the troll. But his power is enough that the sorcerer wouldn’t just attack him outright)
That final level with the wraith is creepy as hell too. It’s the deepest layer, and it’s cramped, and you’re alone. And all of the entries to the hero’s tomb are ominous (and if you’re smart, you’ll realize that they’re keeping the wraith trapped in his grave!)
This kind of churning factions/rivalry angle is pretty forgiving on players, because they can stack factions against each other and loot the place in the chaos.

5. Everything seems hostile
Nearly every single room has a feature (or an environment) which could house a trap. Or be cursed. Or have consequences if it’s screwed with.
The big rocks blocking the doors on level 1? If you move those, then the goblins raiding from the northern mountains will have two ways to harass the troll. The rock by the stairway is discouraging the Fomor from continuing his war with the Chaos sorcerer.
This dungeon is silly with ancient, blood-streaked statues. Adventurers have to balance their curiosity (or good intentions) against the very plausible possibility that interacting with these statues can call down the wrath of the gods (Don’t mess with those stone pillars of Dunatis, you could cause a landslide!)
Again, speaking from experience (and you can watch this on our playthrough) this makes the dungeon a place that players tend to crawl inch by inch, which gives it a great table presence.

6. More stuff
But frankly that’s enough bragging for now. Trust me in that a lot of thought and careful construction went into giving this thing a reason to be at your table!


EDIT: This dungeon is no longer on the patreon (that's been re-purposed for Lone Wolf fists). However, if you still want to check out the dungeon, here's a link to it!

Tuesday, September 20, 2016

Random ACKS of violence

So, we're now putting up our play sessions on the olde youtube:



Go and waste three hours of your life!

Generally we'll run whatever the hell game is currently tickling my fantasy (ACKS right now, this is a love that will not soon die) but also this is where you're going to see us do our playtests of the games designed by the Mushroom Press.

You're soon going to see us playtest our latest draft of Brahamanda!!! and then Parliament of Crocodiles. Stay tuned, true believers!

Saturday, September 3, 2016

Goblins as nasty maggot monsters

Inspired by the dilemma of this thread (and also by this rant by the spoony one) I have opted to provide a workable and disgusting solution.

(Also, I always hated that goblins had like, two clearly distinct species which were carbon-copies of each other ((I dare you to give me a concrete difference between and goblin and hobgoblin)). So I took a swing at that one too.)

The life cycle and habitat of goblins

Goblins settlements never occupy the lowest level of their environment, and with good reason: that is where both their filth and their children inhabit.

The liquid and solid refuse of a goblin infestation filters down to caverns and tunnels below them, forming a sort of sewer. When goblins breed, the females (who are indistinguishable from the males, as they are not mammals) will journey to this labyrinth to lay their eggs.

Goblin eggs are soft and slimy and laid in massive clutches, similar to frog eggs. Goblin “children” more closely resemble a hideous cross between a tadpole and a gulper eel.


When goblin larva sprout limbs and venture out of their filthy spawning catacombs they are swiftly caught by the Spawn Wardens. These are goblin adults that are equal part slaver, trainer and drill sergeant. They train the spawnlings like dogs, teach them to fight and recruit them into their home clan for the glory of their leaders.


Goblins who survive their harsh early years as cannon fodder grow stouter and more cunning, becoming what humans call hobgoblins.



Those that live and succeed beyond this eventually grow to massive size, what men call bugbears.



The goblin king (whomever that may be) is generally the eldest goblin, swollen to tremendous size from a lifetime of wickedness and excess.


Why I like this

I like it because it makes you not feel bad about killing goblin babies or women. It makes women just the same as men (nasty, evil monsters) so its fine to slay them. It makes babies into gross vermin, far removed from doe-eyed, redeemable goblin babies.

It also makes the question of nature vs nurture academic. Goblin society harnesses the life cycle of their species into an engine creating endless cannon fodder, where the strong naturally rise to the top of the command hierarchy. Separating a goblin spawnling form this cycle would be very similar to taking a wolf from its pack. You wouldn’t redeem it: you would stunt it, warp it into a thing useful for humans. I do like that it opens up “domesticated goblin” as a thing, sort of like a powerless Darby.
Maybe if the players are really torn on killing “young” goblins they can just sell them to a goblin domesticator, with methods of training them that are only dubiously ethical.

I like that goblins get bigger and nastier and rarer as they age. That fits in with the CR paradigm really well and explains why goblins get along so well with bugbears and hobgoblins and the like. It also explains why their leaders are always big gross blobs.

I like the relationship wrinkle it puts in to goblin wolf riders. They have more of a lamprey/shark thing going on now.

I like that this makes goblin cities a sort of organic outgrowth of goblin nature. It makes a species like this make sense while giving them numbers to explain their ubiquity.


So there you go. A way to make both goblins and maggots worse. Enjoy!

Sunday, August 21, 2016

Unfortunately, I am in the income bracket were an unexpected change can cause a lot of plans to fall apart.

Well, an unexpected change happened.

About an hour ago my car was stolen. The insurance is not going to pay for it and the police have added it to the gigantic roster of stolen cars from my city. I have little to no hope of recovery it or replacing it.

So I'm going to be on hiatus for awhile as I deal with this. I would ideally like this break to be no longer than about a months, but I have no idea if thats a realistic possibility.

Sorry for the bad news. Hiatus commencing.

UPDATE

The car was recovered! It's still inoperable due to the keys being missing, but otherwise she's fine!

This is great news. What I imagined would be a months-long hiatus is now only going to last a few weeks.

Special thanks to the good people of Springfield and our hard-working police force for the speedy recovery of the vehicle.