Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Monday, July 25, 2016

Stranger Things, and back again

New Netflix series Stranger Things is all over our social media circles right now. And when I say "our" I mean us, the role-playing gamers. So here I am, returning from a really long hiatus, writing again about this strangers things we love!

I knew nothing about the show until I opened my Netflix account the day it premiered and saw it there on the home page. I sometimes put series on while working on my computer—I have two monitors set up—so I clicked it with no expectations and thinking of using it just as background noise while I worked.

What a big surprise!

The first couple of minutes I saw this typical lab scene where something has gone terribly wrong and poor "Scientist Number 1" dies a horrible dead. OK—I thought—seen it before. So I kept working while watching. But next, there are these kids playing D&D in a basement and, obviously, that instantly caught my attention! I stopped what I was doing to focus on the scene, and I cracked open with laughter!

Tuesday, November 24, 2015

Crafting and D&D

Dwarven Forge dungeon tiles
A few weeks ago I opened the Pandora's Box of D&D Dungeon Crafting... yes I'm now doomed, because —let's admit it— as with dice, you can never have enough dungeon terrain for your table top gaming.
I've been looking —for a while now— at those gorgeous images of 3D dungeons people post in table-top gaming forums. I'd also pondered —for a while too— about buying some molds (Hirst Arts seems to be the staple) and start working on my very own 3D dungeon tiles.
But two things had been stopping me from buying them, a) I'm not sure the required materials are easily acquired in my city (I'm from Mexico), and b) I'm sure I won't have enough time to do all the cool things I would like to do.
Another option could be to buy pre-made sets, like the ones made by Dwarven Forge, but a) my budget is already thin enough gaming-wise and b) do I need to mention a point b)?
Nonetheless, this is a part of the hobby that's been flirting with me since the mid 90's, when I used to buy at my local magazine store the White Dwarf issues printed in Spain, just for the cool pictures and crafting tips, even if I couldn't get any Warhammer minis at that time.

Monday, October 26, 2015

Ravenloft for Halloween

Halloween is coming once again, and this year I finally got to DM the legendary I6 Ravenloft module, the one that started it all.

At first I wanted to run it using the original 1st edition rules, but I've never played that edition and for time-frame reasons (too much to read and learn) I've decided to go with 5th edition, which is the edition we're currently playing. I also wanted to play it as a 1-shoot since we're currently in the middle of another campaign. But some of the players begin to ask when we'll be starting it, and because I've been wanting to run this classic a good 10+ years ago, I've decided to savor the pleasure of having Strahd play cat and mouse with the helpless PCs for more than one session.

And indeed I'm savoring it. Castle Ravenloft it's a beauty and the myriad of paths the players can take makes it really alive. Also the Fortunes of Ravenloft add an extra level of excitement to the gaming sessions (not to mention the re-play value).

Monday, August 17, 2015

Dark Sun: The Gladiator

The Fighter class in the world of Athas is pretty much unchanged, the only thing was to remove the Eldritch Knight from the Martial Archetypes options, and to compensate I created the Gladiator as a Martial Archetype.
Some people suggested me doing the Gladiator as a completely separate class of its own. But I think that would be redundant. I was even tempted to use the Champion archetype and just change the name to Gladiator because it kind of fits. but in doing so, I was leaving the rest of non gladiator fighters with no option but the Battle Master.
So I worked on the new archetype. I looked at some of the gladiators from previous editions. The one on the original 2E box didn't had much to choose from, and the prestige class from 3.x was too dependent on the crowd cheering up. I somehow implemented that in one of the features, but also added the ability to impress the enemies, in case there's no crowd around—no, the party does not count as a crowd!
So here it is, my take on the Gladiator of Athas, as a Martial Archetype.

EDIT: I just changed the previous Favored Weapon feature for the Pit Fighter feature, to make it feel more like the original box gladiator.


Gladiator

The life of a gladiator is brutish and brief, but it is the one occupation a slave can hold that also brings respect. Gladiators are heroes to the common people. Their trials and victories are the stuff of legend, and many slaves grow comfortable from the accolades their conquests bring.

Sunday, June 7, 2015

Why Powered by the Apocalypse?

Maybe you already know it, maybe not. I'm in the process of writing a Powered by the Apocalypse role-playing game: Nahual. I'm Mexican, so this is a Mexican game, based in the universe and works of (also Mexican) artist and graphic novelist +Edgar Clement.

Just recently I had to ask myself (for reasons not important to this post), why I'm powering my game by the Apocalypse? The answer I picked was straight and short, so now I'm trying to expand it here.

First I'll say that I've been wanting to write this game since around 2005 or so. My first idea was to use the d20 Open Gaming License, but back then it was just an idea, no words where put together at all.

I guess the reason I never sit down myself to start writing the game was that it felt odd. I thought about the classes for the game, of course I had to. And what about races or something similar? Then the levels, how skills and feats and all that crunch will help represent the universe of nahuals and angels and devils that Clément is (still) developing. As I said, it just felt odd.

Then I moved to another town, new job, things changed. The idea was left on the pipeline for a while. Then again I decided to continue. It was around 2012. I had found some of the material from The Forge forum. Theory about role-playing games, how system matters, etc. So I decided to create my own brand new system. Except that, despite all the theory and stuff I had read, my main gaming experience was D&D 2E and 3E, Chaosium's Call of Cthulhu and the old World of Darkness games. So my "brand new system" was just a mirror/shadow of some of the concepts/rules presented by those games, specially the WofD.

Then, I don't remember exactly how, I found out about this indie game called Apocalypse World, by this author named +Vincent Baker, and the comments I'm reading on the internet are quite interesting, and then I saw Mr. Baker talking about game design in a convention in Finland! (via Youtube of course, I've never been to Finland) And I was like OMG!


And then I got my PDF version of the Apocalypse World game, and THEN is when I knew this is how I wanted to make my Nahual role-playing game based on Cléments works. But why?

Monday, March 23, 2015

All hail Tiamat!

I'm preparing the Rise of Tiamat adventure for my Tuesdays D&D group. So far the adventure looks great, but the thing is, my group didn't play the Hoard of the Dragon Queen adventure, and even though the RofT book says you don't need to, I feel like there will be a hard gap for my players to get really involved with the campaign. Also as DM, I have this sense like there's a lot I don't know, as if the authors assume I know things because it's a sequel adventure. It's quite a common mistake when writing, it has happen to me a lot of times. Or maybe I'm the problem.
Anyway, my group is right now in Undermountain. From there I'm planning on getting them involved with the Cult activities and pave the way to Tiamat's return. I'm just wishing that the authors had included more concrete hooking options for characters not playing the HotDQ adventure. Anyhow, "All hail Tiamat!"