Tuesday, February 13, 2018

Returning Soon... Plus a podcast from only... oh... 10 months ago...

Well, this is embarrassing... I've really let this blog go, haven't I? Though I did manage to update before it had been a full year.

Basically I had a game fall apart as the rules system proved to be unable to do what it advertised (*cough* Iron Edda *cough*) and I hit a rut blog-wise, where I realized that I was spending all my time "running" games taking notes so I could write blog posts instead of, ya know, enjoying running the game.

I've done a good job keeping games going, for the most part, my Wednesday Group took up Beyond the Wall and that campaign is nearly a year old, my 13th Age Eyes of the Stone Thief game is still going strong and Christy and I hosted a very successful Extra Life event, but I just never really got back to the blog.

Now, though, I've got somethings planned that I can write about that will hopefully be interesting, useful or maybe even both, without relying on trying to just write up my last game session.

So stay tuned, I should be back on a regular posting schedule by March 2018, fingers crossed.

In the meantime, here's the last Antagonist Relations Actual Play Podcast of A Red and Pleasant Land. Schedules have yet to align again, and this might just be the last aRaPL actual play (or the last one for a while, at least), but in the meantime enjoy, and perhaps I'll go back and listen to it again myself to provide commentary.

Also, apologies to any who have been waiting for the next post from this blog. I think Blue Zoidberg sums it up pretty well...

Wednesday, April 5, 2017

A Bang & then a Whimper - The Final Dispatch from Parcher's

When we left our rag-tag band of PCs and their 50-60 hangers on (in addition to Pinky's gang, Man also decided to take the 'have a gang' improvement), they had been chased out of Parcher's old hold by Dremmer. They decided to head off to the 100 Acre Dump to regroup and plan, and that's where the sixth session began.

Thursday, March 16, 2017

"A Red Rumspringa" - Antagonist Relations Actual Play Podcast 8 - GM Commentary

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Comments are in roughly chronological order as I listen to the podcast for the umpteenth time...

Wednesday, March 1, 2017

The Golden Puddle of Tollgate Square - Leaving Room for Icons in 13th Age

While I ran the Strangling Sea to start my 13th Age campaign, for the second full session, I ran a homebrew adventure. Previously the party had determined that there were three NPCs who might know a secret worth trading to an Ettercap temple in exchange for information about a 2nd Age Sage who studied the Stone Thief. Those three NPCs were

  • Elizabeth Clawchoke, Lich Baroness residing in Drakkenhall
  • Malaggar Lyme, Dark Elf emissary to the Emperor, currently visiting the court of Drakkenhall.
  • Corgak the Bruiser, Half-Orc thief and thug who killed an agent of the Prince of Shadows and stole a magical key.

After some discussion the PCs choose Corgak, and so headed off to Drakkenhall to locate him.
Now, as GM, I had a few objectives, which were:

  • Leave room to adapt the adventure based on Icon Rolls.
  • Provide a few social interaction encounters.
  • Introduce Tollgate Square as a place, with a distinctive feel, locations and NPCs.
  • Steal shamelessly from Voltron.

So how did I attempt all that? Why is Manneken Pis the image header? Keep reading to find out... (Minor Voltron Legendary Defenders Season 2 spoilers at the end of the post)

Saturday, February 18, 2017

"Is he telling the TRUTH?" Against Insight/Sense Motive

Man, I am terrible at compiling lists of GM Resolutions, I left off my renewed effort at NPC voices and came to realize today that I also left off my Insight/Detect Lie resolution. To whit, I am done allowing Insight/Sense motive checks to tell when an NPC is lying...

Now, this has been a pet peeve of mine for quite a while, but this year I'm putting my foot down and no longer allow players to declare "Is [NPC] telling the truth? I'm rolling Insight". But, but Zack! You cry, the D&D 5e Player's Manual allows it... and, sure I guess you could read it like that... here it is... the description of the Insight skill (which replaced earlier editions equally terrible "Sense Motive")...
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
It's right there "true intentions of a creature... searching out a lie..." to which I say, hooey... HOOEY! Continue reading or skip right to the TL;DR

Friday, February 17, 2017

13th Age - The Strangling Sea Review and Recap

(Find it at... Pelgrane Press  / Drivethru RPG / Amazon)

I choose The Strangling Sea to kick off my new Eyes of the Stone Thief campaign, not just because it was a published 1st level adventure that I could run without much prep but because it is an excellent adventure and tailored towards GMs who are new to running 13th Age. While I am not new to running 13th Age, it was still nice to have the extra advice in the adventure to guide me as I gear up to running an ongoing campaign that I hope will cover 1st through 8th levels.

Major spoilers for The Strangling Sea adventure follow, obviously. I'll do the review first and the recap of my players second, so that readers who just want a review of the adventure don't have to stick around for the hi-jinx of my players.

Returning Soon... Plus a podcast from only... oh... 10 months ago...

Well, this is embarrassing... I've really let this blog go, haven't I? Though I did manage to update before it had been a full y...