Showing posts with label 2E. Show all posts
Showing posts with label 2E. Show all posts

Saturday, January 12, 2019

2018 Antagonist Relations Recap

Image: Twenty Sided Dice set to 20 19
Antagonist Relations, Inc is back from holiday break, which was not particularly a break since I’ve run 6 game sessions and prepped a 10 part Cypher Game campaign since my last post in addition to all the normal family hoopla around the holidays.

Blog Business

It was a good year for blog writing last year— I posted 102 items in 2018, more than twice the next highest year (2015 with 47) and almost five times what I posted most years since I started this blog in 2012. The volume is especially notably because I only had a single post before March 2018. It was a questionable year for blog reading though… at least from what I can tell. Posts will get 10-20 views in the week I post them and that’s about it. Almost all of the referral links in the blog stats are for scammy clickbacks, for sketchy pharmaceutical hawking blogs or other obviously fraudulent and more importantly non-RPG blogs or sites. The few comments that I did get on posts in 2018 were all spam as well. Despite attempting to promote the blog with a twitter account (@antag_relations) and making sure to post fairly regularly on it to keep it from entirely being a wasteland in between blog post tweets I don’t seem to have grown the blog audience from the three people I know read it which has been disheartening.

Ultimately though, I’ve decided to keep posting here and to accept that maintaining the blog is something I’m mostly doing for myself and not for an audience, after all Lonely Fun has a long and storied tradition as part of the RPG hobby and so this blog will be my outlet for that. That said, if you’re a reader of the blog and not someone I know personally, if you send me an email at “Antagonist.relations(at)gmail.com” to let me know you’re out there, I’ll happily send you one of these snazzy stickers or a pack of the AD&D Second Edition Collector Cards if you’re interested.

Image: Shit Stickers where the I is a 1 on a d20, unopened pack of 1992 Series TSR D&D Collector Cards

So, what are my goals for the Antagonist Relations blog for 2019?



Back in 2018 when I made the conscious effort to revitalize the blog, I planned on putting up lots of tables, but by the summer I had discovered that churning out a table every week or two was difficult, so I’m going to let those drop away and not spend time trying to come up with another table of names just to say I got another table made. On the other hand, I’ve really enjoyed writing the Weird Magic Item and Music to Game to Posts so those will continue.

You’ll also continue to see cross-posts from the Antagonist Relations Podcast, we recorded our first episodes of 2019 on January 4th and I hope to have them edited and ready to post soon. I swear that eventually I’ll do another Lonely Fun podcast just for Ben and there is a chance that there might be another potential podcast to come as well, though that one is really tentative.


Tuesday, October 9, 2018

The Eternal Boundary - Review



The Eternal Boundary, the first published module for the 2nd Edition AD&D Planescape campaign setting, I was lucky enough to get a physical copy from a friend as a gift and have enjoyed running it twice. First, using 5th Edition D&D rules and some home-brew planar race and faction options and the second time this last summer using the original 2nd edition ruleset as part of my Roll20 Great Modron March campaign. I’ve touched on the Eternal Boundary module before when I discussed using Perplexities as Hooks but wanted to do a full review.

As the inaugural Planescape module, aside from two brief single page adventure prompts in the setting boxed set, the Eternal Boundary does a fantastic job introducing some of the seedier areas of Sigil as well as the kriegstanz or undeclared war between the factions and the power of belief in the setting.

Spoilers for the Eternal Boundary Follow...

Thursday, October 4, 2018

Great Modron March - Introduction & Chapter 1 Review

A few years ago, I picked up a PDF of the Great Modron March from the DMs Guild and then was busy running other games. Then, early last year I opened it and was immediately dreaming of getting to run it. Since I’d been playing in a 2nd Edition AD&D al-Qadim game, I decided that I wanted to run it with the 2nd edition rules it was originally intended for. A quick poll of my local players showed that I was going to struggle to get a consistent group to run in person, so I turned to Roll20 and haven’t looked back.

I’ve now run 15 sessions of the campaign, using Great Modron March as the backbone and weaving in other classic Planescape modules as well, notably The Eternal Boundary, Harbinger House and The Well of Worlds, and I would re-run this campaign in a heartbeat. I’ll review more of Great Modron March, as well as the other modules but this post will focus on an overview of the module and its first chapter.

Introduction and Background

As a Planescape fiend (pun intended), it was hard not to get sucked in by the allure of the Great Modron March… Eleven linked adventures that span from level 1 to 10 that take the PCs around the Great Wheel of the Outer Planes? Just that sounds fantastic, and that’s before diving deeper in. One thing I’ve noticed that sets the Planescape modules apart from other 1st and 2nd edition modules I’ve read is their organization. Most of them have a DM introduction, a synopsis and other bits that just make prepping much easier, and Great Modron March definitely benefits from these things. There is a great introductory chapter, a separate story prologue and then each chapter starts with a section called “Just the Facts, Berk” that lays out the Number of PCs, Levels, PCs Preferred, Factions involved and a Synopsis. This makes each chapter easy to run with relatively minimal prep.
One thing that I noticed as I read the entire module before beginning the campaign was the numerous hooks that a canny DM could seed, and so I put together a list of hooks for the players to choose hooks for their PCs that were interesting to them. Below is an abbreviated list of the hooks I pulled from the Great Modron March.

Hooks


  • Ydemi Jysson - a clerk at the Hall of Speakers in Sigil (Contact)
  • Hearth’s Faith, a small town on the plane of Mount Celestia
  • Sir Vaimish Crasad - a Paladin lord of the gatetown of Excelsior (Contact/Mentor)
  • The Tacharim - an evil order of nomadic knights that plagues the Outlands (Antagonist)
  • Lil’z Rou - Githzerai Sensate namer. (Contact)
  • Xaldra Miloni - Tiefling Indep and well-lanned party girl. (Contact)
  • Bachalis - Half-elf Indep Wizard – (Contact/Mentor)
  • Erinos Vail - Athar Mage in Rigus – (Contact/Mentor)


Another enticing prospect was the episodic nature of the module, where each chapter is reasonably self-contained and allows for other adventures to take place between the chapters of the Modron March. This has let me easily weave the other modules in, resulting in the chronology below.

Session - Module (Sessions are approximately 4-5 hours long)
1 Great Modron March Chapter 1
2 Eternal Boundary
3 Eternal Boundary
4 Eternal Boundary
5 Great Modron March Chapter 2
6 Great Modron March Chapter 3
7 Great Modron March Chapter 3
8 Well of Worlds Hard Time
9 Harbinger House
10 Harbinger House
11 Harbinger House
12 Harbinger House
13 Harbinger House
14 Harbinger House
15 Harbinger House
16 Great Modron March Chapter 4





More Spoilers for Great Modron March follow…

Sunday, July 1, 2018

Antagonist Relations Podcast 38 - Murder, Mayhem and Modules, Oh My!

Antagonist Relations Podcast 38 - Murder, Mayhem and Modules, Oh My!


Ben, Cassandra, Christy and Zack ramble on a bit after playing a third session of Beyond the Wall and Other Adventures, mostly discussing murderous rampages and old modules.

as well as other assorted nerdery.

If you want to know more about Beyond the Wall, check out the Antagonist Relations reviews:

Antagonist Relations reviews Beyond the Wall and Other Adventures
Antagonist Relations reviews Further Afield.


Please take our listener survey here.

Thursday, June 7, 2018

RPG Inspiration Twitter Bot List - Sword Names Table

Instead of posting another table of surnames I've made, I figured I'd put this up. I made a list of RPG Twitter Bots I find interesting/inspirational. If you have any suggestions to be added, let me know.

RPG Inspiration Bots - a list by @antag_relations


I'm hoping to have a Magic Sword/Weapon name bot set up later this summer. I've been thinking about the few swords in Thomas' al-Qadim AD&D Church game, like Angel's Fang and Wizard Death. I created a little table to generate Sword names and then couldn't stop myself after, so I started randomly generating thousands of interesting magic sword names that will eventually go into the bot. But for now you can enjoy sword names like "Ghost Shaver" and "Moon('s) Edge".


d20 Sword Name Prefix Sword Name Suffix
1 Foe Wrath
2 Adversary Slicer
3 Spleen Vengeance
4 Death Fang
5 Moon Blade
6 Blood Render
7 Weakling Breaker
8 Gore Shard
9 Shining Wound
10 Silver Shaver
11 Dawn Death
12 King Ender
13 Angel Edge
14 Heart Skewer
15 Ghost Piercer
16 Sharp Slasher
17 Widow's Ache
18 Sir Carver
19 Steel Bane
20 Mountain Tickler



Also, last month I converted my old Zombie Twitter RPG account into a twitter account just for my RPG nonsense, which you can follow at its new handle: @antag_relations


Saturday, May 26, 2018

Wait, What? – Perplexities as RPG Hooks

Talking with Thomas about the Day of Al’Akbar, a module he’s running for our ongoing AD&D 2nd Edition al-Qadim Church game. He was asking if it felt like there was too much going on in the city for the party to keep track of and that led to us discussing how NPC’s give clues and just what hooks and focused are needed for the PCs in an adventure. I haven’t read the Day of Al’Akbar yet, as we’re still playing through it, but our party headed to the city of Khaibar, thinking it was an abandoned ruin with perhaps a small bandit camp. Our goal was to find the cup and talisman of Al’Akbar, in order to cure a disease in a city we’d like to be able to visit without fear of catching a plague and to charge the rulers a massive amount of gold to do so. Instead of the ruined and empty (or nearly empty) city, we arrived to find a re-established city with at least 500 inhabitants, multiple inns, mercenary soldiers, a bandit king and his followers and a terrorist waging a magical bombing campaign. Needless to say, this threw us for a loop and we spent two sessions exploring the town, speaking to dozens of NPCs, exploring a dozen or so labeled shops and such and trying to figure out if the tensions in the town were going to interfere with our mission of obtaining the two artifacts we had come in search of. The third session was largely us stumbling onto the aftermath of some NPC theater and using it, as well as several overpowered spells, to loot the palace of the town and locate the first part of the artifact, but we still don’t quite know what happened between the bandit king al-Farzikh and his enemy, Mad Dog, and if the mercenary take-over after al-Farzikh’s death was planned or just opportunistic. But, since none of those NPCs seem to be searching for the artifacts, it’s likely that we play next we will continue to ignore them as we move our hunt for the second artifact elsewhere in the city.

This got me thinking of two modules that I’ve run recently where I feel like the PCs were drawn into the plot despite a relative paucity of hooks, the excellent Dancing in the Ruins module for Godless, and the first published Planescape adventure, The Eternal Boundary. At 6 pages, Dancing in the Ruins, is wonderfully economical, it offers a few NPCs who can serve as quest givers, but mostly relies on the mystery to be compelling. For The Eternal Boundary, it starts with a quest giver, either faction or non-faction, but both those starts give the PCs basically the same information and send them on a quest that is largely a red-herring and then the PCs discover the real plot of the module in the course of tracking down their MacGuffin. Instead of detailed hooks what both modules rely on are Perplexities, tangles of clues that convince the PCs and their players that there has to be something more (and oh boy, there is plenty more lurking beneath the surface in each module.)



MINOR SPOILERS FOR DANCING IN THE RUINS,THE ETERNAL BOUNDARY AND N1 – AGAINST THE CULT OF THE REPTILE GOD BELOW.

Thursday, April 12, 2018

Planescape Item Charts

One of the things I enjoy most about running Planescape using the 2nd Edition AD&D rule-set it was originally written for is all the fiddly, particular bits about the way the setting interacts with the mechanics. That includes the fact that magical weapons and armor lose part or all of their bonus as they are moved further from the plane they were created on.

As I began to prep for my current Roll20 game, I realized that I needed a good way to come up with where various magic weapons and armors were created so that we could calculate any bonuses lost as the party lugged them around the planes. So with a little work, I whipped up a few tables to do just that...


2d12 Table 1: Category of Plane
2 Inner Plane
3 Inner Plane
4 Ethereal
5 Astral
6 Astral
7 Astral
8 Outer Plane
9 Outer Plane
10 Outer Plane
11 Outer Plane
12 Prime Material
13 Prime Material
14 Prime Material
15 Outer Plane
16 Outer Plane
17 Outer Plane
18 Outer Plane
19 Astral
20 Astral
21 Astral
22 Ethereal
23 Inner Plane
24 Inner Plane


2d12 Table 2: Inner Planes
2 Salt
3 Dust
4 Ash
5 Smoke
6 Water
7 Water
8 Water
9 Earth
10 Earth
11 Earth
12 Fire
13 Fire
14 Fire
15 Air
16 Air
17 Air
18 Mineral
19 Magma
20 Magma
21 Ooze
22 Ice
23 Lightning
24 Radiance


2d12 Table 3: Outer Planes
2 Sigil
3 The Beastlands
4 Mount Celestia
5 Carceri
6 Arcadia
7 Pandemonium
8 Bytopia
9 Arborea
10 Baator
11 Outlands
12 Outlands
13 Sigil
14 Sigil
15 Outlands
16 The Abyss
17 Acheron
18 Ysgard
19 Elysium
20 The Gray Waste
21 Mechanus
22 Gehenna
23 Limbo
24 Sigil

2d12 Table 4: Prime Material Plane Locations
2 Athas
3 Eberron
4 Eberron
5 Krynn
6 Krynn
7 Krynn
8 Krynn
9 Oerth
10 Oerth
11 Oerth
12 Oerth
13 Toril
14 Toril
15 Toril
16 Toril
17 Mystara
18 Mystara
19 Mystara
20 Ortho
21 Ortho
22 Nehwon
23 Nehwon
24 Aebrynis



Tuesday, January 10, 2017

New Year, New Games (and Old too...) - State of the Blog III Part One


Hello there gorgeous...


With the turn of the new year, it seems appropriate that I do another State of the Blog post, though this one will probably be even longer and more rambling than previous installments... So, hold onto your dicebags, 'cause here we go!


Sunday, July 10, 2016

Additional Podcastery


Once again I descended into the Lair of the Ginger Giant to cast some pods.

First we have the 6th Antagonist Relations Actual Play Podcast: Because They're Suckers where the party, with a new Were-frog companion, descended into the dungeon below the Mirror Reflecting.

Second, we have a long and rambling actual, old-school Antagonist Relations Podcast, Roll a CON Save, where we talked about some of the shortcomings of 5e D&D and how we address them, games we want to run and I did some more convincing of Ben of the glory that will be Death Grind D&D before the three beers and late night caught up to me and we ran out of steam. We're going to try and be more focused on these in the future, and cover topics instead of (who am I kidding, in addition to) rambling on and on, so if you have a topic you'd like us to cover, reach out and let us know.

Wednesday, June 29, 2016

Lessons from al-Qadim Church: 2nd Edition D&D in the time of 5th


Thomas runs a 2nd Edition D&D game set in al-Qadim over Roll20 most Sundays, that we've taken to refering to as 'Church', originally as a bit of a joke about our scheduling, since for most of the players it's a 9am-1pm time slot. But thinking about it, it is a time of fellowship and reflection, with parables I can apply to my (gaming) life.

I've been playing Thema, a lawful evil moralist priest of Ragarra, dedicated to bringing the 'old' Gods of Ragarra, Shajar et al back to prominence and eventually casting out the Enlightened religion in the Ruined Kingdoms area where the campaign is set. So far we've cleared goblins out a monastery, cleared over a hundred gnolls out of a canyon of caverns, killed a vampire by releasing it out of a bottle into the tropical high noon sun and escaped from a trio of giants who wanted to keep us captive to pose for their topiary sculpting, among other things. We've played most Sunday mornings since September 2015, with over 20 sessions and put in nearly 100 days in game and every week it's well worth getting up early on Sunday, even if I was up late the night before, to sign on and play.

But up above I joked about parables, so what have I learned from playing 2nd Edition D&D when we're now three and half more editions on? And what do I want to steal from 2e for my own games?



Tuesday, December 29, 2015

State of the Blog and Games / Battlerager Blues

I can't recommend the DesignsByMiranda Etsy shop enough; I got several XMAS gifts for friends from it and they were shipped promptly and high quality and now I'm wishing I'd gotten more for myself.

I did a great job keeping this blog up to date, from this last August (2015) up through November, averaging a little over 9 posts a month. Then the dreaded Holiday season descended from the (mostly) snowless skies and games were postponed and rescheduled due to illness and the holiday business and I didn't keep up my blog posts.

Here's the state of my games in the order that it occurs to me this afternoon.

  • My Shattered World 5e-ish campaign continues apace, just let the PCs hit 5th level and plan on accelerating the plot now. Managed to make use of this swank Dyson hand themed dungeon, but not this other one... (yet). Eventually I'll get back and update my campaign log.
  • Back in early November I began running Out of The Abyss. We're 2ish sessions in, in that we did a character creation session plus short "test" dungeon for the players to get a feel for their PCs, then did about an hour and a half of play in a second session before it was cut short due to illness and finally a short-ish session on 12/20 to finish up Chapter One. So most of the PCs have escaped into the Underdark (one player was only at the character creation session so far, so her PC will be somewhere in the Underdark) with weapons, armor and rope they captured from the Drow, but without food or water. Expect at least one blog post on OOTA (which is how I've decided to abbreviate Out of the Abyss) next week when I sit down and share all the game aids I've found to use and share a few of my own that I've made.
  • Our Antagonist Relations Actual Play: A Red & Pleasant Land Podcast should be returning the first week of January, as the players face off against that Pudding. Maybe someday the Ginger Giant and I will do an Antagonist Relations podcast that isn't an actual play again, but right now time constraints on the Thursday evening's we're free and the joy of the actual play makes that hard as we end up spending most of the two hours playing and then don't get to just sitting around shooting the shit.
  • Thomas' 2nd Edition Al-Qadim Church continues to be quite enjoyable to play and I really ought to write a full post on it. Someday soon I'll have a chance to get my thoughts down right after playing, but running OOTA on 1st and 3rd Sundays has made that a little tougher.
  • Speaking of Thomas, since he is back in the (semi) frozen wastes of MN, we decided that instead of our traditional New Year's D&D we'd each run a session of D&D, using the same maps and tying our two sessions together, because we are overly ambitious. So on New Year's Day, Thomas will run a group of Dwarves through the dungeon of Dortherdoreft and then on January 3rd, I'll run a group of Drow though the very same dungeon. We'll be re-using some of the same elements and we're hoping to write up the adventures once we've run them. 
  • Also due to the aforementioned over-ambition, I'm toying with a bunch of new ideas to put up on the blog for 2016, but I probably will keep that all to myself since I should be continuing all the things I've started like GM Commentaries, Campaign Summary Updates, Gussying Up 5e Monsters and such before I do wacky things like creating custom 5e campaign settings with new (sub)races, class builds and what-not. Though since Thomas has started putting up more stuff for 5th edition Planescape conversions, I know that I'll have at least a few things in that vein coming soon
Since I needed to come up with a 5th level Dwarf PC for the first session of Dortherdoreft I took a closer look at the Battlerager Path as introduced in the Sword Coast Adventurer's Guide (SCAG) hoping it would combine my love of Dwarves and Barbarians but instead it was... disappointing... to say the least, but instead of continuing to pepper Thomas with my problems with the build, I'm going to cover them here and then propose some fixes. Warning, I'm really harsh on the build as presented in the books, because in my opinion, it's awful. Way more awful than the Ranger or other by the book 5th edition classes/sub-classes that have gotten a lot of crap. And it hurts me, because Dwarf+Barbarian should be AWESOME and instead it is so sub-optimal that it isn't even worth playing as a joke. And I should know because I made a bunch of jokey less than optimal 5th edition PCs recently...

Friday, November 20, 2015

Thought of the Day... #2 - Is it worth being a bit of a "Jerk" about Alignment?

This meme is a total lie, P. Bubs is totally not Lawful Good by any stretch of the imagination... 


Listening to a recent Play on Target podcast on Character Behavior and Alignment while in the car and trying to move between a dozen reports at work and started thinking again about Alignment.

I have a pretty tortured history with Alignment and Morality in D&D and other Fantasy Heartbreakers, which is told partially through my previous (and often snarky, fair warning) posts on Alignment, as well as two of my character's from the Ginger Giant's games, the often equally hated (by other PCs, at least) Sid and Uwain.

What I'm thinking about now, is how much I should push players to play Alignment/Morality. In my Shattered World game, I made the decision to leave Alignment off, figuring that the Icons and NPCs would be able to enforce any moral issues I decide to make an issue of.

Now, I'm gearing up to start running Out of the Abyss with my Sunday group, and I'm wondering how much I should enforce their alignment. Do I just have them choose a few Ideals from the D&D 5e Backgrounds? Do I try and write up something like the Dungeon World Alignments, which seems like time I could spend on doing other prep for Out of the Abyss (which is incredibly prep heavy for a DM already) or for my two other ongoing games or for my upcoming Dread one shot. Or I could try and steal the Noble, Fear and Rage Passions from Unknown Armies? Do I just admit that of my playing group it seems like I'm the only one who feels like Alignment is an important part of the game and let my players choose various Good or Neutral alignments as they wish without trying to enforce "alignment" morality and keeping my mouth shut when "good" characters decide to be cruel or dishonest because they think they can get away with it?

One thought I have is to reward players who play close to the alignment they put on their sheet by giving them a mechanical boost against Madness, which will be a huge part of Out of the Abyss, but I also need to read the Madness section of the 5e DMG again and decide how by the book I want to go with Madness or how much I want to change for ease of play and/or avoid the Malkavian problem of people playing insanity as "wacky". But then, if we don't define alignments well, it becomes more of a case of "are you playing that alignment the way Zack imagines it?"

In any case, the podcast has it in my mind again, that I really do wish I could have each PC commit to a moral code they would hold to, more like Vampire morality paths than D&D's alignments, but I know that is utterly unfeasible to try and pry that out of most players.

Further complicating things, in Al-Qadim Church, I'm playing an Evil priestess of a Chaotic Evil goddess, Ragarra, and I find myself thinking that I need to work with Thomas to come up with a good well-written code of ethics to abide by. Last session there was a moment where one of the other players went with a very "traditional" D&D Heroic Good impulse to risk his PC and the party save a fairly helpless NPC and my PC argued against it and almost ordered him not to, as if the NPC was weak enough to die, then that was that and he should be left to die in the river or re-captured and murdered by gnolls. Now, my problem is when I play non-good characters, I tend to think a lot more about what code of ethics/behavior they actually hold to, which I haven't really done yet with Thema.

Anyway, this has gotten way long for what was supposed to be a quick "Thought of the Day" but y'all can consider it as an open thread to discuss Alignment with me.

Tuesday, October 6, 2015

Fiddly Bits - Old and New

An early illustration of a Medieval Elephant Drop?

Fiddly bits have been on my mind lately.Between running my Shattered World 5e-ish D&D game (as discussed here), running World of Dungeons 1979 with Planarch Codex for my non-D&D games and playing in Thomas' Church of Al-Qadim Sun-AD&D 2e game, I've been noticing more and more about the fiddly bits that make play more difficult, are easy to sweep aside when needed, easy to create and add in or just weird little things that make the game more enjoyable or at least more interesting. Then on this last Saturday I ran a last-minute-ish Birthday D&D game for a friend that brought a lot of the fiddliness into focus for me.


No ICE in Minnesota itch.io bundle

My silly one page RPG about throwing a holiday party for vampires, That Familiar Holiday Spirit , is part of the No ICE in Minnesota bundle ...