Showing posts with label GM Commentary. Show all posts
Showing posts with label GM Commentary. Show all posts

Friday, November 13, 2020

State of the Blog - November 2020

 As you can no doubt tell, the state of the blog is... infrequently updated, something I plan on rectifying.

The good news is, part of the reason the blog has been so neglected is I have been busy with other gaming stuff. From the two DM's Guild supplements I helped to put together, Runecasters of the North & Heroes of the Icy North—to my many ongoing games, I'm running 4 regular games & playing in 2—to organizing online gaming events. 

Speaking of which, I helped organize an online Extra Life event for the Known World United team that I am a part of and we raised over $8,000 for Children's Miracle Network Hospitals, plus my personal fundraising topped $1,400!

screenshot of extra life fundraising success
So what do readers have to look forward to?
  • All of my Extra Life sessions are up on my twitch channel, twitch.tv/antagonistrelations. I'm going to edit them slightly to remove break times and technical issues and such and repost them to twitch and maybe also as podcasts. For each one, I'll also do one a GM Commentary Post.
  • I've created an in-world newsletter for my Ghosts of Saltmarsh D&D game, the Saltmarsh Register, and I'm going to post those every week or so to give a taste of the trajectory of my Ghosts of Saltmarsh campaign.
  • Since I've been picking up tons of great albums on Bandcamp Fridays, I should have plenty of albums to bring back Music To Game To
  • It's looking like I'll be running more Alien the Roleplaying Game (NSFW Trailer) soon, so I'll do a review of the core book, the published modules and a round-up of tips and resources.
  • A round-up of Nerdy Gifts and geek shops worth your hard earned cash before the dread day that is Black Friday.
Potentially there will be some more varied and one-off posts too, just have to get back in that ol' blogging habit.

using a gif in roll20 when running alien...
using a gif in roll20 when running alien...



Monday, March 12, 2018

Podcast Episode 27- Lonely Fun #1 - Beyond the Wall Setup

 Click image to go to podcast

The very first Antagonist Relations podcast recorded outside the Lair of the Ginger Giant and first in my series of Lonely Fun solo podcasts.

Lonely Fun, of course refers to that time spent alone with an RPG book, dreaming up dungeons no one will play through or reading splatbook after splatbook.

I cover the additional setting creation I did for our Antagonist Relations Actual Play Beyond the Wall campaign.

Player created maps
GM Hex Map (not for player eyes)
Beyond the Wall - Across the Veil

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)

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.

Thursday, February 9, 2017

"I don't need any of these things, but I'm taking them." - Antagonist Relations Actual Play Podcast 7 - GM Commentary

You know the drill, go listen to the podcast for episode 7 first... Plus you'll get to peep the maps for this session.

It's been a while, but we're finally about to play episode 8 this week, so it's time to post my commentary for Meat is Meat as I prep. A Red and Pleasant Land is abbreviated as aR&PL below. Also, spoilers for the podcast, though I'll hide any spoilers for the players about upcoming sessions.

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

A close up of the map of the dungeon, showing the starting point...

Wednesday, February 1, 2017

"Pitchfork Sad" - A review of Shadow of the Demon Lord



Shadow of the Demon Lord! I remember vaguely seeing kickstarter announcements and then stumbled back across it this summer after it was out in print and decided to give it a look. And man, am I glad I did.

The brief pitch of why I enjoy Shadow of the Demon Lord is this... simple, familiar but distinct d20 rules, with interesting races (hereafter referred to as Ancestries, as SotDL does), flexible class options (called Paths by SotDL), compelling monsters, a deadly and dangerous world to explore and a very distinct feel that pervades the system and setting that makes it feel very distinct from D&D. The splatter-gore meets crazed whimsy and dark mystery of the setting gels much better than I was expecting, walking a fine line sometimes between silliness and horror, as evidenced by the goblin warlock art below...



Anyway, if a darker game that allows for some wackiness and lots of random tables for character creation is what you like stuffed into your roleplaying sausages, then read the full review below for a taste of what goes into the meat grinder. (I was going to go with "is your jam" but I figured sausage making was a much more apt metaphor for SotDL, being both a bit sillier/juvenile and also a bit more grisly.)

Also, new table of random Human Skin Tones below! Or click here to skip to that...

Saturday, January 28, 2017

We're Really Not in Parcher's Anymore... (Apocalyptic Dispatches from Parcher's Pt. 4)

A photo posted by Zack Schwartz (@thatwordyguy) on

Look what came! Not in time to run our fifth session of Apocalypse World, but still, it's a gorgeous book, though after running Apocalypse World off of print outs and tablets for the last two years it'll be an adjustment to run from a book, but a good adjustment.

Oh god. I really do apologize for this post, it's... it's not going to be a great recap. About an hour into the session I said out loud, to the players "Shit, I'm not taking any fucking notes, I am a shit GM" and then before I write the session up on Monday while it was still more or less fresh in my head, my wife and I got the stomach flu, probably from Gimli, the apoca-baby (whose arrival heralded the end of the first Apocalypse World game I ran for this group). So yeah, I'm trying to put this all together on like five words of notes a week after the fact through a haze of several days of fever dreams. I can make no claim that my recollection is actually what happened... Apologies.

So what maybe happened last time? Let's maybe find out!


Friday, January 6, 2017

Big Trouble on Little Rimpoche - New Year's RPG


So, as is our tradition, Thomas and I ran a Holi-New Year's RPG game. Previously we've called it New Year's D&D, though it hasn't always fallen on New Year's. Last year, of course, we attempted to each run the same dungeon of Dortherdoreft, and the year before we each ran a D&D 5e Planescape one-shot and I belief that my (in)famous all-"hobbit" ghoul-battle adventure was also a New Year's D&D game of the distant past... So, because we foolishly try to escalate our nonsense each year, this year we decided we would attempt to run a table-top game with us as tandem GMs.

Obligatory Ancient Psychic Tandem War Elephant pic.

The thought was that we would run a 10-12 player game where we ran it simultaneously, each handling 5-6 players. We discussed (re)using and expanding a Vampire the Dark Ages one shot that Thomas had written and run that was loosely based on or a sequel of sorts to my online influence heavy Toulouse game of yore, but I pushed for Fading Suns instead, thinking that VtDA will be the game I run for my Apocalypse World group once that campaign reaches its inevitable and fiery conclusion. After considering our options, we chose a planet/plot seed from the Weird Places supplement. Spoilers for the Rimpoche section of Weird Places follow...

Thursday, December 8, 2016

We're Not in Parcher's Anymore... (Apocalyptic Dispatches from Parcher's Pt. 3)


Not gonna lie, this is my inspiration for the look of the Beast...

Last session ended with Parcher dying from a nasty 'pede bite, so technically, the PCs aren't in Parcher's Hardhold anymore (Still going to use the Parcher's tag though, so that these dispatches are linked together). I wanted to shake things up as we started our fourth session and saw on my quakes threat countdown that we were due for another seismic event, plus I wanted to force the question right away and up front for Man, whether he'd become the hard holder or not. The easy way to do this, seemed to be another set of Love Letters, so I whipped up a fresh batch. (Reminder to my players not to peek).


Tuesday, November 22, 2016

'Pedes, Pup & Pump-can (Apocalyptic Dispatches from Parcher's Pt. 2)

Hopefully these man-sized millipedes will haunt my player's dreams...

Got in our third session of Apocalypse-World. Not quite as action-packed as the last, but I did some poking, prodding and prep for what's to come (if you're playing the drinking game, take a double for my overuse of alliteration...).

Tuesday, November 15, 2016

Corpse Chewer - Or a semi-improv, low prep 13th Age One shot you could run too


After the election my wife asked me to run a combat heavy one shot RPG as a distraction, I've been burnt out a little on 5e D&D lately, so I decided to run 13th Age instead.

I like 13th Age for this kind of adventure/monster fighting combat heavy game because...

  • It's basically D&D. I mean, it's not official Wizards of the Coast branded D&D(TM) but it's got a unified d20 mechanic like recent D&D, the classic classes, races and a lot of the feel.
  • It's good at what it does and focuses on that. It's not the game I'd run if I wanted to run a social intrigue game (probably, right now, V20 Vampire the Dark Ages would win) or the game I'd run if I wanted a gritty game where the PCs struggled to survive (for now, that would probably be Shadow of the Demon Lord) but for a combat heavy game where PCs will have cool stuff to do during combat and you want a high fantasy feel it's an excellent choice. 
  • 13th Age PCs are surprisingly simple(ish). For the game I just used some pre-made 4th level characters (and recommend you do too) and they all fit onto a single page without needing a magnifying glass to read the type. Even if players make their own PCs, they really only need their class write up at hand to play and won't need to flip between multiple sections of the core book the way any of the spellcasting classes in 5e D&D do (and remember that 5 of the 12 classes of 5e have spellcasting and gain or can gain spells, though that Totem Barbarian who gets two spells as rituals won't need the book as much as the wizard, but still...)
  • Icon Relationships, Backgrounds and One Unique Things encourage player investment, even for one shot characters.
    • A few memorable one unique things from when I ran this...
      • Renowned as a 'fuck-up'.
      • Attracts random cats when she sings.
      • Half of his face looks like a corpse.
So, without further ado, here is Corpse Chewer, a semi-improv, low prep 13th Age One shot. It's semi-improv because I'm providing the skeletal sketch of the plot arc and combat encounters but you can improvise the description of the dungeon and environs itself and some of the flavor bits can be tailored to the icon relationships the players pick.

Wednesday, November 2, 2016

Bringing a Hand Grenade to a Tire Iron Fight (Apocalyptic Dispatches from Parcher's Pt. 1)

First, a reminder, please consider supporting my 2016 Extra Life campaign. It's not often that I get to put my nerdy hobbies to the cause of good, so donations do mean a lot to me. Thanks!


So... last month I started a new Apocalypse-World Campaign, taking the second edition rules out for a test drive, and got to run a second session this last Saturday. For this particular campaign, I went in blind, not having any ideas what I'd run until the players chose playbooks and created their PCs, and so I ended up having the following to toy with (a note, Parcher is the Hardholder NPC I created once it was clear there wasn't a Hardholder PC to run the joint):

  • Pinky - The Chopper
    • A woman with a busted face, wiry body and kind eyes. Wearing combat biker wear and a grotesque prosthetic leg with lots of straps, buckles and a complicated harness.
    • Has 2 harm gang medium savage mobile 1-armor, vulnerable to breakdown. Notable gang members: Winkle, Goldy, Stinky, Gary (the new Guy), Larry, Harry and Barry. Gang can call her Half-Pint, but no one else can.
    • Left Man bleeding and did nothing.
    • Has a side-car for Thirteen to ride in.
    • Just coming back to Parcher's Hardhold on day 130.
  • Ming - The Driver
    • An older Asian woman with a fine-boned face, sad eyes and a slim and frail body. Wearing an immaculate windbreaker suit. Also has a comfortable, hand-built, prosthetic leg with a complicated harness.
    • Has a Buggy that is fast, pristine, luxe and cramped.
    • Has been with Firefly for days on the road.
    • Also just coming to Parcher's Hardhold.
  • Man - The Gunlugger
    • Concealed gender, battered old armor, a dull face, sad eyes and a stringy body.
    • Carries a silenced sniper rifle, a shotgun and a shit-ton of knives.
    • Got Ming out of some serious shit and used to ride with Pinky's gang until they abandoned him in Parcher's Hardhold. Now serves as Parcher's enforcer and sometimes bodyguard.
  • Firefly - The Battlebabe
    • A woman with a girlish face, merciless eyes and a slim body, clad in display wear with high boots.
    • Wields a long-bladed sword staff.
    • Does odd jobs for Parcher, as well as Twice, who runs a club in the hardhold.
    • Has fought shoulder to shoulder with Man. Trusts all the PCs but Pinky, who she thinks she can take in a fight.
  • Thirteen - The Child-Thing
    • A girl with a pretty face, wise eyes and a child's body, clad in scrounge wear.
    • Always hiding from the Wolves of the Maelstrom, perversions of birth, who look like beasts under their disguises but they have empty holes for eyes and they only howl when their nature is revealed.
    • She has a radio that speaks only to her, and her den is a crooked, labyrinthine set of interconnected tunnels and boltways with ways into basically everyone's spaces, even if they've taken pains to close them off.
    • She thinks Ming and Man might be Wolves of the Maelstrom.
Fair warning... plenty of foul language below the cut...

Friday, September 2, 2016

Antagonist Relations Actual Play Podcast 6 - GM Commentary + Bonus Antagonist Relations Commentary

First, go listen to Because They're Suckers - Antagonist Relations Actual Play Podcast 6 as that is the session that I'll be commenting on. A Red and Pleasant Land is abbreviated as aR&PL below. Also, spoilers for the podcast, though I'll hide any spoilers for the players about upcoming sessions.

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

A Mome-rath... a boar that's a... bore...

Thursday, June 30, 2016

Pudding Crisis/Plate Fort - Antagonist Relations Actual Play Podcast 5 - GM Commentary

First, go listen to Gary the Pudding: Pudding Party Part 2 - Antagonist Relations Actual Play Podcast 5 as that is the session that I'll be commenting on. A Red and Pleasant Land is abbreviated as aR&PL below. Also, spoilers for the podcast, though I'll hide any spoilers for the players about upcoming sessions.

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

#RIPGARY



Saturday, June 11, 2016

Shattered World - Ruby Visions - partial Manlorette recap



As I confessed in my last State of the Blog post, I wasn't certain how to proceed with my Shattered World D&D game, we'd nearly reached the climax of the campaign, but with the scheduling issues it began to feel less and less climactic.

To recap briefly, the players a while back had decided to go to the "Sacred" library, and having found and "borrowed" their own elven solid silver flying stealth ship, finally had arrived. They had also learned, in the interim, that a great artifact, The Heart of the World, an enormous ruby that could be used to reshape reality, was kept at the library. Once there, they discovered a magical force field encasing the central Sacred tower, generated by four smaller towers, the Pearl tower, controlled by Blunanda, the Silver tower, controlled by Brontë, a servant of the dwarven wizard Silverhands, the Oak Tower, controlled by Dunsain Joon, a lieutenant of the Elven Princess of Charm and finally the Moon Tower, controlled by followers of Moonbiter. The PCs had run errands for both Dunsain Joon and Brontë, securing the assistance of those two towers in opening the force field long enough for them to secure the Heart of the World. They'd also cleared out the Pearl Tower, vanquishing the marid, sea hags, sharks and Water Monolith (taken from the very excellent Elemental Magic of Zakhara) left by Blunanda and closing off the oceanic portal that had been filling it with water.

So, just one tower left, right? But unfortunately, part of the reason the Oak Tower had been left for last was the player whose PC has the strongest (and only, actually) connection to Moonbiter, has been unable to make it due to a hectic work travel schedule. We were also missing the player of the Cleric of Thor, who seemed to have (at least to me) the strongest vision for what the party might do with the Heart of the World, even if that vision was partly just 'listen to what Thor says' (runner up plan being the swashbuckling rogue's plan to 'steal the Heart of the World').

So, two PCs down, the climax imminent, but forestalled as the players wanted the Moonbiter affiliated monk with them. What to do? Fortunately I thought of an Adventure Time episode I'd seen recently and to the gimmick Thomas had stolen from Curse of Strahd to run my Manlorette D&D game and then I jotted down a few notes and hoped it wouldn't all come off as too much of a Dirty DM Trick.

Tuesday, January 5, 2016

Dortherdoreft: Initial Thoughts and Lessons

Spoiler: the Derro babies in cages totally stole the show...


So, Thomas and I ran our two session, same dungeon, themed New Year's D&D, Dortherdoreft. First he ran a party of all Dwarves through and then 48 hours later I ran a party of all Drow through. We wanted to both have some iconic player character class choices, like Dwarven Cleric and Drow Priestess of Lolth, and also to feature some icon Underdark features. We also decided to try and provide both some challenges for the PCs but also some places where their iconic abilities could shine. Here are my thoughts about how it went and lessons learned, both as player of a Dwarf Battlemaster Fighter and as a GM. We're hoping to tweak and write up the adventure for everyone to take a look at, but for now, here's some initial thoughts. You can find Thomas' thoughts on Dortherdoreft on his blog.


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 ...