Showing posts with label Shattered Lands. Show all posts
Showing posts with label Shattered Lands. Show all posts

Tuesday, July 8, 2014

D&D Apocalypse - Moves from one night

A selection of Dungeon World/Apocalypse World etc moves that I used in D&D tonight as my players fought these three monsters in some abandoned Dwarven mines...





Show signs of an approaching threat.
Separate them.
Capture Someone.
Show a downside to their equipment.
Disgorge something.
Attack in great numbers.

Saturday, July 5, 2014

In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode 4 - Planescape Making You Jelly

(Art of Winfred as a never-nude by the talented Heidi Blunt, former player of Kit Clovertail)


In this Podcast the Ginger Giant and I discuss our various current and future games briefly and then the last 2/3rds or 3/4s of the podcast features two of my Planescape players making Ben jealous that he cannot play in my Planescape game.  Featuring tales of Succubus towers, Halflings fighting to the death on giant platters of mutton grease, magical masterwork hoes and an elderly Bariaur's decline into senility.

Wednesday, February 19, 2014

Five Type V Lessons for Running Type IV Combat

I had been thinking about writing a post about how running Apocalypse World has inspired me to run all of my games with as little preparation before the game and as much prep done during the game as possible, but that hasn't quite come together in my head.  What I did realize, while thinking about some of it and the D&D Type IV game that I played in last Saturday, is that running Type V D&D aka D&D Next aka 5th Edition has given me some ideas about running combat in Type IV D&D aka 4E aka 4th Edition.

Type V, Fool!

Sunday, February 2, 2014

In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode One: Roll Initative

The inaugural episode of the new podcast I'm doing with Ben of Because In a Blog No One Can Here You Scream.

We discuss:

  • Games we've played, run and want to play in the future.
  • Ben's thoughts on D&D Next after playing in the weekend-long session I ran of White Plume Mountain in celebration of my 30th birthday.
  • The Player Principles I outlined in my recent blog post: Principled Playing
  • And answered some listener questions to "Dear Dungeon Master"


Listen and download here: In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode One: Roll Initiative

Let us know if you have comments, feedback or are interested in being a guest to talk about running or playing in RPGs.

Friday, January 24, 2014

Principled Playing

I got Apocalypse World and Dungeon World through the Bundle of Holding back in November and since then I have been in love with them, especially the advice they provide for GM'ing games. Setting aside the idea of Fronts, which are excellent (see Sly Flourish for a nice concise article about how they could be hacked into D&D) what I'm most excited about working into the games I run are the Principles. Now for both Apocalypse World and Dungeon World, the Principles are there to tell the GM explicitly how to run the game. The game designers are pretty explicit that they think the game's other rules will run best and after running Apocalypse World on Sunday, I think in their original games they do just that. But if you take them out of their original games, they work fantastically as well focused general GM advice. Let's take the Principles of Dungeon World that I'm trying to incorporate, more or less intact, into both of my D&D Next campaigns.

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 ...