• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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We spent 2 hours on an Entanglements session in Blades in the Dark over the weekend. Our Tycherosi Whisper was approached by a fellow Tycherosi expatriate who claimed to be a distant blood relative. Not something that would endear them to Karen as she was abused and betrayed by her family.

But this relative is a metal demon who claims to be the source of the demon blood in Karen's family. And he wants her to help be his guide in getting acquainted with the underworld of Doskvol, so that he can "do business" with the mortals here.

The crew, after making many knife puns (the demon takes the form of knives), has decided it is better to keep the demon close and under watch for now. Although that may change. They also reached out to contacts to inquire if any specific demons have had to flee the Tycherosi homelands recently, and if so, why?

So that's another plot thread dangling for the future.
 

Current non-D&D campaign is:

Call of Cthulhu 7e (Sunday Nights)

Recent One-Shots:

Empire of the Petal Throne (which beyond the historical significance I don't really get the appeal)
Inner City (basically D&D in the early 80s about being a thug in the world of tv shows like Starsky & Hutch)

D&D Campaigns:

OD&D Palace of the Vampire Queen (Thursday nights)
Whitebox: FMAG Beneath the Ruins (couple times a week)
 

I manged to grab a spot in a Cyberpunk-y Scum and Villainy campaign that's starting this week. I'm excited both the be playing not DMing and also that it's SaV.

Sadly my Savage Eberron campaign has fallen through. My internet just won't do Discord and Fantasy Grounds at the same time. I know, cue the mid-90's dial up jokes. :rolleyes:
 

I just finished a fun Roll20 session of the Dungeon Fantasy Roleplaying Game with a subset of my usual group. We started an adventure called Forest's End (by Merlin Avery and published under Douglas Cole's Gaming Ballistic imprint) and started getting to know the main town and key NPCs. Lots of roleplaying fun with a surprising battle thrown in at the end. The RP scenes included a lot of freeform conversations where the players needed to decide how much information to divulge to various NPCs. Mechanics were brought into play with a singing contest between the PCs and a local musician (with a bard and a musically inclined druid, hardly a session goes by without a singing contest). It was a simple contest of skills that the PCs won, leading to new connections and a possible enemy.

The game is quite old-school in its sensibilities, but includes some interesting opportunities for player authorship. One of the PCs looked for a jeweler in town (to commission a bracelet for a romantic interest). It is a relatively young frontier town so I was going to roll the dice with poor odds. The player decided to use his Serendipity advantage (usable once per session) to decide that there was, in fact, a jeweler. While this was a perfectly good use of Serendipity, we felt that it was a bit underwhelming so we collaborated to make the jeweler the former apprentice of a jeweler from the PC's home city; he had struck out for the frontier to attempt to start his own business. It added a lot of flavor to the episode as they reminisced about life in a more cosmopolitan city.

The battle was from a list of optional introductory challenges sketched out in the adventure. It involved a demon of flame who was accidentally created at an alchemist's shop. The demon could spawn fire elementals from regular flames. Once the PCs figured this out, they had to race to stop him from spawning new offspring and then help the townsfolk put out the fires. (The druid used his geyser spell to great effect.) Although I have been running things mostly with theater of the mind, I had enough time to setup the fire elemental battle in Roll20. I'm glad I did because it allowed for some fun battlefield tactics.

A very satisfying game indeed!

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Just played a game of This Discord Has Ghosts In It. 3 of us played ghosts and four of us played investigators. The Investigators are supposed to find out who the ghosts are and how they died. The ghosts are supposed to find out what frightens the investigators while providing clues for the investigators to go off of. You share a voice channel (walkie talkies). Ghosts listen, but cannot talk.

There are text rooms setup for the different parts of the haunted area. As investigators traverse through the rooms ghosts post pictures/memes/messages to represent the haunting.

Our game was a lot of fun. We (the ghosts) were haunting an abandoned ski resort. The investigators were a colab of social media stars. The three of us all died in grisly ways. It was great hearing the wild theories the investigators would come up with. It was also really nice to have to tie the rooms the investigators were exploring back to our (the ghosts) deaths.If we do it again we will probably build connections between the ghosts. I would gladly play it again.
 

To add to what I've posted before, on a family vacation I've been running one-shots and short runs in FAE (Fate Accelerated Edition) for my kids, nieces and nephews. Had 5 minutes of prep to put together a "Steampunk Urban Fantasy Floating Island Heist" game and it worked well. Had a bit more to do a "Rural Superhero Academy Slice-of-Life". (Think Anime slice-of-life.)

I've never run an explicitly slice-of-life improv game before - hanging improv on a plot structure gives me what I need to keep movement and pace. My normal campaigns have some of it, but I couldn't just improv it all, I needed some fodder (basically, other students and some cliques & clubs - think Fronts from PbtA). But FAE handled it all really well.

"Donut Donut Donut - We have Donut."
--One characters working their part time job when the others come in to the deep fried donut wrapped around a donut cooked around a donut shoppe.
 

I don't know anything about Exalted 3. Why such a curve? And what's the payoff? I'm curious.

The combat system, especially, is extraordinarily intricate. It’s not just about damage (though those rules are themselves complex), but initiative. Like, attacks will reduce your initiative, and initiative stands in for ‘how in control you are.’

And there are hundreds of feat-like charms that can be used to modify and affect these things. There’s a heck of a lot of system to master.

But once you’ve learnt it, it’s very fun indeed. Highly tactical and interesting, with plenty of dramatic tension. And your character, a god-like badass, truly gets to feel every bit as powerful and badass as they are, without simply feeling like scaled-up versions of their low-level selves.

Finally, the setting is very vibrant and immersive. It’s a fun place to stomp around in and fix injustice.
 

How did it work out? I've been thinking I'd like to try running WFRP using BoL.

Pretty well, I thought (my players enjoyed it). I let the players make normal BoL characters with modifications for different homelands than in the BoL rules. Non-humans - I had one dwarf - got an extra boon and flaw. The NPCs I adapted based on whatever career they had and how far they'd advanced in it, so a WFRP character who'd gone Tunter-Scout was a level 2 Hunter in BoL terms, and their weapon skills were 1 + 1 for every ten points over 40. I thought that was the simplest way to do it, and it generally worked with enemies who were supposed to be tough actually being hard to beat. If I was doing it again I'd give major enemies an extra point in Defence, just to make them last a little longer - fights in WFRP (in 2e, at least, which I'm most familiar with) often have several rounds where no-one gets a significant hit, BoL is usually faster and deadlier.
 

Into the Woods

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