Tag Archives: Advice

Adventure Log: Dungeons and Dragons, Part 11

The party made it to the castle, sending a signal flare to warn the regent of the doppelganger they were following. By the time they made it there, three of the pirates had not-Hugh in a sleeper hold, and the doppelganger’s command of language was deteriorating. The group went to see Sybil the regent, after providing some quick proof that they were not in fact doppelgangers themselves.

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Adventure Log: Masks: High Impact Heroics Pt. 5

It was like staring into a row of funhouse mirrors out of a nightmare. Every tank Sally ‘Spitfire’ O’Brien looked in held a body with her face. According to the readouts at the base of the tanks several were deceased, each corpse looking . . . warped, somehow, by the experiments they’d been subjected to, but an equal number had life signs in the green. CryptoHertz, Sabot, Calamitas, and White Coat (Showtime had vanished by now) all kept one eye on Spitfire while they spread out and looked at the tanks themselves, trying to understand. Plague Hack’s words – no, lies – and the video he had shown her – had to have been a fake – burned in Sally’s mind as she found herself standing in front one of the dead tanks. With a blood curdling scream she raised her fist and smashed it into the tank.

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Adventure Log: Dungeons and Dragons, Part 10

Jethro saw her for the first time. In a clearing of the thickets that had occupied their dreams for so many weeks, stood a woman adorned in a cloak of feathers, astride a white horse.

“You are all getting closer. Eventually the time will come when you can decide to open the door.” Jethro shouted questions, but before he could get a reply, he awoke. While losing time was getting to the point of normalcy, Jethro had been gone for almost a week and a half, and the party was now far away from Montral’s Mine, sitting in a supply closet in the underground research complexes of the Wizard’s College of Glebhavern.

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Meet the Campaign: Straight Paranoia

Paranoia, West End Games’s RPG of comic dystopia, has become a meme in gaming circles, one of the few games with as strong a play identity as D&D itself. Shouts of ‘treason’ and ludicrous extensions of the color-based ranking system help evoke the feel of a Paranoia session, which tends to consist of different uses of the Alpha Complex backdrop as excuses for players to find more and more inventive ways to accuse each other of treason and/or being a communist or mutant, and then kill each other. Neither West End Games nor Mongoose Publishing, the publishers of the most recent edition of Paranoia, ever did anything to dissuade this. That said, the game has been designed to allow for something a tad more sophisticated.

It should go without saying that all text from this point hence is of ULTRAVIOLET clearance! Do not read, under pain of disintegration (or if you want hidden parts of the game to stay a surprise)!

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Level One Wonk: Powered by the Apocalypse 201

Way back when, at the genesis of this site, I wrote a “Novice’s Guide to Powered by the Apocalypse”, a Powered by the Apocalypse (PbtA) 101, if you will. This article covered the basic mechanics and underlying assumptions of games written with the PbtA framework, and covered a few of the more popular games that were out at the time. Now, nearly two years later, PbtA is still growing, and has attracted many players to its fiction-forward, high-stakes style of gameplay. I’ve also run and played more PbtA games myself, and have noticed some really interesting elements that people have trouble engaging, take for granted, or even fight against. This 201 course to PbtA games should provide advice and information about getting the most out of the full range of PbtA games and campaigns.

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Adventure Log: Dungeons and Dragons, Part 8

The elementals lay dead after a brutal fight that claimed the lives of half a dozen kobolds. Interpreter Ogro and Commander Snaks had regrouped, seeing who was left in their troop. But the fight was over. Ander and Elliot went over to the forge that the elementals were working, cooling but still hot with elemental fire. Not much of a smith, Ander plunged his sword directly into the hottest part of the fire…and had no sword left to speak of. Elliot, more accomplished at the forge and amused at his comrade’s fumbling, used the cooling embers to reforge the blade, more carefully this time. The new blade held an edge just as well as the old, and seemed to have a mild twinge of elemental magic.

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Adventure Log: Masks: High Impact Heroics Pt. 4

High above the Earth in a slingshot orbit that was taking him from Tokyo back to Halcyon City, Sabot received a message from CryptoHertz: Spitfire taken by Plague Hack, need to rally the team. Muttering a few curses in Japanese about the repairs that had mandated his absence in the first place, Sabot redlined the thrusters of his newly-acquired ‘kirbycraft’. In a back alley in Halcyon City itself, Morgan was once again cleaning house at an illegal card game, the best way they’d found to support themselves while living on the street. Things might have turned ugly, the thugs around the table glaring at Morgan, but they all scampered when The Lawman sauntered out of the shadows. “Deal me in?” Continue reading Adventure Log: Masks: High Impact Heroics Pt. 4

Messing With Your Players: Troublesome NPCs

It was a normal enough day for the crew of the Citadel-class transport called the Black Rose, currently berthed in a space station dock in orbit around Nar Shaddaa. Drake the Bothan Entrepreneur was trying to balance the crew’s budget after they sold their last ship, the Red Empress. Aralai the Twi’lek Pilot could be heard grumbling in the cockpit about how she had run out of booze the night before. Zeb the Human Mechanic was tinkering with the ship’s modifications, and his younger sister Morgan was putting together a particularly malicious slicing program on her datapad. Patches the B-1 Doctor, Bulldawg the Klatooinian Heavy, and the sundry other members of the crew were keeping to themselves . . . when a loud banging sound echoed on the main hatch. Instead of the usual bounty hunters, when they opened the hatch they found the furious owner of the space dock, screaming about how one of his two shuttles had just been stolen. Drake immediately turned to Zeb and Morgan and asked the dreaded question: “Where’s Barry?”

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Adventure Log: Dungeons and Dragons, Part 7

For the first time, Elliot found himself pulled through a fairy door. He could tell he was in his homeland, but nowhere he had ever been. But when he called to the laughing voice, she responded. Apparently the party’s fates were now intertwined with this being, and at some point in the future, they’d have to choose between the fairy world and the “concrete world”.

Elliot awoke in a cold sweat. Actually, more of a hot sweat. He was prone on the floor in a room he didn’t recognize, surrounded by wisps of steam that he did not know were Mephit corpses. “How long was I out?”

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Adventure Log: Dungeons and Dragons, Part 6

With the mast successfully returned to the pirates, the adventurers began preparing for their trip inland to the Imperial Shelter. When the ship was crewed and outfitted, Salty, the piratical second-in-command had a surprise for the outgoing party. A shabby looking kobold was almost thrown at the adventurers. He was small, even for kobolds, and his ragged clothing was covered in singe marks. Apparently the pirates had picked him up at some point, and wanted him gone.

“I am Weekbadd! Help me prepare for when the First Lizard ends the world in holy fire!”

This was going to be interesting.

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