Wednesday, June 29, 2022

Wicked Weaponry: Bolas

Weapon: Bolas   

Damage: 1d4 plus DC 14 Ref save or be entangled  

Range: 40'/80'/160' (Strength modifier applies to damage at close range only) 

Cost: 2 gp

Description: Bolas is a primitive throwing weapon consisting of two or three heavy stones attached to interconnected cords. The weapon is swung in a circle over the head then released, which then strikes and potentially entangles the target.

If a victim is successfully struck by a bolas, they should make a DC 14 Ref save. If successful, they take 1d4 from the strike of the stones. If the save is unsuccessful, they take damage and then find themselves entangled by the rapidly swirling cords. The target will fall to the ground (AC reduced by -2 while prone) and must spend one action untangling themselves before they can stand and act again.

However, if a crit is rolled by the bolas thrower, the weapon will entangle the victim's neck (as well as taking any crit damage rolled on the appropriate table). The target will choke for 1d4 hit points of additional damage each round until the bolas is removed.

Tuesday, June 28, 2022

[MCC RPG] Savage Menagerie: Corpse Owl

Corpse Owl: Init +0; Atk claws +2 melee (1d6) or bite +2 melee (1d4); AC 12; HD 3d6; MV 20', fly 70’; Act 1d20; SP necro-animation virus; SV Fort +2, Ref +3, Will +3; AL N; Crit M/d4.

In the Terran wastes, there is no creature more feared and loathed as the Corpse Owl. The Corpse Owl is a virulent disease carrier—one that has been whispered to carry the same virus responsible for the fall of The Ancients.

The Corpse Owl is a large bird (about 1 or 2 feet tall) that, by most outward appearances, should be dead. It’s often covered with wounds and injuries that would be fatal to most creatures. Its body is twisted and torn. Patches of skin and feathers slough off. A sickly fetid odor can be detected long before the Corpse Owl is seen. Corpse Owls are usually found nesting in the highest tree or tallest ruins in the area. Corpse Owls are usually found singularly; groups of two or three are extremely rare. The Owl’s nest and surrounding area is coated in a yellow-green fluid that reeks of rotting flesh and foulness, and this liquid is extremely dangerous...

A Corpse Owl attacks with either its beak or claws for minimal damage. But the real danger of a Corpse Owl is from the disease it carries. The fluids leaking from a Corpse Owl host an aggressive necro-animation virus, which can kill and reanimate a victim within minutes. Even a small droplet of this ichor can infect a healthy victim. If a character is successfully attacked by a Corpse Owl, or if they make contact with this foul substance, they should make a DC 18 Fort save. A successful save will cause the victim to crash to the ground, writhing in agony as the virus courses through their system. Every muscle will lock up for 12 hours and a raging fever will cause delirium and delusions. They’ll also suffer 2d6 hit points of damage as a result. If the save is failed, however, the victim will succumb to the disease within moments, dying within 2d6 rounds. The victim will rise as a Screamer within 1d4 turns (MCC Rulebook, pg. 196). The safest way to deal with a Corpse Owl is with long-range weaponry. Hand-to-hand or close-up combat is suicide.

If a sudden outbreak of Screamers erupts in an area, it could be the work of a Corpse Owl that has nested nearby. It is theorized that an Ancient “bird flu” virus mutated during The Great Disaster, and that the Corpse Owl was the eventual evolutionary vector.

(The Corpse Owl originally appeared on this blog as a Mutant Future creature!) 

Monday, June 27, 2022

Doomlands And Wasteland:1989 -- Gonzo Post-apoc Inspiration

Not only do I enjoy gaming in the post-apocalyptic vein, I enjoy similar entertainment. However, many post-apocalyptic movies and books are very, very dark and depressing. Give me a fun apocalypse! One that's unabashedly gonzo with mutants and fast cars and radioactive fallout and random mayhem and just a soupcon of humor! Presented here are two recent offerings of the gonzo post-apocalyptic genre I think may inspire you at the gaming table:

The Roku streaming device has their own channel, and they've recently been offering original programming. One of their new shows is "Doomlands", an animated show that can be best described as "Cheers in the Wastelands." Danny Doom and his crew drive their mobile bar "The Oasis" across a post-apocalyptic landscape trying to make a living while fighting off raiders, marauders, and mutants. You can watch it either on The Roku Channel on your streaming device or free in your web browser.

As we move from cartoons to comic books, I present to you "Wasteland:1989", one of my new favorites from the folks at Eibon Press. Eibon's usual offerings are gore-splattered comics based on cult horror and sci-fi films. One of their original titles from their "VHS Comics" line is Wasteland:1989", a tribute to the post-nuke wasteland movies of the 1980s. In the nightmare ruins of a future America, Janet of the Apocalypse is out there fighting for survival against the worst the radioactive world has to offer. But is it a dream...or is it real? There have been three nitro-fueled, blood-drenched issues thus far, and I HIGHLY recommend each one of them!

Sunday, June 26, 2022

Successful Playtests, New FLGS, And More On Free RPG Day!

Well, Free RPG Day 2022 is in the books and I must say, it was "successfully fun" for Your Friendly Neighborhood Sniderman! Let's recap, shall we?


I road-tripped down to Columbus to check out Dragon's Lair Comics & Fantasy, a new game store that opened February this year. Always like to check out new places when they open and support those who make a go at supplying us hobbyists with the fuel we need to sate our gaming hunger! The store was surprisingly huge with a lot of various offerings for fans of comics, boardgames, minis, etc. Their RPG selection was a bit thin, mostly 5e, but a surprising number of indy RPGs I never expected to see on a store shelf. I asked about DCC and MCC and the owner was aware of the games, but hadn't yet committed to carrying them yet. (Maybe a few games run by Columbus peeps might help him change his mind, eh?) Anyway, I grabbed the new DCC RPG adventure by Mike Curtis as well as Tiny Epic Dungeons. (I missed the Kickstarter for it, and I'm a sucker for a well-designed solo boardgame.) I also grabbed a t-shirt for the store as I'm a believer in supporting new folks. Sniderman says, "Check 'em out."

Later that day, I ran an online playtest of an upcoming MCC RPG adventure "Into The Glowing Depths", also by Mike. My happy crew of three Seekers ran the adventure through its paces - shaking out the bugs, so to speak. I'm gonna steer clear of any spoilers for now, but I will offer a word of advice: If someone tosses an unidentified artifact at you that's shaped like a small pineapple while saying "Catch!"... Don't catch it. In fact, dive for cover.

Keeping the online playtesting rolling, I ran another MCC RPG playetst for "Rivers of Iron", a 0-level funnel by your truly. Another group of three Seekers (including one new to MCC RPG - Hi Jeremy!) running a ragtag assembly of 12 zeroes were sent on the Rite of Passage. Again, without spoilers, 4 members of the team returned from the arid, magma-encrusted region with artifacts in hand! Success!

Over all, it's been a busy few days for me, but I'm happy to say I had a great time. New store, new adventures, new gaming, new players - everything Free RPG Day encompasses!

Monday, June 20, 2022

Free RPG Day June 25! (Plus Two MCC Playtests This Weekend!)

Hey gang! Free RPG Day is just around the corner on June 25! Be sure to stop into your FLGS, pick up some free goodies, and drop some coin on their stock while you're there. (If you stop in, grab stuff, and don't spend a dime, you're likely to be eaten by a grue.) Click -->here<-- to find a participating retailer near you!

This year's free DCC RPG release is "Danger in the Air", a 0-level funnel by Michael Curtis!

"A gigantic alien creature drifts in the air high above the homes of simple villagers, its transparent skin rife with wounds. The creature hangs in the sky—unmoving, as if slain—and a trickle of coins slowly drops from its ravaged body. What other treasures—and terrors—might this strange visitor from elsewhere possess, and who in the village is brave enough to venture within its otherworldly form?"

The Goodman Games Road Crew also appear to have MCC and DCC games scheduled for in-store play that day, so be sure to check out the Goodman Games Events Page to see what's being played in store that day.

And finally,Your Friendly Neighborhood Sniderman (yours truly) will be running not one, but TWO MCC playtests this weekend online! There are still seats available for both, so from the comfort of your own home, you can play in one of the following!

Saturday, June 25, 5 pm- 9 pm EST: "Into The Glowing Depths", 2nd-level MCC playtest

A most unusual intelligence requires the aid of surface-dwellers to help thwart an invasion of oceanic mutant lifeforms rising up from the depths. A legacy of humanity’s attempt to tame the seas, these creatures have been further changed by the weird radiation and pollution beneath the waves, and they have now set their conquering eyes on the surface world of Terra A.D.! Take a deep breath and hold it as we plunge “Into The Glowing Depths”!

 Sunday, June 26,  11 am - 3 pm EST: "Rivers of Iron", 0-level MCC mini-funnel playtest

“The season is upon us once again to invite those who wish to do so to undertake the Rite of Passage!” The village elder points to a column of smoke rising in the distance from a small mountain peak. “In years past, I have left the direction of the Rite of Passage to the discretion of those who walk the path. This season, I have chosen your path instead. I am curious as to the nature of the smoke we have all seen in recent days. I now task you, while on your Rite of Passage, to determine the nature of this new vision and to inform me of your finding upon your return.”

Free games galore this weekend, so visit your local game store (or find one near you) to enjoy the day!

Sunday, June 19, 2022

[Samson Sunday] Notorious NPC: Terra Of Jerz

Terra of Jerz: Init +3; Atk electroprod (2d8 plus stun [DC 18 Fort save or stunned for 1d8 rounds]); AC 12; HD 8d6; hp 36; MV 30'; Act 2d20; SP rover skills, +8 on artifact checks; SV Fort +3, Ref +8, Will +4; Crit II/1d30+2.

Terra of Jerz is one of Samson's oldest and deadliest enemies. Terra's ancestors took cover during the Atomic Wars in a deep underground bunker, where she was born and raised. When she became of age and surfaced, she saw that the surface people had regressed to a primitive period of knowledge and technology. With her advanced scientific knowledge and the Ancient devices from her bunker, Terra's ultimate goal is to become Queen of N'yark by subverting and conquering the savages aboveground. And, of course, Samson (whom she secretly would like to have ruling by her side) has stopped her conquest at every turn.

Terra is always armed with her elecroprod, a weapon that produces a vicious electric shock (2d8 damage) plus stunning its target (DC 18 Fort save, or stunned for 1d8 rounds). Terra also flies around (and makes frequent escapes) in a flying saucer-like Bubble Car. And Terra is always accompanied by 2d10 primitive humans who fear her and do what she says as their "queen".

Terra's knowledge of Ancient technology far surpasses anyone else's in Samson's world. The judge should treat her as having the skills of an 8th-level Rover as well as a +8 to any Artifact Check, with automatic successes for any device of TL 3 and less. Terra also has a horde of Ancient weapons and devices back in her bunker, the location of which is a closely-kept secret. Terra has waged war single-handedly against the tribes of N'yark with only the push of a button, so they fear what other weapons she has. But she has also used advanced technology to house and feed her "minions", so they will follow her blindly for the comforts she provides.

NOTE: This NPC was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Thursday, June 16, 2022

My First MCC Adventure Now Out: When Manimals Attack!

I'm pleased, proud, and honored to be an official Mutant Crawl Classics adventure writer with the release of "When Manimals Attack!", my first MCC RPG adventure written for and released by the folks at Goodman Games. This 2nd-level adventure has an amazing cover by artist Ken Kelly (RIP) and is inspired by "The Island of Doctor Moreau" by H.G. Wells:

The rescue of a feral manimal child leads to an amazing discovery – she hails from the fabled lands of Zuu itself! But when manimal enforcers attack your village and retrieve the child, your Seeker team must locate the legendary city to rescue her. However, the savage bestial madman who rules there has designs to convert all Terrans into his submissive subjects. Only by leading a manimal revolution can the Seekers hope to stop him!

"When Manimals Attack!" is available in print and PDF at the Goodman Games Online Store or in PDF at Drive Through RPG


Wednesday, June 15, 2022

MCC Playtest Online: "Into The Glowing Depths" 2-lvl funnel; June 25, 5p-9p EST

Short notice, but I'm looking for 5 experienced MCC players (no new folks this time) to help playtest a new MCC adventure. I'll be taking sign-ups through the Goodman Games Road Crew Events scheduler. This adventure is "Into The Glowing Depths" and is a new 2nd-level MCC adventure! This game will be run online via Zoom June 25 from 5 p.m. to 9 p.m. EST.

 
A most unusual intelligence requires the aid of surface-dwellers to help thwart an invasion of oceanic mutant lifeforms rising up from the depths. A legacy of humanity’s attempt to tame the seas, these creatures have been further changed by the weird radiation and pollution beneath the waves, and they have now set their conquering eyes on the surface world of Terra A.D.! Take a deep breath and hold it as we plunge "Into The Glowing Depths"!



Sunday, June 12, 2022

[Samson Sunday] Savage Menagerie: Kangorilla

Kangorilla: Init +5; Atk claw +4 melee (1d12 plus grapple) or kick +3 melee (1d16) or hurled stone + 3 missile fire (2d10; range 200'); AC 13; HD 4d10; MV 100', jump 50'; Act 1d20; SP grapple; SV Fort +5, Ref +5, Will +1; Crit M/d10.

The Kangorilla is a land-based beast with the upper torso, limbs, and head of one of the great apes with the powerful legs and pouch of the kangaroos from "down under". The Kangorilla is typically encountered in open plains or wide-open spaces where it has plenty of room to leap incredible distances. The giant beast stands nearly 15 feet tall, with some reaching a height of 20 feet.

The Kangorilla is a carnivorous creature that will not hesitate to attack weaker prey. If it spies a target from a distance, it will first hurl a few boulders in their direction to "soften them up". It will then launch itself into the air on its powerful hind legs, landing next to its prey to attack. The Kangorilla can lean back on its tail and kick out with its legs, pummeling the target for 1d16 damage. Once it feels its prey is weakened, it will attack with its claw and, if successful, will try to grapple its prey. If successful, the Kangorilla will stuff its prey into its pouch, then leap away it its lair. Anyone within the creature's pouch can try to attack from "within" with a -1d penalty due to the jostling. The target will also take an additional 1d4 damage each time the beast lands and launches again during its trip back to its lair where it will feed. (The prey rarely survives the trip back.) 

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Wednesday, June 8, 2022

Monthly Mutant Mayhem Online: "Rivers of Iron" 0-lvl funnel; June 26, 11a-3p EST

It's the Return of Judge Sniderman's Monthly Mutant Mayhem! Each month I'll be running an online game on Zoom for the first five sign-ups through the Goodman Games Road Crew Events scheduler! This month is "Rivers of Iron", a new 0-level MCC mini-funnel! This game will be run June 26 from 11:oo a.m. to 3 p.m. EST.


"The season is upon us once again to invite those who wish to do so to undertake the Rite of Passage!” The village elder opens his arms wide in invitation. “And who amongst you shall proceed?” Several of the village’s youth step forward – yourself included – and the elder smiles in approval and continues to speak.

“As is customary, you must leave the village with only what you can carry. Explore the unknown, take note and learn as you do so, fight and defeat those that would hinder you. Bring back proof of your exploits to ascend to the status of village Seeker. We shall celebrate those who return. We shall mourn those who do not.”

The village elder points to a column of smoke rising in the distance from a small mountain peak. “In years past, I have left the direction of the Rite of Passage to the discretion of those who walk the path. This season, I have chosen your path instead. I am curious as to the nature of the smoke we have all seen in recent days. I now task you, while on your Rite of Passage, to determine the nature of this new vision and to inform me of your finding upon your return.”

Tuesday, June 7, 2022

[DCC RPG] Savage Menagerie: Cobweb Golem

Yesterday's Cobweb entry reminded me of this Labyrinth Lord golem I created. Here it is converted for DCC RPG...
 
Cobweb golem: Init -1; Atk fist +5 melee (1d5+2); AC 12; HD 5d8; MV 30'; Act 1d20; SP spider web (3/day), insect swarm (spiders), immune to mind- and shape-altering spells and poison, vulnerable to fire (double damage); SV Fort +8, Ref +3, Will +6; AL N; Crit M/d10.
 
Spider web (3/day): As an action, a Cobweb Golem can cast this spell as per the level 2 wizard spell (+3 spell check).
 
Insert swarm (spiders): When first struck in combat, a swarm of spiders scuttles out of the Cobweb Golem filling 10' x 10' area around it, biting anyone who are in that space. Any creature bitten takes 1 hp damage and must make a DC 5 Fort save or take an additional 1d4 sting damage.
 
Insect swarm: Init +5; Atk swarming bite +1 melee (1 plus sting); AC 11; HD 2d8; MV 40’; Act special; SP bite all targets within 10’ x 10’ space, half damage from non-area attacks, sting (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N; Crit M/d4.

The Cobweb Golem is a magically created automaton given the semblance of life through the breathe life spell. The Cobweb Golem appears to be spun from spiderwebs, cocoon casings, and other web-like threads. Twigs, brambles, and other flotsam cling to its sticky surface, and small spiders can be seen scurrying about on the creature. Cobweb Golems are usually encountered in long-abandoned wizard's laboratories or lairs where giant spiders lurk.

The Cobweb Golem can launch of glob of webbing three times a day (treat as the level 2 wizard spell spider web) that it uses to subdue any attacker. When first struck in combat, hundreds of spiders that infest the Cobweb Golem will spray out, covering the attacker and a 10 x 10 area around the Golem. The biting arachnids will do 1 hp requiring a DC 5 Fort save or suffer an addition 1d4 stinging (poison) damage).

Like other kinds of golems, the Cobweb Golem has no true intelligence, and are thus unaffected by mind- or shape-altering spells as well as poisons. However, they are very susceptible to fire and flame-based attacks, taking double damage from any such attack.

(The Cobweb Golem originally appeared on this blog as a Labyrinth Lord creature!)

Monday, June 6, 2022

[MCC RPG] Dangerous Encounter: Cobweb

Cobwebs are mutated cornstalks that trap unsuspecting victims in sticky strands of webbing as a form of passive carnivorous plantlife. After the entangled victim eventually dies of exposure and/or starvation, their decomposing body nourishes the Cobweb.

Cobwebs are typically found growing wild in an open patch of previously tilled farmland -- usually covering an acre or two of area. When touched or brushed against, the husks surrounding the Cobweb's ears will slowly peel back on its own, exposing pale white corncobs along each stalk. Once exposed, the kernels on each cob will burst much like popcorn kernels with a pop-pop-pop, spraying thin sticky webs of filament over a 20 ' radius. Any within range who say they're diving out of the way will escape entrapment if they make DC 15 Ref save. However, they must make a follow-up DC 10 Ref save to keep from bumping against another Cobweb stalk, thus starting the process over again. An ensnared victim can break free on a DC 20 Strength check, otherwise they are trapped until freed by someone else. Cobweb webbing can be dissolved with oil or acid or burned away with fire (the ensnared victim will take any appropriate acid/fire damage as determined by the judge). Blades and cutting tools are unable to cut through the webbing and will just become gummed up and ensnared as well.)

A Cobweb's webbing crumbles and turns to dust after 2 weeks, at which point the ensnared victim has most likely died of exposure and thirst. Because it takes a Cobweb stalk a month to regrow its cobs, scavengers use this period to loot the corpses of any victims, free from the danger of becoming ensnared themselves. Some villages and marauder camps grow fields of Cobwebs around their borders to protect themselves from invaders, with a well-marked path through the field known only by residents.

(The Cobweb originally appeared on this blog as a Mutant Future creature, now updated as an encounter for a judge to use.) 

Saturday, June 4, 2022

In Memory Of Fantasy Artist Ken Kelly

Iconic fantasy artist Ken Kelly passed away yesterday. You may not recognize his name offhand, but you are definitely familiar with his work, as he's illustrated magazine covers for Creepy, Eerie, Heavy Metal, since the 1970s, as well as album covers for heavy metal bands such as Kiss and Manowar. Ken also provided the cover artwork for several Goodman Games DCC and MCC adventures. Thanks for bringing these other worlds to life, Ken.





Friday, June 3, 2022

Running A Con Game Part 1: Planning And Writing Your Game

Since the 1980s, I've run many (many) RPG sessions at game conventions across the country - from classics like D&D, Ghostbusters, and Chill to newer games like Mutant Future and MCC. One one thing I always try to do at these events is to run adventures that I've written myself. My reasons are manifold:

  1. If it's a game I wrote, I know all of the plot points, NPCs, and locations intimately, so I'm more comfortable at the table and can make up something on the fly (rather than looking up some bit of unfamiliar minutiae every 5 minutes).
  2. I can custom-tailor the adventure for the time allotted, ensuring that the players get to the endgame before time runs out.
  3. It's good for my ego when the players enjoy the game as it's an adventure I myself designed!

As we move into convention season, I thought I'd take a moment and toss out some tips I've learned over the years to fledgling Judges, DMs, GMs, Referees, and what-not. This blog entry will cover planning your game and getting it written and designed -- advice for everything leading up to the game itself. A future blog post will discuss running your convention game and tips at the table.

1. Write a game that can be completed in 4 hours. Most conventions schedule games to run in 4-hour blocks. With this in mind, you should write your game to fit into this time period. This may sound daunting if you have a lot of encounters and combat in mind. Well, stop that. The typical table has 4 to 6 players, and each encounter will likely take 30 minutes for the team to get through. So, easy math: 4 hours divided by 30-minutes-per-encounter equals roughly 8 encounters. However, you'll lose 30 minutes at the beginning of your slot to game prep (passing out sheets, making sure everyone has dice and pencils, explaining the system to new folks, etc.) and you'll likely want to plan to wrap up 10-20 minutes early so you don't stomp on the next game slot. So - realistically - your adventure should be 6 solid, in-depth encounters. Doesn't sound like much, but it is plenty, believe me.

2. Have a beginning, middle, and - most importantly - an ending. I've heard from players over the years that there is nothing more frustrating than to play for several hours and, just as they reach the door to The Ultimate Bad Guy Lair... 

time'supsorryabouthatwe'llpickitupnextyear. 

The players want that resolution and it's not fair to just end the game mid-plot. So when you write your game, have the endgame solidly in mind and make sure your adventure is short enough that they'll reach that EPIC CONFRONTATION at the end.

3. No sandboxes, but no railroads either. This is a tricky tightrope to walk. If your game is too wide open, the players may not discover your oh-so-obvious clues and will struggle to progress forward. You need to herd them a bit as time is short. By the same token, a simple A to B to C to D railroad game takes away player agency as now they're just along for the ride. Each encounter in your game should have multiple ways the players can overcome it: they can bluff their way through, fight their way through, sneak their way through. But each encounter leads down the path to the next encounter, but depending on their prior actions the encounter has changed. Did they fight to get here? Guards are now on alert and well armed. Did they bluff? Now they need to maintain the masquerade. Did they sneak? They now enter at a completely different location. Give them agency, but keep everything moving toward the climax.

4. Give everyone something to do. When you're providing the character sheets, you know what your players are going to be able to do ahead of time! If you're giving them a thief, you better have some locks to pick or some wall to climb. Have a wizard? There should be some runes for them to translate or even a magical rival itching for a spellduel! (And, of course, have some combat to keep the fighter - hell, EVERYONE - happy!) Make sure the adventure you're writing has enough character-specific elements so that each player gets a chance to contribute to the party's success.

5. Make everyone a star at some point. We're hedging into "At the Table During the Game" advice, but this is a corollary from the previous rule. Some folks may shy away from the spotlight, deferring to the more boisterous players at the table. Don't let that happen. Everyone should feel they contributed to the party's success at the end. The dice may be the final decider of fate, but as the judge, YOU have the ability to reshape the world as you see fit on the fly. For example, if the Quiet One is playing a cleric - "Oh no! Now there are ghosts that can't be hit by physical weapons and must be turned!" Offer them the chance to step up and be the hero. That's why we play these games right?

6. Give your players their money's worth. Typically, convention game players have paid good cash money to play in your game. No pressure! All kidding aside, players want one primary thing from your game -- a story they can tell their friends about later. Don't toss together a series of cliches, but rather give them something they've never seen before! New locations found only in their most fevered dreams and creatures that live in their nightmares! I typically begin writing by asking myself one question: "What has NO ONE ever seen at the game table before?" It could be a place or a beast or an NPC or a quest - but that is always the spark that ensures the players will get their money's worth. (Oh, and a bit of take-home swag from the game is always a bonus!)

7. Here's some of the best advice on writing a convention game I've ever found. Years ago, I discovered a series of blog posts titled "How to Run Con Scenarios the Gar Hanrahan Way."  Writer and game designer Gareth Hanrahan posted a series of incredibly useful tips and tricks on how to write and run a game specifically for a convention setting. His old gaming blog is long gone, as well as these posts. But before that happened, I grabbed his advice, put it together in a PDF, and printed it out and binded it for my own personal use. I later posted it to Google Drive so others can benefit from these great tips. (And Gareth seems to be cool with it!


Stay tuned for "Part 2: Running Your Convention Game" in a future missive from The Savage AfterWorld!