Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Saturday, September 10, 2022

[Review] Twisted Genomes: Wasteland Mutations - 400+ New Mutations!

Many of the post-apocalyptic RPGs we love have it right there in the title: Mutant Crawl Classics, Mutant Future, Mutant: Year Zero, Mutant Chronicles, etc. We love our mutants and their mutations, but the scant tables and listings in these RPGs often don't allow for much variety (MCC has a little over 100 mutations in the core book - and a quarter of them are defects!) If you want to truly warp, twist, and mutate your games with a wide variety of new mutations, I suggest you check out Twisted Genomes: Wasteland Mutations by Dungeon Remixer.

Written by Derek Holland, who has produced a ton of content for post-apocalyptic games over the years, Twisted Genomes offers more than 400 new radioactivity-triggered, genome-twisting powers to bless (or curse) your Blasted Earth denizens with. The front of the book initially covers three different categories: physical, mental, and plant-based mutations. At the start of each chapter is a table that lists the mutations within and to allow the judge/player to randomly roll their mutations. And these are not your standard Mind Blast or Telekinesis abilities. For example, Fleshreader lets you read the thoughts of a being just by coming into contact with a piece of that being. Spider Palm lets you detach your hand and control it like a familiar. Body-warping abilities like Facial Shift and Flexible Skeleton are here, as well as truly bizarre powers like Barf Guts and Bubble Blower. Several of the mutations also have their own sub-tables allowing for even more variation.

Each mutation throughout the hefty tome (150+ pages) is nicely described with at least a full paragraph explaining how it is triggered and what its effect would be. A good amount of spot art throughout helps to illustrate several of the abilities. Rounding out the book are two appendixes. The first appendix contains alternate and expanded rules for several of the mutations, as well as advice on creating your own. And although Twisted Genomes was written for Gobinoid Games' Mutant Future, the second appendix contains conversion guidelines and notes on how to implement these new mutations in other RPGs, including -- yes -- Mutant Crawl Classics. 

I will likely get a lot of use out of Twisted Genomes, both as a resource for new PC/NPC mutations as well as for inspiration for some truly horrific mutant beasties in the future. ("The creature's spilled blood coagulates into small biting flies which begin to attack as well. Roll for new initiative.") This mutation resource book now has a place of honor next to my well-worn copy of The Metamorphica. Judge Sniderman says, "Check it out."

Sunday, August 21, 2022

[Review] Aeon: Ancient Greece - Adventures In The Epic Greek Mythos

 "Sing, oh Goddess of The Good Old Days, when adventures were underground, arms and armor were bronze, and heroes were destined to die the glorious death of a warrior!"

Aeon: Ancient Greece is a series of DCC-compatible zines by Sharktopus Games that places your adventurers squarely in the middle of every Greek Mythos epic ever written. Toga-wearing heroes fight against fickle gods and mythological monsters in a Homeric epic! If you've thrilled to the "sword and sandal" genre of Clash of the Titans or Jason and the Argonauts, you'll want to delve into this series.

Thus far, there have been three issues of Aeon released (with a fourth now Kickstarting for a few more days). I love the way each zine slowly builds upon the genre adding more to the mythos (ha!) with each new issue.

Issue 1: The Labyrinth of Daedalus starts with character generation, letting you create your own Hercules, Theseus, or Jason. A full list of Grecian names, occupations, birth augurs, and Bronze Age equipment round out the first half. The second half throws your zero-level PCs right into the infamous Labyrinth, where only the most heroic for deeds allows for escape! A list of inspirational books and films rounds out the issue.

Issue 2: Deeper Into the Labyrinth expands upon the original adventure, but really shines when it introduces the Greek Gods (i.e., the Olympian Patrons) to your game. Six Olympians, each with their own Invoke table and special spells and taints await their faithful worshippers. And if you displease them, prepare to embark on an epic purification quest on their behalf. And a few of the Heroes of Greece await to bring your PCs on one of their epic quests! 

Issue 3: Monsters of Myth throws 36 creatures out of Greek mythology into the mix. Of course there are cyclops, harpies, and gorgons, but there are far, far more lurking in the shadows!

I really love the way each issue expands upon the DCC game system by introducing more aspects of with each volume. If you just wanted to introduce the Greek Pantheon into your games or expand your monstrous threats, you could pick up the issue that interests you. But if you wanted to run a full Greek epic that will be sung by Greek choruses in colosseums throughout the isles, you'll want to get them all!

The fourth volume of the series, "The Halls of Hades", is currently on Kickstarter for the next week and a half. This issue takes you into the Underworld of Hades itself. Cross the River Styx, fight Cerberus, and maybe - just maybe - bring someone back from The Land of the Dead!

I truly am a fan of Greek mythology, and this fun series of sourcebooks brings The Iliad and the Odyssey to your game table. Judge Sniderman says, "Check it out."

Saturday, July 30, 2022

My Convention-bound Custom-made Trapper Keeper!

When I attend conventions to run games, I have found that a 3-ring binder is perfect for me to use at the table. A small pocket-purse up front carries my extra pencils, timer, dry-erase markers, etc. The cover pocket holds my pre-gens. And I place my adventure scripts into plastic sleeves so I can write on them during play to make note of current hit points, playtest notes, etc. With the exception of my dice bag, everything fits into this one binder behind the screen.

Several months ago, I made a suggestion that the only way this could be even more retro-gaming at the table was if it were a Trapper Keeper. You know, those hold-everything-and-then-some binders that were all the rage back in the 1980s (when Yours Truly was in school and discovering RPGs). Today while shopping, I passed through the Back To School section and found a WALL OF TRAPPER KEEPERS. I honestly thought they didn't make these anymore! So I scooped one up, brought it home, and converted it to my NEW convention-bound gaming binder!

The wall of Trapper Keepers! You can almost smell the 1980s, can't ya?

My current gaming binder on the left, and my new TK on the right, about to undergo some alterations!

I didn't want the TK front "flap" to cover up my favorite gaming artwork (Vallejo's Death Dealer), so to access the back cover area, I cut a flap on the inside back cover.

Turned the TK over, opened the flap to the edge, and slipped in the artwork from my gaming binder. (I could've printed a new one, but this printout has been with me since Gen Con 2008.)

And a strip of black duct tape hides the slit nicely.

For the front, I added some of my favorite unused stickers.

The TK comes with two of those slip-in "portfolios". I likely will use them for maps and pre-gens.

And my pocket-purse in the front with pencils and what-not.

Here's the final front.

Here's the final back.

Friday, March 29, 2019

DIY DEAD Stamps for MCC/DCC RPGs

One of my favorite facets of the Dungeon Crawl Classics/Mutant Crawl Classics series of RPGs is the ever-popular Zero-level funnel. Each player starts with a handful of non-leveled, unskilled, common folk who are then presented with a situation far beyond their means to cope. When the adventure has ended, those citizens left standing progress to Level 1. This progress leaves a lot of bodies in its wake.

Lots...and LOTS of bodies.

Because of the meatgrinder-like atmosphere of this inaugural sojourn, many DCC/MCC judges are equipped with a self-inking DEAD stamp. It's almost ceremonial to commemorate the death of these disposable peons with a satisfying KA-CHUNK. I've wondered where these stamps were available and, with a bit of research, managed to get my hands on two -- one for DCC and one for MCC. Folks have asked me where I got 'em, so I'm passing that info along to you now!
I got mine from Vistaprint. They carry a wide variety of stamps -- especially self-inking ones. The one I ordered was the rectangular 1.5 x 3 inch version, which seems to be the "standard" amongst judges. My favorite color to use is red (BLOOOOOOD), although there are several others available if you like. Next up, the site asks you to upload the image you want. I was able to locate the stamp designs most preferred by judges (and thanks to the nameless designer who came up with them). I have placed them here on my blog for you to download.
Just grab the image, and upload it to the site. That's it! The stamp runs a bit over $25 (smaller ones cost less), but Vistaprint runs constant sales and promos, so you can get them for quite a bit off if you look. (I didn't pay more than $20 for either of mine.) That's it!

Now, next zero-level funnel you run, watch the players quake in fear as they see you bring out your Dead Stamp. They'll realize just how high the odds are and that you mean business!

Stampy-stampy-stampy-stamp-stamp-stamp...

Saturday, October 13, 2018

"OSR Guide For The Perplexed" Questionnaire: My Thoughts...

So Zak S. posed some very interesting questions in his "OSR Guide For The Perplexed Questionnaire" which has become a bit of a round-robin in the OSR blogging circles. What is the OSR? What does it mean to you? Is it important? What's the best parts of it?

Always willing to become One More Lemming with these things, I thought I'd jump in and give my thoughts on these queries...

1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:

When I first started poking around in this musty corner of the role-playing universe, I stumbled across Jeff's Gameblog and the long-since-defunct blog Grognardia. I can't really put my finger on one specific article that exemplifies the OSR, but these two encompass the spirit of the OSR best, so I'll go with that as my answer.

2. My favorite piece of OSR wisdom/advice/snark:

The classic: "Rulings, not rules" maxim. And something my DM said back in the 80s after I argued about what I felt was an unfair PC death: "Of course it's unfair! It's D&D!"

3. Best OSR module/supplement:

I love, love, love Vornheim. I've never before seen an RPG supplement just CRAMMED with useful stuff. Every chart, every table, inside and out (including the dust jacket, for god's sake) is chock-full of useful in-game stuff. Blew my mind when I first got my hands on it.

4. My favorite house rule (by someone else):


The d30 Substitution Rule that sprang from The Order of the d30 G+ group. Once per session, any player can use a d30 rather than whatever dice the roll calls for. So that 1d4 dagger damage could instead cause 25 points of damage (severing a major artery for insta-kill) or that To Hit roll now has 10 chances to roll ABOVE a nat 20 to hit. (I usually give out uber-bonuses when someone rolls a nat 30.) This simple rule gives the PCs a chance to perform some legendary feats and/or epic failures.

5. How I found out about the OSR:

Used to be seriously into role-playing back in the 80s during the hey-day. Wandered away during the college days, though I still puttered around with shared-universe writing, a local LARP group, etc. Online about 10-11 years ago, and wondered if gaming was still a thing. Found Goblinoid Games by chance, bought Labyrinth Lord and Mutant Future, jumped into the OSR movement, and haven't looked back.

6. My favorite OSR online resource/toy:

The online tools created by Purple Sorcerer Games for DCC RPG and MCC RPG is nothing short of amazing. PC generators, grimoires, charts, tables, etc. all at the click of a button. But their Crawler's Companion is a work of art. If you play DCC RPG, this handy app is all you need at the table. When I play DCC at conventions, everyone has this app running on their phones. And the fact it's free? Amazing.

7. Best place to talk to other OSR gamers:

The current online resource for talking about OSR-related things is G+. For some reason, the OSR gaming fans and subgroups glommed onto this social network rather than Facebook and the like. However, for face-to-face interaction, you have to attend one of the OSR-centric conventions, such as Gary Con, North Texas RPG Con, and many, many smaller and well-attended game conventions.

8. Other places I might be found hanging out talking games:

Typically one of the local-ish game stores. The SoldieryThe Guardtower, and Ravenstone down in Columbus are good hangouts, as well as Weird Realms up north in Cleveland.

9. My awesome, pithy OSR take nobody appreciates enough:

Whether you defeat the dragon, rescue the princess, thwart the evil wizard, etc. it doesn't matter. All the stuff leading up to those climatic game-ending events, that's the fun stuff.

10. My favorite non-OSR RPG:

I consider it OSR as it's been around since the 80s, but other may not. I'm a huge fan of the Pacesetter line. The original games Timemaster, Star Ace, Chill are fantastic. Even though I wasn't playing for 20 years, I still held on to my well-played, well-loved Pacesetter games. The fact that Goblinoid Games now owns the trademark and - gasp - I've written stuff for the lines has been an amazing bit of karma for me.

11. Why I like OSR stuff:

If I'm being honest, what brought me back in was the nostalgia. OSR games were the games I played in the 80s. 3d6 in order. 18(00) STR. The DM's word was law. All of these trappings were familiar and comfortable, so I was able to pick right back up after a lengthy absence without missing a beat. However, I also see we have the ability to mix and match the best parts of various systems without a lot of conversion. The OSR has exploded from "yet another fantasy heartbreaker" to various genres and settings, various derivative rules, various creative folks putting their spin on the classics and releasing it into the wild for all to enjoy -- and all of it is both familiar and brand new. Exciting stuff always happening in the OSR!

12. Two other cool OSR things you should know about that I haven’t named yet:

1. Contrary to outsider opinion, there is no "wrong way" to play. I've not yet run into anyone with a "badwrongfun" attitude. For example: after one game I ran at Gary Con, one of the players came to me and said, "I didn't want to say anything, but you were throwing your saving throws backwards the entire game." When I asked why he didn't mention that during the game, he shrugged, smiled, and said, "It's your game. I figured you were running it the way you wanted."
2. The folks in the OSR are the friendly I've met in 35+ years of gaming. For a group commonly considered grognards with an "old school" outlook, these folks are open to new ideas and welcoming to new members.

13. If I could read but one other RPG blog but my own it would be:

Jeff's Gameblog. Lotsa good stuff there.

14. A game thing I made that I like quite a lot is:

For purchase: One Year in the Savage AfterWorld -- a book of 52 mini-adventures for Mutant Future. Also, Burial Plots -- a book of 5 adventures for Cryptworld.
For freebies: The Apocalyptic Stormfront Mega-Table -- a table of 50 weird, wild weather patterns for gonzo post-apocalyptic RPGs. Had a lot of fun making this and have heard a lot of folks are still using it in their games.

15. I'm currently running/playing:

Always playing Timemaster, Cryptworld, and Mutant Future. Have taken a recent shine to Mutant Crawl Classics and am noodling around with the system and creating material for it.

16. I don't care whether you use ascending or descending AC because:

Either is fine by me. I don't care if your AC goes up, down, or sideways. Roll the damn dice, and let the DM figure it out.

17. The OSRest picture I could post on short notice:

Stared at this classic DM Screen image during my many games in high school. It's burned into my consciousness as "This Is Gaming":




Sunday, March 15, 2015

[Review] Toypocalypse RPG: Abandoned Toys In An Abandoned World

It's been 10 years since "The Great Dawning." For reasons unexplained, all of humanity has vanished, leaving behind a slowly decaying civilization. Also as-of-yet unexplained: the toys of the world -- mere children's playthings -- have become sentient and are now the masters of the planet. But playtime is over in this post-apocalyptic nightmare as the larger, stronger toys now rule with an oppressive iron fist. They force others to work in the stuffing mines, or to scavenge for batteries and needles and thread for power and upkeep. Those toys who escape subjugation must find his place in this lonely abandoned world -- the world of Toypocalypse.

Toypocalypse by Top Rope Games was written by Trevor Christensen as part of the 2011 24 Hour RPG contest. The game is super-tight, coming in at just 16 pages. But within those pages is a fascinating setting and an interesting dice mechanic. Let's take each in turn...

The Setting: As explained above, humanity is gone and sentient toys are now picking up the pieces of the world. The stronger powerful toys have stepped in as despicable tyrants whose word is law. The weaker playthings are enslaved and/or exploited. Those who escape are left to wander the wastelands, subjected to feral animal attacks or marauding bandits. It's an interesting juxtaposism of childhood joy and soul-crushing tyranny -- Toy Story meets Lord of the Flies meets The Road Warrior. (Visually, I see a world much like the movie 9.)

Players can choose any toy they want to play. Want to play a stuffed teddy bear? How about a battery-operated robot? Or a little green army man? Or a muscled action figure? Or even a Magic 8-Ball? Any toy can be fleshed out as a playable PC in this game, and the rules encourage this. The characters must also choose the toy's starting Condition (new-in-box, threadbare, corroded, etc.); Facets (broken, loved, discarded, assembly required, etc.); Movement (walks, rolls, hops, etc.); and Cognizance (sight, hearing, temperature sense). The player will also need to determine how the toy "fits" into this new world by deciding upon their social role (leader, schemer, mentor, zealot, etc.) as well as their public and private goals. Finally, there is a pool of pneuma (soul strength) and morale (conscious strength). When either of these is depleted, the toy is forever broken -- either physically or emotionally/mentally.

The Mechanics: Each toy has four attributes: Will (toughness/determination); Cognition (perception/aptitude); Versatility (dexterity/cunning); and Intensity (heart/soul). Rather than scores, each attribute is assigned a dice type. And each dice type represents how good a PC is in that attribute. Normal attributes are assigned 1d12 with no bonuses (so they can generate a random scale of 1-12 on a "Normal" roll); followed by Good (1d10 + 2 = a scale of 3-12); Great (1d8 + 4 = a scale of 5-12); and Superior (1d6 + 6 = a scale of 7-12). As you can see, the better your attribute, the higher your typical roll will be with that attribute. During play, an action attempt will be assigned a Target Number of 7 (average); 9 (Difficult); or 11 (Very Difficult). The player rolls the appropriate dice and must hit/exceed the target number to succeed.

Example: Mighty Man the action figure is trying to lift a car battery off of his pinned comrade. His Intensity is Superior, so he gets to roll a d6, adding 6 to the roll. The ref assigns a target number of 11 to succeed, so Mighty Man will roll between a 7 and 12 for the attempt -- a roughly 33% chance at succeeding in lifting the battery. (Better than My Little Unicorn who has a Normal Intensity who just gets to roll 1d12 for the attempt, so he'll roll a 1 to 12 -- only a 16% chance of success.) There are also rules for contested rolls and bonuses/penalties, but this is the gist of the roll mechanic.

And recall the toy's Facets, Condition, Movement, and Cognizance from earlier? A player can "invoke" these once during a play session. If they can roleplay how this comes into play, the ref can give them a +2 to a roll.

Example: Mighty Man is also "Cracked". The player explains that, as he tries to lift the battery, he curses the cracked hinge in his shoulder joint -- a permanent reminder of the rough playtimes he used to enjoy with his previous owner prior to The Great Dawning. The ref gives the player a +2 for the roleplaying and has him mark that facet as being "invoked" for this session. The player now will roll a 9 to 12 -- a 50-50 shot.

Toypocalypse has a campaign setting supplement titled Toypocalypse Falls that was born of a successful Kickstarter campaign. The supplement describes a town where the hydroelectric dam still provides electrical power -- an abundance of riches! Rival factions vie for control over the resource, with Centaur Alpha trying to retain his position as de facto leader. The wise and secluded Librarians make plans in the shadows, while The Cult of Lilly Ann worship at the feet of the last surviving human. Add in several plot hooks and a full adventure (Tomb of the Purple Crayon), and you have enough inspiration for many evenings of Rise Of The Toys adventure!

The core rules for Toypocalypse are available at Drive Through RPG on a Pay What You Want basis. Toypocalypse Falls is $4.95 at Drive Through RPG. Sniderman says "Check them out!"

Thursday, December 4, 2014

[Review] Stuper Powers!: The First-Class Game Of Third-Rate Heroes

I have a soft spot in my heart for superhero RPGs. My first real RPG was Villains and Vigilantes, and I'm no stranger to FASERIP. But my favorite superheroes are the ones who aren't exactly "super," per se. You see, I'm a huge fan of the "D list" superheroes -- those characters who have weak, useless, embarrassing powers, but who somehow manage to save the day in spite of their abilities. I'm sure everyone's seen the movie Mystery Men, which has a great cross-section of super-incompetents. And in the comics world, you have joke teams like the Legion of Substitute Heroes, Hitman's Section 8, and the classic Inferior Five.

Which brings me to one of my FAVORITE superhero RPGs: Stuper Powers!

Stuper Powers! tags itself as "The First-Class Game of Third-Rate Heroes." These are not the superheroes you call when there's trouble. These are the heroes you call when you have no one else you can summon -- and I mean NO ONE ELSE. You see, the heroes in Stuper Powers! have powers and abilities that are far less useful than The A-Listers. You might be able to "Give Wedgies Mentally," "Entangle With Armpit Hair," or the ever-popular "Turn Things Plaid." Face it, you're gonna have a tough time bringing down Doctor Dredd and his minions with your ability to "Glow In The Dark."

Stuper Powers! obviously doesn't take itself or the genre seriously, and that's half the fun! Although presented as a bit of a one-night-joke RPG, there is a lot of fun replayability in this game. Case-in-point: I ran a Stuper Powers! game at a convention for three players who randomly rolled their powers. We had Patty Cake with his ability to "Bake a Pound Cake in 30 Seconds"; Deja View who could "See 2 Seconds Into The Future"; and The Unit with his "Pogo Penis". (Yes, that's the power and, yes, it's exactly what it sounds like.) These three "heroes" formed S.U.C.K. Squadron (Superheroes United Crushing Krime) and they stumbled into a scenario where the town was going to be blown up unless they acted. And in spite of these lousy, useless, nearly-obscene abilities, the players defeated the Big Bad, won the game, and laughed their asses off in the process. And that's what Stuper Powers is all about, Charlie Brown.

Admittedly, Stuper Power's "gimmick" are the bizarre powers and the creative ways the players use them during the game. But what of the system? Well...there really isn't one. Players don't have ability scores or skill sets or anything like that. According to the rules, all contests and checks should be done in one of two ways: flip a coin for a 50-50 chance to succeed/fail, or defeat the "Big Mac Daddy" (the GM) in a game of Rock-Paper-Scissors. That's it. Now, when I play Stuper Powers, I prefer a little more, so I've house-ruled to let my players use 1d4. All checks are on a scale of 1=sure thing, 2=average, 3=hard, 4=damn hard, 5=impossible. Roll the number or higher to succeed. And I offer situational bonuses of +1 or -1 depending on the event. (Hitting someone at point-blank range is a 1, but if the player is blinded by "Adhesive Snot", there's a -1 penalty. So a 1 is not always a Sure Thing, and I have seen players make "Impossible" checks.)

Something else I do when I play Stuper Powers is that the world around the players is no joke. Although the game offers similar bizarre villains and crimes to foil, I find the game is a LOT more fun when everything is deadly serious and straight -- except for the PCs. When the stakes are high and Doombringer The Unstoppable is about to destroy the town, nothing is funnier than having Kid Dorito appear on the scene with his ability to start a "Nacho Downpour." And seeing Xxyrkkk, Destroyer of Worlds, KO'ed by a pair of "Concussive Breasts" is a show-stopper.

Stuper Powers! is great beer-and-pretzels RPG for folks who'd like to try something a bit less "super" in their superhero games. Stuper Powers! is available in two editions: the original 32-page comic-book-like version from Unstoppable Productions, and an updated 112-page "deluxe" version by Wingnut Games. The original has 48 stuper powers, whereas the deluxe version has 100 stuper powers (three contributed by Yours Truly) as well as four adventures, a map of Knee Jerk City (the home-city of the players), LARP rules (seriously), an Instaventures Creator, and tables-tables-tables. Either version gives you plenty of bang for your buck. (But the deluxe version is admittedly much, much "bangier".)

I have had a TON of fun with this game over the years,and wanted to sing its praises. But it gets better...

Noble Knight apparently has a bunch of the original editions of Stuper Powers available for 1 cent. Yup, one penny will get you a near-mint copy of the original D-List superhero game. That's a crazy good deal! Grab them now while they still have 'em! Or, if you'd like a PDF of the deluxe version for your eReader or tablet, you can buy it directly from Wingnut Games via Gumroad for a minimum $2.00 PWYW. Again, crazy good deal. Still not sure? How about you download the Stuper Powers Quick Start Rules for free and check it out for yourself? Finally, if you want to truly support the game and its creators, Stuper Powers Deluxe is available in print for $16.95 from Wingnut Games.

All this talk about Stuper Powers! has me fired up to schedule a game or two at some conventions next year. In 2015, Bufferin-Man ("Induce Slight Headache"); Glass Jaw ("Bloody Nose Power"); and Scoutmaster Jim ("Summon Cub Scouts") will fight the forces of evil! (Cue Smash Mouth's "All Star")

Monday, October 20, 2014

Replacment Ghostbusters RPG Cards, Ghost Die Available At Nerdy Show

 The Nerdy Show Ghostbusters Roleplaying Hub has announced the release of newly released equipment cards and laser-etched Ghost Die for use with the classic West End RPG "Ghostbusters!" The cards come is a sweet tuckbox that looks like the containment unit too! This nifty little package features new art on the cards, as well as new equipment featured in GBII and the animated series. (And the Ghost Die is impossible to find, and the etching ensures the face will never wear off). The cards and die in the GB Starter Kit are $10 plus shipping.

And for $20, you can get a Franchise Kit that includes the above as well as more dice, Ghostbusters character cards, and an official Ghostbusters Franchise Owner's Certificate! (And if you have trouble finding the game to play, Nerdy Show has that covered too.) Everything you need to run your own paranormal investigations and eliminations games!
WE'RE READY TO BELIEVE YOU