Monday, December 31, 2012

Deluxe Tunnels & Trolls - Weekly updates from Ken


There is a new site that will be following the development of the Deluxe Tunnels & Trolls (DT&T). Ken has posted a message today that he plans on making a new post every Monday during this process.

Click here to see the latest post.

I have added a banner as well to the left to easily navigate to the the DT&T site. Hopefully the Kickstarter will be up soon - I plan on being one of those early birds...

Cheers to all involved!

Sunday, December 30, 2012

T&T Magic - Fire Spells

If you have ever played my AD&D game, you would know that I have had a house rule in my game since I started playing with a group in Cleveland back in the early 1990's. We have always used a spell point system for magic users because we have always thought the 'x times a day' spell casting was just too limiting.

That is the first thing that I love about T&T magic. WIZ points are used to cast spells. If you have WIZ, you can cast spells. If you are out of WIZ, you cannot cast spells. Easy and makes sense.


One issue I do have with T&T has always been an inconsistency in the spells that are available. In my mind, spells that are lower level should be potentially weaker while spells of higher level should be potentially more formidable. All too often in T&T, there is not much use to cast anything other than TTYF as an offensive spell choice since there is not much else that is as effective.

I looked at the Fire based spells I could find in the T&T 7.5 rule book:
  • Call Flame (1st Level - Conjuring)
    • WIZ Cost: 7
    • Range: Touch
    • Duration: Instant
    • Damage: 1d6 
    • Power up? - Yes/+1d6 for each level increase
  • Blasting Power (3rd Level - Combat)
    • WIZ Cost: 9
    • Range: 70 Feet
    • Duration: Instant
    • Damage: d6 equal to caster level + Combat Adds
    • Power up? - Yes/double damage dice for each level increase
  • Fire at Will (3rd Level - Combat)
    • WIZ Cost: 10
    • Range: 10 Feet
    • Duration: 1 combat turn/level
    • Damage: equal to level of the spell
    • Power up? - Yes/double duration for each level increase
By way of comparison, here is the standard TTYF spell
  • Take That You Fiend! (1st Level - Combat)
    • WIZ Cost: 6
    • Range: 100 Feet/Line of sight
    • Duration: Instant
    • Damage: Equal to INT Attribute of Caster (Double previous amount with each level increase)
    • Power up? - Yes/double previous damage with each level increase
Here is an example for a wizard casting each spell at 3rd level:

Jherrrii the Great Wizard (3rd Level Wizard)
INT: 20
WIZ: 33
Combat Adds: +10
  • Call Flame - powered up to 3rd Level - 3d6 (21 WIZ - up to 18 damage)
  • Blasting Power - 3d6 +10 (9 WIZ - up to 28 damage)
  • Fire at Will - 3 damage for 3 rounds (10 WIZ - up to 9 damage)
  • TTYF! - powered up to 3rd Level - 80 damage (18 WIZ - 80 damage)
*     *     *     *
There is no doubt that TTYF! is so powerful at any level that you cast it, it will always be the offensive spell of choice. For a spell that is available at 1st Level, it increases perhaps a bit too much, making it very unlikely a spell caster would use anything else if you are targeting another combatant.

Looking at the 3 'Fire' Spells:

Call Flame
I think Call Flame is good as a first level spell. It presents an opportunity to deal some decent damage at a low level. It also does not get overly powerful as you level up. You would more than likely use this spell in situations where you would want to save on WIZ points when fighting a weaker foe. I think the WIZ cost is a bit high though. Compared to TTYF (6 WIZ), it does not make sense that something would cost more to do less damage.
  • I would keep Call Flame a 1st Level spell, but reduce the WIZ cost to 3.
Blasting Power
This spell will be as powerful as your combat adds, which would vary based on the wizard. I think it is odd to have a spell that uses combat adds. The fact that the power up will double the dice rolled, it makes it a very powerful spell to use by a more accomplished wizard. The WIZ cost seems to be fine at 9.
  • The only change I would think about for this one is to either keep it a 3rd level spell and limit the power up ability to one additional d6 per power up, or increase the level to a 4th or 5th level spell.
Fire at Will
It would make sense to me that 'Fire at Will' should be a 1st level spell. The WIZ cost is way too high for what it does and the damage is just not going to make a spell that would be used very frequently as you get higher in level. It may make sense to use it at lower levels until you get a chance to cast a better spell, but why would you even cast this if you have TTYF at your disposal? If you were to power up this spell, it does increase the damage for each power up by 1 and extends the duration by double. This does make it a bit more formidable. Also, I guess if you could cast other spells while this ball of fire is able to fire at will and change targets, then there could be something there.
  • I would make this a 1st Level spell and reduce the WIZ cost to 3. I do not see a reason to use this spell as a 3rd level spell that costs 10 WIZ. As a lower level spell that could be powered up to be a bit more effective, I could see using it

Monday, December 24, 2012

T&T Spells - A Deluxe Look

One thing that is nice about T&T is the ability for members of Trollhalla to have some influence on the game and what direction it is going for future editions. Ken St. Andre is currently working with a host of others on the new 'Deluxe' edition of T&T.


A recent Troll Mail from Ken indicated that he is putting out to vote whether or not spells in T&T should require a saving roll for success, or should be an automatic success for casting. The current 7.5 rules requires a INT saving roll that increases with each level of spell that is attempted to be cast. He did not want debate or reasons from anyone since he had an extensive discussion already with someone else, just whether we are for or against 'automatic' spell success when casting.

Ken did not want an explanation for my answer, so here it is...

Spells in T&T work fine the way they are. It is not like in other games where the wizard is totally inept in combat/melee fighting where he is of no use other than his spell casting. A wizard with a high DEX can be good at firing missile weapons. Likewise, a wizard with good stats that contribute to combat adds can also be quite formidable in melee, even with the restriction on the weapon that can be used.


I had mentioned that I was OK with going to a non-SR spell system, but I thought the SR should be retained for all spell casting just for the chance of the critical failure, which should always be in place to represent the chaos of the scene or just bad luck.

Instead of working on one of the things that actually kinda works in T&T, I would prefer the team work on making spells in the game more balanced and useful. There are spells listed as 3rd or 4th level spells that seem to cost way too much WIZ for what they do compared to a 1st level spell. There are also just spells that do not make sense whatsoever. Now, I understand there is a nebulous area regarding copyright with that other game, but I do believe some real improvement can be made in this area.

I will do some research to back up my statement and compare some specific issues I have with the current Spell List in the 7.5 rule book. But not right now...time to celebrate the season.

Be back soon - Merry Christmas all!

Sunday, December 9, 2012

Holiday Game Bash: Aftermath

The event this year was in Parma (Ohio) as opposed to the clear other side of Cleveland, so the drive was just under 2 hours and to an area I was a bit more familiar with. It was raining a bit during the drive, but nothing too bad. I arrived at the Rock City Tap House right around 9:45 am, giving me enough time to get in with my auction items and figure our where my 10 AM game was.

All kinds of pictures are located at the North Coast Gamers Meetup page.


I checked in and received 26 raffle tickets. My one hour Fleet sessions earned 8 tickets (4 players - 1 hour each) and my T&T session earned me a cool 18 tickets (6 players - 3 hours). I collected them and took the four games I was selling to the stage for the Silent Auction.

The registered events were all assigned to a table and each table had a sign-up sheet for the events running at the table. Not a bad system at all. My first Fleet game had no one signed up, but I did get two players. The two boys were younger than 10 years, but they actually caught on to the game rather quickly and seemed to enjoy themselves.


I had an hour between my Fleet game and my T&T game, time I intended to use to read a bit more into the 'Dungeon of the Rat' adventure before the game started. I also filled out about 9 or 10 of my raffle tickets and dropped them into some bags for Raffle #1 that was going to commence at 3:30pm, following my T&T game. (See that copy of 'Lords of Waterdeep"?)


No one was signed up for my T&T event, so I sat down at the table and tried to get in some reading in case I did end up with a few players. Around 11:45, a few guys showed up so we started talking and creating characters after explaining the extreme basics of T&T with them. After I got John and Josh started on creating their characters, another player showed up. Dave knew a bit about the history of T&T and D&D, remarking about that story when he remembered seeing both D&D and T&T when they were originally released: D&D being the game with what looked like artwork by an 11 year old on the cover, while T&T had the artwork that looked like it was drawn by a 7 year old. He bought D&D and was interested in actually learning a bit about the other game, T&T.

Of course, as we were finishing up the character creation, got all the equipment situated, and about ready to start and another player showed up, but Richard had played T&T before. In fact, he had played in my T&T Stay Alive! game at BASH Con in Toledo earlier in the year. I talked to him about BASH Con in 2013 where we are expecting to get Ken St. Andre to be a guest, which he seemed to be interested in. He also asked if I was running my SA! game again, which I told him I was, a continuation of our game from February. Thanks Richard!

John created a Fairy Wizard, but ended up with a sizable Combat Add total since he had such a high DEX and LCK from the kindred modifiers. Josh created a Leprechaun Rogue and really had a good time with it, selecting 'That's a Natty Beard' as his only spell and the reason why he did not become a Wizard like other Leprechauns: because he liked that spell so much, he could not focus on learning any others. Both Dave and Richard created dwarf warriors, and we were ready to go.


We got through a bit of the 'Dungeon of the Rat' adventure starting with some role playing in the bar that sits atop to the dungeon where the dwarfs got the fairy and leprechaun drunk and proceeded to use the fairy's money to buy all their drinks. The leprechaun causes some mischief by going behind the bar and stealing the rat statue back there. Once in the dungeon, the first ratling was killed with a thrown knife as he ran away, the giant frog was dispatched after trying to pull in Richard's dwarf with his tongue. The fairy and his 35 combat adds was able to get a sizeable chunk of tongue on an attack. The Leprechaun then decided to swim in the tepid bathtub the frog was living in, only to find the chain connecting to the stopper and almost getting sucked down the drain with his measly 3 STR, flailing in the current until Dave's dwarf pulled him out. Dave's dwarf then went into a story about how human traps could never full a dwarf and any trap that only takes out the lead party member is not very effective...he then triggered a pit trap because the fairy was first and flying. On his way down, he screamed 'Human Trap!'.

One more encounter with a Rat Ogre, and our time was about up. While most of the players new to game agreed that the system was promising with its SR system and the flexibility of the Talents, everyone agreed that the combat system was lacking, which I have always had some issue with as well. I think everyone had a good enough time though - they all look happy in that picture at least.

The first raffle was next. Last year, I did not win anything. This year, I won two games in the first raffle alone:  'Lords of Waterdeep' and the 'Netrunner' TCG.


Here is a view of the hall from the back stage where the Silent Auction was being held.


At 4pm, I had my second game of Fleet. Richard from the T&T game joined Pam and Sheila. Pam dominated the game. Sheila and Richard had some bad luck, not getting some of the ship cards they needed to get their fleet's going...or they did not listen to my advice as well as Pam. Either way, I think the game went A-OK.

Now by 5pm, I realized I had not eaten anything all day. I went next door to the bar and grill and got me a beer and a burger and fries, which was the best damn burger I have eaten in a long time...probably due to my excessive hunger. After that, I played on my kindle fire a bit, wondered around a bit, and then by 8:30pm, it was time to settle up at the Silent Auction.
  • Runebound - sold for $15
  • Cosmic Encounter - sold of $15
  • Nexus Ops - sold for $17
  • A Touch of Evil - sold for $26
The buyers got some good deals, but I will gladly take $73 for games I have never played. After the auction results, we went right into the second raffle, of which I was prepared to accept my luck had been spent earlier. However, I did get one more game, 'Frontiers: Liberty or Death'.



With that,the evening was over for me, at least at the Game Fest. I drove over to Cleveland to meet Kopfy and Peryton at Applebees. A few beers, some half off appetizers, and good converstation was had in great company. The waitress gave me an iced tea for the road and I headed back to my brother's house in Vermilion, Ohio where I promptly passed out after a long, but fun day.

Friday, December 7, 2012

Holiday Game Bash 2012 Preview

I am attending a game day out in Cleveland on Saturday (Dec 8) where I have a T&T event scheduled. This event is more 'Board Game' centered than RPG, for sure. Last year, I was the only attendee for Robin's Peryton RPG game. The people that do run and play RPGs for this group seem to play some specific games, so while I am not anticipating to have any/many players, I will be nonetheless prepared.

My day will start with running a newer card game called 'Fleet'. I am also running this again after my T&T game.


Then I will be running (or attempting to) a T&T event. I will have 'Dungeon of the Rat' ready to go if needed, or I will be winging it with some of my own Baru-Kesh stuff.


I am also bringing some games to sell in the Silent Auction:





There are a few other games I am tempted to sell that I never play...but still deciding (like Arkham Horror).

Monday, December 3, 2012

Mail Call: Delving Dwarves of Stonehaven

I have a fondness for dwarves. I remember when my Mom bought a full complement of D&D/AD&D books for my 11th or 12th birthday. I got the Basic Set, the Expert Set, and the AD&D DM's Guide and Player's Handbook. The very first character a created was a dwarf named "Talon"...I want to say that he was named after the character from 'Sword and the Sorcerer', which I remember my awesome Mom also taking me to see in the theater. I am sure she later regretted some of the nudity scenes...but I was more into the awesome shooting sword the guy had, although that bath scene has always stuck with me as well. I also recall watching "The Hobbit" cartoon dozens of time on VHS. To me, dwarves are just cool.

My second Kickstarter has once again ended well. We are having a lot of fun playing Fleet...and now I have even more miniatures to paint. The Dwarven Adventurers project was something I followed from the beginning and the final product is pretty darn good. Despite what Scott had mentioned here on the Trollish Delver, both my experiences with Kickstarter have been on time and as promised.

Within the slightly mangled and over packed flat rate priority envelope, there was a box of miniatures, 2 bags for the 2 trolls I ordered, and a heavier cardboard envelope.



This project was loaded with flex goals that expanded the original project from 5 to over 15 miniatures. Dice, scenic bases, bit sprues, character cards, and some PDF downloads were also added to the project.



Additional add on goals were also included as optional purchases. I passed on the t-shirt, but did go for 2 of the trolls cast in resin for only $10 each. I might have to paint one of these for the Trollgod.


 Also included in the package was an autographed card depicting the original concept art for the project.


I took some pictures of the miniatures, but you can see the ones professionally done here, at the Stonehaven blog site.





Instead of writing this blog, I should be painting by Space Hulk 2nd Edition miniatures, and these dwarves, and those reaper miniatures for my zombie game, and those zombies for my zombie game, and....


Friday, November 30, 2012

Interview with a Trollgod

I have been working on many things, so I have not really had anything to write about lately. So, I will happily link to Patrice/Grraaall's interview with Ken St Andre, translated from French.



I knew I should have taken French instead of Spanish and Russian in High School.

Saturday, November 24, 2012

Mail Call - Rose of Stormgaard, a Troll World Novel

Ugh...I wish I was a troll instead of a dwarf. The ability to regenerate would be greatly appreciated right now. After 4 different plane rides, 2 different Disneyland parks, multiple different restaurants, and 3 nights in a hotel room, I finally come home. Then, one night at home, and then another quick trip to the parent dwarves in Cleveland for Thanksgiving and another night away from home over there.

Now, back today with a few health anomalies that I picked up in the wonderful and crowded germ festival that was Disneyland and Anaheim, I have at least received my parcel from the Trollgod for 'Rose of Stormgaard'. This may ease my pain this afternoon if the Buckeyes are unable to beat the hated Michigan Wolverines.


The novel has plenty of nice illustrations that seem to be a combination of original artwork from some typical T&T contributors, and some sited public domain artwork as well. It comes in right around 227 pages of text. The appendix includes some neat maps and a short GM adventure to the dungeon featured in the novel. Also included is one of the character sheet designs from the Trollhalla contest last month, by Steve Crompton with a little bit different artwork.

This will be the first book in a very long time that I will be reading that is not on my Kindle. While I love that little piece of technology, nothing can ever compare to holding a actual book in your hands. Looking forward to reading this and then running the boy through the GM adventure for the "Pits of Despair".

Get your copy here, directly from Amazon

*     *     *     *

As an additional note, I was recently approached by another member of Trollhalla about how a certain former member of the T&T community who sells items without the creator's permission or with any legality wants me to stop attacking him and his 'Outlaw' business. I guess he is referring to this on my SA! site.

The funny thing is - I have never really attacked him and do not know him personally that I am aware of. I have linked to other postings by other members whose work has been sullied and stolen by this guy. He has also posted  a character sheet that I designed on his website as a free download. He did remove my references to Flying Buffalo as the trademark holder and myself as the designer of the sheet. I am OK with this person posting this sheet, but he should post it as it was originally made available on my site, with all credits on the image. 

I have never lied or stolen anything from him, but he seems to be upset that I tell the truth about him. If he really wants to earn any additional trust from the T&T community that he seems to be at odds with, he should remove all items that he is illegally printing and trying to sell by Tavernmaster Games, Ken St Andre, Trollhalla Press, and any other creators that he seems to have singled out.

Just saying...

Thursday, November 22, 2012

Happy Thanksgiving!

I have not posted much lately - been on vacation and busy with Stay Alive Solo Adventures...

On the plane to California, we played 'T&T and 10,000+ Feet'; the boy created a Dwarf Warrior and we traveled across the waste as a caravan guard on the way to Baru-Kesh.

Hope everyone has a great day and a joyous holiday weekend.

Cheers!

Jherrrii

Saturday, November 10, 2012

Enhanced Spite for Characters


I have lamented in the past that one of my hang-ups with T&T, or what I would miss when not playing AD&D, is the possibility of that 'critical hit' or heroic blow. Spite effects is one of the few ways within the T&T rules to really separate one monster from another other, besides the difference in base MR.

What about enhanced spite effects for the players? This could be an optional rule, especially for those who do not mind adding another step to the combat system.

Enhanced Spite for Characters
Some monsters can get additional spite effects or special damage based on the number of 6s rolled. This can range from double the normal spite damage for each, to spell effects or other such special attacks based on rolling higher numbers of 6s.

There could be 'finishing' talents that would specifically be triggered off of spite damage in melee combat. Instead of having a modifier like a normal Talent, there would be a spite modifier (2/, 3/) so that you know how many 6s it would take to trigger the effect. They could be things like:
Sweep (2/) - one opponent in contact with the PC (his choice) using Sweep is knocked off his feet and only gets half his combat adds the following round as he gets back to his feet.
Disarm (2/) - one opponent in contact with the PC (his choice) using Disarm has his weapon knocked out of his hand. Randomly determine direction and distance the weapon is thrown from the opponent.
Or maybe, they do not need to be Talents at all, but a table of Spite affects that can be randomly applied by the characters if they are on the losing end of a melee round, but have rolled a few 6's in their combat round. It could still be applied as a group 'Spite' total, and could be a way for a battle to be turned.

So often in T&T combat, the side with the higher number of dice and combat adds are eventually going to win out. Being able to alter that course for even one round may give some hope where it all may be lost.

Enhanced Spite for weapons
Likewise, spite could also be applied to weapons where it would make sense, and not just magical effects for enchanted weapons.
  • Polearms or spears should cause more of a chance to trip an opponent.
  • Whips should provide an opportunity to entangle an opponent.
I got some more thinking to do on this subject in general. Tom has had some similar thoughts as well.

Friday, November 9, 2012

One last gratuitous plug for Stay Alive! - Campus Chaos

Artwork © 2008 Jeff Freels, used with permission

I have played many solo adventures. I had a huge collection of 'Choose Your Own Adventure' when I was a youngster. I bought any and all 'Fighting Fantasy' and 'Lone Wolf' books that I could find. But, I had never even attempted to write a solo adventure until I was introduced to T&T a few years back.

Thanks to Tom, Patrice, and Dan for posting on Google+ and on their blogs...

Alchemy Gaming Blog
Patrice Geille
The Lone Delver

The feedback I have already received has been very valuable. It is definitely helping me organize thoughts and expand on ideas and plot lines as I move forward.

If you have a moment, check it out. Read along. Add a comment if you like. It is all very helpful and appreciated. Hopefully, you will have a bit of fun as well.

http://tntstayalive.blogspot.com/

Sunday, November 4, 2012

Campus Chaos has started...

Artwork © 2008 Jeff Freels, used with permission
Thanks for everyone who volunteered to follow along with my Stay Alive! solo adventure in development. 'Apocalypse Kinda Now' kicks off with the events following a city police officer.
Follow Officer Mickey as she is thrust into the start of what appears to be the downfall of modern society as we know it. The world is in the midst of a global pandemic, but Mickey has a job to do - security at the local gaming convention.
There are a few people who have played my game at either BASH Con 2012 in Toledo or Gen Con 2012 in Indy. The events in this solo will occur in tandem with the GM adventures I have and will be running in the future.

Anyone that may still be interested, please check out my other blog. Follow along and if you want to jump in and leave some comments, please do so.

Saturday, November 3, 2012

Even more new T&T releases

Holy Toledo!

Even more T&T related releases...

Trollszine! #6
Edited by Dan Hembree

As always the best T&T content for the best possible price going...FREE. The T&T community is very active and very open to sharing their wonderful ideas with any and all that will take a look. 58 pages of GM Adventures, Solo Adventures, and great ideas for any GM or player in the world of T&T or really any role playing system.










Rose of Stormgaard
Written by Ken St. Andre

Looks to be a very cool concept. Not only do you get a short novel from the Trollgod, you also get a GM adventure for the dungeon featured in the novel.

With one of the characters in the novel listed as being a dwarf, will be very interested to see more information on how Ken deals with that race in his Trollworld.

A great idea!

Friday, November 2, 2012

Stay Alive!: Apocalypse Kinda Now


The end is nigh!

The apocalypse is kinda now.

Check out my new site - T&T Stay Alive!: Apocalypse Kinda Now.



I will be attempting to present an interactive Solo Adventure and need your help. New entries will be posted on a very frequent basis (every 1-3 days). Your posts will help determine the course of my protagonist.

Will this work? Who knows...but it is worth a try.


Wednesday, October 31, 2012

A Woeful Encounter

'The Woe Hound' can be found in Peryton Publishing's Halloween 2012 issue of Elder Tunnels and can be purchased at Lulu and DriveThruRPG. The following is an encounter that can be used for a GM Adventure in conjunction with the Woe Hound creature feature.


*     *     *     *

"A Woeful Encounter"
Intended for 3-6 players of 3rd level or less.

This encounter would be suitable to utilize when your group of players have just escaped from another situation. They are tired and preferably on the run. Some or most of the group could be either injured or low on Wizardry points. Rest is what they need and what they are looking to get in the forest that they find themselves in.


If the group is in a area that they are unfamiliar with, then it is a dense forest like any other. If the group happens to be a more familiar surroundings, a 3rd Level SR LK can be made by the characters to determine if they have heard of reports in the area about large animals attacking some local villagers in the forest. 

If anyone in the group decides to look from some game to hunt, they will not see much in the general area. 
Characters that attempt to look for game trails or tracks will notice that there are plenty about for deer, but a successful 2nd Level SR INT will reveal that the trails are all days old and nothing has been around here lately.
The individual or group of characters that are out and about should also perform a 2nd Level SR SPD. A successful check will result in the character seeing the shadow of a what appears to be a large animal in his or her peripheral, disappearing again as quick as it had appeared.

Anyone that is setting up camp will have a similar experience with movement in the woods. A 3rd Level SR SPD should be allowed for anyone that would be performing any such routine activities like setting up a tent, building a fire, or even cooking.

There is a mated pair of Woe Hounds that have taken up residence in these woods. They have driven away much of the game in the immediate vicinity of where the group is currently looking to make camp and rest. Woe Hounds are magical creatures that you can find so much more about by grabbing the above referenced copy of Elder Tunnels. For this scenario, the pair that is encountered each have a unique ability.


The male hound has an additional 'Spite' affect called Fiery Breath. The GM can decide whether to use the Fiery Breath or the Woeful Attack on any spite results in combat. These do not stack, but could be applied to separate opponents (example, the result of 2 sixes on the attack roll could be applied as 2 'Woeful Attacks' dealing double the normal spite damage to 2 different opponents, or a single 'Fiery Breath').

The female hound has a special defense that will absorb any spell damage directed at her as the 'Shield Me' spell, up to her WIZ rating (20), which will be depleted as it absorbs any such damage.
Woe Hound (Male)
    • MR: 85 (9d6 + 42)
    • Armor: Hide (4 pts)
    • Special Damage: 1/Woeful Attack (2) 
    • Special Attack: 2/Fiery Breath (1-6 Fire Damage to a single target)
Woe Hound (Female)
    • MR: 85 (9d6 + 42)
    • Armor: Hide (4 pts)
    • Special Damage: 1/Woeful Attack (2) 
    • Special Defense: Shield Me (20)
The hounds are strong and intelligent. For this scenario, they will wait until darkness to strike unless the group decided to go out looking for whatever it is they think they may have caught a glimpse of moving in the woods around them. If a smaller group should pursue a single hound, it will attack a group of up to 3 characters. If a round should pass where the hound takes damage beyond spite damage (losing a combat round), it will howl to bring its mate to him/her,which will appear to aid its mate after an additional combat round.

Of course, the group could also decide to move on from this area and leave this vile part of the forest behind them. Again - if you would like to learn a bit more about the Woe Hound, check out the newest issue of Elder Tunnels.

Thursday, October 25, 2012

GM Reminder #1 - Players do not know that

When I am running a game, I am never as prepared as I really would like to be. It is a rarity when I actually have all maps drawn out, encounters totally envisioned, and a course of events totally plotted for the story I am attempting to tell.


This is not to say that I go into something totally blind, at least not most of the time. For a few years, we had a group that used to play every Wednesday, every week. More often then not, I was the GM for a group that could be as large as 6 to 8 players. The great thing is that some of the players created intricate backgrounds that at times put the players against each other, at least in regards to some agendas, nothing that directly caused any outright division or escalated confrontations. It was a Neutral-to-Evil themed game in a city filled with assassins guilds, thieves guilds, and feuding families. More often than not, the players had an idea and I was able to go with the flow and create around that. Looking back on the notes from those adventures, they were really some of the best games I have ever been a part of.

Many times, I run a session and I know that I missed a specific item that I wanted to deliver, or I did not time a certain event the way I really wanted to or intended to. There are also times when I finish and I think that this one thing I did really ruined the game, or at least made it so it was less enjoyable for the players.

GM Reminder #1 - Players do not know that

The players are more than likely still having a good time and you may be a bit hard on yourself, or that is how I think at least. Remind yourself that as far as the players were concerned, the events happened as they were supposed to. Maybe,  it actually turned out better that way.

I know I am guilty of coming clean after the game and letting the players know that I wanted to do this or should have done that. I need to continue to remind myself that I should not do that. If the session seemed to be successful, or at least the players all seemed to be engaged and interested, it was probably just fine.

Tuesday, October 23, 2012

Elder Tunnels on Amazon (USA) - 4 for 3 Promotion

As I wait for the print version of the Halloween 2012 volume to hit Amazon, I noticed that the rest of the Elder Tunnels volumes are currently available at the '4 for 3' promotion:
This item is eligible for our 4-for-3 promotion. Eligible products include select Books. Buy any 4 eligible items and get the lowest-priced item free.
I have just now noticed that these print version are now available on Amazon. Being an Amazon Prime member, the free shipping would now push me here as opposed to LuLu. I don't know how long this promotion has been in place or will last, but it seems like a good time to stock up on those Elder Tunnels you may have been putting off buying if that is the case for you.


Happy Delving!

Sunday, October 21, 2012

Elder Tunnels: Halloween 2012 - Now Available

Another heaping helping of the sweet stuff from Peryton Publishing for the Halloween season. I can proudly say that I have a contribution to this issue in the form of a 'Creature Feature', building off of a few things that I have already shared spiraling out of my Baru-Kesh setting.


Also included is more wonderful artwork and tremendous terrors from creators much more talented than me.
Introduction by Andre Kruppa
Creature Feature: The Woe Hound by Jerry Teleha
Creature Feature: The Bone Lord by Tom K. Loney
Junior's Return, a GM adventure by David Moskowitz
The Curse of the Three-Eyed Stone, a solo adventure by David R. Crowell

Friday, October 19, 2012

The Laws of Causality No Longer Apply

There are a few projects that I worked on that are in the limbo world of 'waiting to be published'...once those are officially made available, I will provide more details and such.


For New Khazan, I have been bouncing around a few ideas, but I have always been intrigued regarding a few topics that have been done so well so many times by the BBC TV Series Red Dwarf.


It is these types of conversations and situations that I love about Red Dwarf. I would really like to try to convert some concepts to some form of game situation. Time travel and its ramifications, future echoes while traveling at the speed of light, unreality pockets, stasis leaks, alternate dimensions, and loads of other brilliance...


For now, I guess I will concentrate on my proposal for creating back story and history for New Khazan characters, inspired by the original Traveler past history rules.

Thursday, October 18, 2012

Peryton Gamers at Gen Con 2012


My refund for the Gen Con badge was processed and this is on my account page regarding Peryton Gamers as a gaming group.


I guess this means between the 3 of us, we ran enough sessions with enough attendees to get 5 GM badges compensated. I know that I barely ran enough to get my badge back. But, my events were only 3 hours long. The formula takes into account the number of seats multiplied by the hours. It takes 70 'player hours' to get 1 badge. 

My player hours was 108; that means Tom and Robin ran a booth AND also ran at least 242 player hours of events.

WOW!

So for next year, if one of us submits all the events as an Event Organizer, then we can effectively qualify for badges in advance based on the number of player hours. Then said EO can assign the GM badges to the GMs with no up front cost.

Something to think about...between your booth and the games we ran, we wasted 4 badges.

Saturday, October 13, 2012

Miniatures: Some Demons I already have

Still trying to support this Kickstarter...so some of the existing demon/devil miniatures that I have painted over the years..

Ral Partha Balrog (1979)...


Ral Partha Balrog (1986)...


Another Ral Partha Demon (reminds me of the Demon from 'Legend')


A Grim Reaper Demon


A Reaper Succubus


And a partially painted and large Reaper Demon


It is also funny to see how the size of the miniatures have changed over the years.