Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Monday, October 27, 2025

Endless Retcons in your game world

 


In the long history of my game world (that I started as a kid) I always tried to maintain some consistency in setting, personages, and timelines. Very early on I started a journal that is now decades old and well worn with the hard cover missing. But it is still handy to go back to and look at. Sometimes I have to dig around for it, because in recent years I refer to it mostly a couple times a year at most. Sometimes just taking a quick look when I come across it when cleaning or something.  The important history and events in my setting will always be in my head, so I don't really need to always be looking back at old text.

What I did was every campaign or so since I was a teen I would scribble a paragraph about what was happening. The main beats and arcs, what characters were involved, events, locations etc. Most of my longer campaigns could span a year or more, and I would indicate the year, and there would be a couple or three entries of what was happening during a certain season within that year. I mean, I have been using this world forever, with groups of friends playing for years with me until different stages of life occurred. It can be big fun to look back and see things I forgot, see the names of characters of transitory occasional players I totally forgot about (a lot of time I cannot put a face to some of the character names from the 80's and 90's).

At the start of a new campaign these days I take a look just to brush up on the time line of big things from the past so new players can work up background stuff that may relate to changes in the setting that happened in those old campaigns. I mean, there is now around 120 years of play continuity since I created that first dungeon and a town. But the most meaningful events to modern times occurred in the last 50 years or so of the setting, so I can often just say "a few decades ago this and that happened." 

 In campaigns of yore I had a certain obsession with my game world's timeframe marching on.  After a campaign I would often have an in-setting year or two go by till the next campaign. If I had a major change in a group and took significant time off from gaming, a couple of times I had like 5 years go by. I feel like it lends and epic feeling to a world for actual play years to pass. But there could be funny side effects. I had a long-time female friend who played a lot in the 90's declare "stop trying to make my character old!"

Since I started running online with Roll20 around Covid, I had moved things forward a little slower. A LOT slower. I think the 4 major campaigns I have done in that time have all occurred pretty much within the same year. It makes sense. Online groups just don't seem to last that long. On average my sessions would go around 20 games before a couple people have life issues. I heavily vet people I cannot meet in person before inviting them into a new campaign, so I usually start with four or five players. When you only have maybe four regulars you are on a razors edge. Losing a player or two is the end of it. Certainly, my current group is an exception. We have played for around 14 months now, almost weekly, and its well over 40 sessions so far. But anyway the quicker turnaround of groups in my online game life has caused me to slow my roll on the time moving forward thing. 

What does this have to do with retconning? Well, a bit of general history can be helpful. Because things change. And I want to talk about two retconning issues I often adhere to, with the second being maybe the most pertinent to this discussion, as it's what inspired this post. 

Isle of Dread was about my first real module, and the one I probably dipped into the most. Since I was a kid used it probably every several years. This is an example of something I did not retcon, but it just went through organic changes with each group that visited. For that first adventure group or two, it was an untouched area. But later uses demanded a place that was no longer virgin territory as far as the mainland or the natives were concerned. There was now trade with the tribes, and even a dedicated trading company from the mainland that was subsidized by the crown, and in my current campaign there is a trading outpost on the beach near Tanaroa (run by a mainlander and also has a bitchin' Tiki Bar!) that is a go between for trade with the natives. And should the characters go to the great plateau they will not find the dungeons from the module but instead other stuff that has happened there since the first PC visitors (spoiler - I currently have a massive space ship like from Barrier Peaks up there... in keeping with my having the Kopru creatures have originally come from outer space).

But then I have areas I have reused and have started retconning in more recent years for new usage for new players. I have less of a mind for continuity because most of my old players will never play again. So new groups don't know any better. Even before running online I have done this for many the last 15 years or so. I have adventure locations I want to reuse. Things I have used over my lifetime again and again. I just reuse them as is. Examples of this would be favorites like The Lichway from White Dwarf magazine. And also Tegel Manor.






These are things I have run at least a half dozen times as major parts of campaigns. And I just don't change them (mostly). I just recycle and reuse. I love them that much. OK, Tegel has changed up a bit since I was a kid because I found some of the sillier elements easily adjustable without detracting from the fun. But pretty much they get reused as is. 

Now that I think of it, maybe this is not really retconning in the truest sense. But the world around these places change. OK, I have not used Tegal since I adopted 5th edition, and the changes in undead and such may make it a different thing. Dunno. But in my mind right now it is the same old manor. But I have used Lichway twice since going to 5th about 6 years ago, and it had the same feels. Last time the Susurrus was released and an army of undead now stalk the halls. To use it again I would probably just reset it. 

So how I think about these places is that they are affected by a powerful time loop situation. As comedy magician The Amazing Johnathan used to say "fuck you its magic!"

What happens in The Lichway or Tegel will have no affect on the greater world. New batch of players. Just run it again. I may be using Keep on the Borderlands next campaign, and I have used that a couple times before. Oops, all retcons. Its back to formula. the frickin' humanoid tenement caves are back to normal. 

OK, so here is the current retconny notion I have. Perhaps more contentious than that other retcon stuff. 

In the past in discussions during a game, we have talked about how in DnD (and any rpg with levelling) about how characters go from fairly weak to powerful heroes often in the course of a few months in setting. Hell, often a matter of weeks. DragonballZ always comes up (mostly from me). If you know DMZ, then you know what I am talking about. 

1000 times gravity!

Often, especially when a player complains about having to start at 1st level, they will say that they think of their character as starting out fairly powerful in some way, or at least fairly effective. Especially when they want the character to be older. By hundreds of years in the case of elves. 

For years my response has been this: OK, well, think of it this way. At first and maybe even 2nd level, think of it as the character is having a "bad day." or Week or whatever. Imaging that the weak foes like goblins are stronger when you meet them as well. A player might respond "but, it's only been a month and I'm 6th level now!" Cry me a river, player, this is dungeons and dragons. It's how it works. 

Sometimes I think these complaints are misplaced, or even kind of performative. I mean, they complain about this in their tabletop, but in the video games they play they fucking love going from 1st to 50th level in the first couple hours of play. 

But I have to admit that the fast levelling is kind of awkward when you think about it. OK, so don't think about it. Heh, easier said than done. But In a convo with a player in last weeks session, it came up while speaking with "K", who was running her drow wizard, was known to have come from a family full of fairly powerful members. An awesomely powerful house matron mother, and pretty effective siblings. She is 7th level in my game now (Isle of Dread will level you up lickety split), but it came up that she started weak. A first level drow who travelled from the Underdark to my main setting city. What is up with that?

So I suggested that perhaps we can look at things like her journey from 1st level is affected by constant retcon. It happens with any character you would want to look at this way. When you look at those earlier sessions, think of her as having been 3rd of even 4 level then. She just wasn't using those more powerful spells yet. Maybe those goblins did not seem as scary now when you look back at it. No big deal. 

Sure, even looking at it from that light, she certainly has had recent experiences that improved her ability and powers. People can learn and get better at things fast. A total noob at golf or tennis can get relatively much better than they were in just a month. Not a pro or anything, just way better than they were. But again the point is to explain a bit better somebody that went from 1st level to 6 or higher in a month. Retcon that 1st level by saying you actually started at 3rd level or something.



In 1st edition you had that having to pay a trainer to get your level. Spend some time with that. I guess that can be a less awkward explanation. But on the Isle of Dread, for example, where the hell do you find a guy to help you train with your longsword or whatever?

Just say "aw, at the start of the campaign you were better than you thought you were" and move on. YMMV.

Cheers.



Sunday, September 21, 2025

When I realized my mildly alcoholic Monk could not get drunk anymore

 

Early this year I decided to play in a new campaign of one of my players (also mostly populated by players who were in my campaign). I have only sat down as a player maybe 5% of my gaming life, at most. GM is where my comfort zone is. I ran a Neutral good, meat and potato former soldier fighter I named Chase. 

(edit: remembered I actually came up with him originally about 3 years ago to play in a one shot ran by this girl who was in my regular campaign). 


Not sure he was the best choice for the group. Not that I really knew it at the time, but this would turn out to be a pretty edgelordy gang of characters. They were what he called "a gang of monsters and mendicants."  One of them was literally a monster, a Dhampir. The best of them, a female ranger, was a treasure grubbing murder hobo. Chase was part of the group (actually came in I think a couple games into the campaign...this all started around the holidays when I take most of my vacations) for months and stuck with them because they were sort of escaped prisoners from a cult prison on an island full of cultists and monsters. 

I kind of based Chase on Michael Bains character Hicks from Aliens. A hardened solder but kind and intelligent. He just did not fit with these creep characters haha. It started with him not being the type to jump right on chests. But the other characters did. Everyone took whatever treasure they found for themselves, and Chase swiftly got left behind in terms of power. I was unhappy and decided to try something new. When the characters got back to a civilized city, he ran like hell, got in a coach, and left the party behind without a word. A couple of thousand gold pieces richer, he would not have to find work for a good while. 

So I came up with "Zen" (birthname Sable Rialto).


Zen in her travelling/action gear.


Zen is of the Temple of The Four Master Elements.  The campaign is in the Forgotten Realms, and the temple is in some desert where we have actually ended up and are involved in this and that and bada bing bada boom (really don't need to get into all the typical adventuring and fighting details but fairly basic DnD).

Since the party was getting to higher levels, I figured it was my chance to run a monk already coming into strong power. Besides the elemental stuff, I figured the order to be true neutral. No gods worshipped, but the sun and stars and all things made up of the elements was what they revered. But in philosophy fairly Buddhist in nature. Constant individual search for balance. 

It kind of mirrored to some degree my own path towards balance and a certain enlightenment. I was raised by Catholic European immigrants and growing up that was not a pathway I wanted as I got into adulthood (though you can never really stop having been raised a Catholic). I dabbled in all sorts of spiritual things over the years, and in the last several years I realized that I had been searching for balance, which combined with some other things made me realize I was sort of following a Buddhist path. So nothing hardline, just a philosophy to find greater peace in a mind and heart that was at times in turmoil, especially in these crazy times we live in. 

Anyway, I imagined Zen, a young girl (25 years old but a third-elf so looks 20) whose parents died when she was around 12. Growing up in the monastery, she found herself a bit out of balance and strove for that middle place of peaceful neutrality. Prone to often less than balanced behavior, such as whiskey drinking for fun or to drown sorrows. Now on walkabout in the open world, she challenged herself to be a true ascetic and avoid the indulgences all over the place in the civilized world. This is when she met the party. 

There is a 1993 Hong Kong fantasy film I have long loved called Green Snake (you can find it on Youtube with or without English subs). In this film (and in the original legend) the powerful and self-righteous monk Fa Hai struggles against his "Evil Heart." Not really evil per se, but just trying not to give into earthly desires. So I kind of based Zens struggles for purity on this. 




FYI all the actors in these pics became huge
star in Honk Kong cinema in the 90's after this



So she joined the party all blessing and Namaste to you and all that. But as soon as she got below half her hit points for the first time she started going off the rails. The campaign has really tough battles, and at one point they even fought a small army of lizard men and a T Rex. But eventually we fell afoul of a powerful Lich who did a geas on us. We now had to perform a mission for him. This sent Zen into a shame spiral and she pretty much for a few sessions acted like a petulant child. She always kept whiskey on her and now drank as a full alcoholic. 




But the other game we were in the desert and ended up fighting giant Rocs on a hilltop. At the end of the fight they searched the bodily remains of victims and Zen found one that was a friend monk from the temple. A contemporary Jr. master. She took his awesome bracers (mentioned in previous post) and did rights upon him and burned and collected his ashes. 

By next morning the party had leveled up, and Zens main gain was she was now immune to poison and disease. Oh wait....booze is a poison. Straight up. It would no longer have an effect upon her. 



A new way of running her was in order. What I came up with was that her finding her fellow monks remains and her ritual upon them had a profound effect.  Her new physical immunities were a manifestation of growing consciousness. 




It will now be hard for her to go off the rails. With magic boots, bracers, and staff she is fairly formidable not even counting the elemental powers. So I will run her as righteous, understanding, and steadfast. A sober vegan (no more double meat double cheeseburgers). Even in the face of adversity, she will remain a positive light amongst the monsters and murder hobos. Not a true neutral yet thought. When off the rails she was leaning into chaotic neutral and now it shall be far into the lawful neutral. 

How I approach her journey back to true center will still depend on what happens in sessions to come. Perhaps they will need to get out of the shadow of the Lich before she can do that. But it should be interesting to see how her spiritual journey goes from here. 

Namaste. 




Friday, September 5, 2025

The Best Gauntlets a Monk Can Have?

 



In my last post I talked about Boots of Speed my Monk, Zen, had recently gotten in a campaign I'm in, mostly consisting of my awesome Saturday Night players. They let you cast Haste on yourself.



So in the last session we were attacked by a pair of Giant Rocs in the desert. We ended up in their hilltop next. In this encounter Zen, now 9th level Element monk, she really came into her own. she used an ability of called Fangs of the Fire Snake. You can do unarmed attacks ( she got with the boots activated she got four of these attacks. It is fire damage, and you may add 1d10 to each for a Ki point. I really busted on that big bird. 



It was a tough fight. But in the end we had some bodies of bird victims, including a fellow monk from Zens monastery. A friend in her same master circle. His remains were partial, so she got a fire going to make some ashes to carry with her (after her prayers of course). 

His own possessions of worth were these gauntlets.


These are created by the DM, and he calls them Bracers of Deep Striking (I think they may actually be from Warhammer). When equipped you get an extra 2d4 on each unarmed attack. they give you plus 2 to your AC. 

She loves her quarterstaff, but these make doing several unarmed attacks pretty worthwhile. The staff is actually a staff of stunning and comes in handy often. But with all these being her only objects, they are a great addition to her growing elemental abilities and spells.

You can imagine her wearing these items. Kind of comic booky, But I am a comic booky guy. 


Cheers

Monday, July 28, 2025

Is the Fantastic Four...fantastic?

 Spoilers maybe potentially...


As a Marvel kid who from a very young age had comics in my collection from before my time, and a handful were very old (I had some issues that were between original FF issues 12-60...lotsa Wyatt Wingfoot, Diablo, and Dragon Man) and I really loved those. That eventually inspired me as a young adult in the 80's and early 90's to collect new issues for some years (until those fuckers started to cost like 250 or more a pop).

Loved those great Kirby touches. Like having
Namor take a big fish dump while watching TV


But so many of us who are not total seniors yet, we experienced Jack Kirby through reprints and graphic novels. That distinctive 60's futurepunk look for technology and outer space objects (often just a big wall made of abstract shapes and who the hell knows what it is kind of stuff). 


We don't really get it in its purest Kirby form in this new film, but it is there. That homage is what was making me hopeful about this. The Kirbyness was most present in Galactus scenes. 

First, the cast. Not bad. Pretty much unknowns except for very overexposed Pedro Pascal. He was fine as Richards, but he was a different Reed than I was familiar with. Quiet and moody. My Mr. F is a nerd, but also had a 60's manliness and a can-do attitude. 

and maybe a little rough when he is 
explaining to his wife how to listen

But I think my real problem is they got an overexposed guy to play him. I saw a commercial the other day for the FF appearing at Universal Citywalk or something, and that unknown Reed would have been better. For one thing, Mr. F and Sue Storm are kind of old for the parts. In the comics Reed is in his 40's and Sue in her 20's. A trophy wife deal. Vanessa Kirby is 37 and Pedro is 50. C'mon. 

There is some chemistry between the leads. Though at least Kirby is in a relationship with somebody else last I read, they had many instances of public affection at interviews. 

Yes, this blog is a gossip page now

But seriously, I'm pretty sure there is one main thing about him that would keep Pedro for pursuing his lovely lead...

not that there is anything wrong with that..


Ben Grimm was...ben Grimm. No cartoonish Bronx accept or way of talking. He sounds more like a college literature grad than the "Crips! Shut yer yap! Why I outta!" comic book Noo Yawk working stiff stuff. But ok. Johnny Storm is not as woke as I expected. I heard they were going to make him gay. But he is a bit of a hot shot, he liked to get sniz on the reg, but he is also often a voice of reason here, and I think also a bit of a scientist now. I think they all are. But yeah they keep the horndog aspect. He's hot for Silver Surfer, and she pretty much looks like the Oscars trophy. Really, Human Torch is the big standout in the film. Smart, funny, and fearless. He was the big suprise here. 



As far as FF films I still think ...

we all know what the best FF movie was


Some basic dislikes:

The eye candy was good, but it still moved too slow. The action was...not very actiony. Ben Grimms big display of power was running through some pillars to know a building down. 

I guess I mention Sue's age. She should be just out of college, not at an age where her biological clock is running out. 

Pedro again. Tired of his face. And his interview comments in the marketing leading up kind of made him the new Rachel Zegler (look her up). 

They are from the 60's but are coming to modern day. I feel like they will become about being time displaced. The 60's of their world has high tech thanks to Reed, but still they will be out of touch. How will they approach that. Constant Beetles references?

I heard Reed will be leading character in upcoming films, even leading the Avengers. So where does that leave the rest of the FF?




Some basic Likes:

Gratitude that Kang is no longer the threat (though I hear he will show up at some point). Should have been Doom all the way (though he might have been ruined in Ant Man 3).

Herbie. As a kid I hated that he was in the cartoon rather than Torch. But he works well here. 

The whole 60's vibe. Very Fallout..out of place tech.

The early montage where many FF classic villains were mentioned. Actual action against the Red Ghosts super apes and Mole Man...plus mentions of Diablo and Puppet Master. 

Cheers



Sunday, June 15, 2025

Inuyasha - my latest Anime Obsession

 


Inuyasha is a manga and anime from the early 2000's. The manga was created by Rumiko Takahashi, the same lady who created one of my long-time guilty pleasures from way back, Ranma 1/2. Though Inuyasha has some familiar humor as found in Ranma, this work is far more dark in tone. 

I first noticed the anime years ago. It was on Fox Kids or Toonami or something. I just looked for a couple minutes, shrugged, and moved on. There were so many animes on in these TV blocks at the time; Yugi Oh, Pokemon, etc and most did not appeal to me on the surface. 

Then the same thing happed that happened to me with Lupin the Third and Sailor Moon the last two or three years: Pluto TV added a channel dedicated to Inuyasha. On Pluto you get commercials, but you also get uncut and uncensored original Japanese versions with subtitles. 

So I started watching. And it only took a couple of episodes to hook me in. Epic combat, an interesting backdrop, amusing humor, and cute female characters. It has been maybe three weeks, and just like those other anime properties I got to love through Pluto, I'm pretty much just watching episodes here and there more or less at random. The channel left on as I go about my day around the house. I'm fairly hip to the basic story and characters and am still learning. I may actually start watching from the beginning, I'm so into it at this point. I think it will appeal to DnD folk in large part because the battles seem like high level DnD...strong characters using abilities and powerful weapons. 

So the story is set against the Sengoku Period of Japan. This was a chaotic and violent time in the 1400's that went on for a long time. No central power and feudal warlords in endless battles against each other. You actually do not see a lot of that, the human factor mostly being encountered in small put upon villages or bandits in out of the way places. Farmers and such trying to get by during these troubled times.

During this time there is also the threat of demons, or more traditionally "Yokai" which is a term that encompasses a great range of supernatural entities which includes various spirit folk including ghosts and traditional Oni demons. The presence of a powerful wish granting item called the Shikon Jewel has masses of demons appearing to claim it. 



50 Years prior to the start of the main story, a half demon dog half human named Inuyasha and the human priestess he loves, Kikyo, are manipulated by the powerful spider demon Naraku into a confrontation over the jewel that ends up with Inuyasha being pinned to a tree by an arrow. He hangs there for 50 years. 




Kagome is a 14-year-old schoolgirl in our time period who lives at a shrine her family runs. 


She discovers a magical well on the property that is a gateway to the era of Inuyasha, and she also happens to be the reincarnation of Kikyo. Kagome enters the well and is transported, and almost instantly encounters Inuyasha on the tree. She frees him, and the half demon at first thinks it is Kikyo. The jewel ends up shattered into many pieces, and those shards are cast out across the lands. And there is your hook. 

Inuyasha and Kagome set out to find the shards, and at the same time Naraku the demon lord and pretty much every demon in the land go searching for the shards. Some already have pieces, and often gain great power from them. Kagome has the power to sense the shards, which makes things a little easier. 

 
One of Narakus many forms

Inuyasha and Kagome are of course the romantic leads. With Kagome being smart and pragmatic, and Inuyasha being a bit of a wild child prone to violence, they are often at odds. I'm not sure how yet, but Kagome early on is given the power to make Inuyasha faceplant to the ground when she utters the command "sit!" It happens a lot but is always funny. 




Miroku is a young Buddist monk and demon exorciser who joins the group first. He seem lecherous as he is always asking young women to bear his child. But it turns out he wants to continue his bloodline as he inherited a dimensional portal in his hand he calls his "wind tunnel" that can suck in hordes of demons but is also slowly killing him. 




A warrior from a tribe of demon killers names Sango joins up. She usually travels in traditional garb but puts on her cool ninja suit when combat is called for. 



Sango wield a large magical boomerang 
made out of demon bone



And of course there is Inuyasha himself. 



He is a half human, half dog demon who possesses great strength and speed, whose only real weakness is the night of the new moon when he becomes full human (with black hair). Oh, and the aforementioned face planting courtesy of Kagome.




One of Inuyashas ongoing enemies is his full demon Brother Sesshomaru, a yokai lord and one of the most powerful individuals in the series. Sess has a beef with Inu because of some inheritance issue from their late father having to do with twin swords. Sesshomaru thinks he should have gotten the powerful killing weapon Inuyasha has, whereas Sess is stuck with a sword that is not as good for fighting but can heal and resurrect individuals. Though the aloof Sesshomaru claims to not care about anybody and especially humans, he at one point uses the sword to resurrect a little village girl he takes pity on named Rin who was killed by wolves. The grateful girl follows him around for the rest of the series, and years later (in another series) he marries her and they have children. 



Sess is very protective of Rin
which ends up being his one 
true weakness. 


There are many demons to hunt and kill in the episodes, whether to collect Shikon shards or just to save a put upon village. But Naraku is the main villain throughout. Naraku, being made up of many demons (long story), he can produce offspring to serve him. My favorite I think is Kagura from the early seasons. Often called The Wind Sorceress, she can indeed control the wind and is very powerful. For whatever reason she takes the appearance of a barefoot dancing geisha girl.




She also possesses feather earrings that can turn into a giant feather she can fly around on.



Kagura is a very deep character. Though created out of Naraku's flesh, she is immediately fiercely independent of him. While carrying  out his schemes grudginly, she constantly schemes his downfall, even covertly assisting Inuyasha and company when she can. She has even outright attacked the demon lord out of anger. Kagura is enamored of Sesshomaru and believes he is the only one powerful enough to take on Naraku so also seeks his help.




There are several seasons of the show, and some years later there was a follow up a about the children of Sesshomaru and Inuyasha and Kagome.



I'm still exploring it, but its not bad. Too much of it takes place in the modern era (for some reason the kids were hidden in our time as infants and only went to the feudal era as teens). But characters from the previous series eventually pop up and these are the best bits. 

Pluto TV channels are free to watch online (with commercials but again, uncensored) so check them out. 

Cheers

Wednesday, May 7, 2025

Isle of Dread - Have you been to Sharks Bay?

 

Not far from the village of Tanaroa and the great wall there is a bay with narrow beaches that is inhabited by several especially aggressive Bull Sharks. I don't think it is named, but i always referred to it as Sharks Bay. 



When I was envisioning this campaign, I wanted to use that area as more than just "there are sharks." So I thought it might be a good place for a ruin of the ancient civilization, and that evolved a bit more into a temple of the shark god. It is a crumbling ruin inside a great boulder, and it is now used by a shark god Shaman and some weresharks. 




I had this particular part of the bay be mostly sea cliffs. Even with some rope it is a bit of a difficult climb to get down there.




The temple itself was about 60 feet or so from the cliff bottom water line. During high tide the water in between would be several feet deep. But at low time it is just a few inches of water, a tidal pool area, where you can actually walk across to the entrance. 






Inside the crumbling ruin some rays of light from cracks above showed that it was sort of an indoor tidal pool itself. Some giant crabs and "Ochre Pods" that were sort of mini ochre jellies (looking like large tadpoles). Minor annoyances compared to the Shark God shaman and weresharks that entered once the alter and its treasure goodies were tampered with. 










After a pretty big fight the Shaman escaped (raising the local water level as he did so the party had to scramble back to the cliff as the tidal pool water raised enough for sharks to come swimming at them). 

I'm hoping to tap into him again, and the shark god itself, before the party leaves the island.