Showing posts with label rpg. Show all posts
Showing posts with label rpg. 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

Thursday, August 21, 2025

James Raggi and the Albatross? revisited

 Bit of a philosophical ramble to come:


I posted late last year about James Raggi's reupping his working relationship with Zak Smith. That announcement was a Youtube video talking about Gencon, and in the last minute or so of that vid James gave Zak a bit of a soapbox moment to talk about his long running problems and that he will be "making games" with Raggi once again. While ZS kind of performatively huffed a smoke on the balcony of the apartment of the person he was long term couch surfing on, he mostly came off with a certain amount of bitterness, and it seemed less about Raggi's company or the work and more about his misfortunes which always seems to have to be the headline.


James Raggi the Third


I pondered if this was a good move for James. Ending his working relationship with Smith some years back, despite Zaks current claim that James was a "stupid coward," was from a business standpoint the best decision he could make. Fairly or unfairly, the name Zak S. had become toxic after the Mandy Morbid situation. Compiled to a large degree by negative interactions and bridge burnings with a lot of the online communithy. He seemed to have been eventually reduced to poverty and relying on others to live. He would end up posting mostly about personal hardships due to his cancellation, including being evicted and having several teeth removed (presumedly due to gum disease, which is most often due to lack of long term hygiene and regular cleanings before you need thousands of dollars to treat it)  presupposition apparently that he went broke from paying lawyers for all his lawsuits, though he claims to have won all those suits, so I am not sure how all that works (and I worked as a paralegal for several years). I have no deeper insight on that situation other than some guy named Ettin in Australia who had to pay what was theorized to be several thousand dollars (he said his several thousand dollar kickstarter for help covered it all). 

Just kidding, this is James

But because Raggi's company is based on edgy stuff, it may make sense to some that to have an embittered loose cannon is kind of punk rock to appeal to his die hard followers over a maybe more widely acceptable and consolatory "hey, I think these are great products and I look forward to working with James, the man who has given me a leg up despite the controversies. I hope people will give these high-quality books a look and will give me a second chance to work in the hobby I love. " It is clear that those bitter pills will remain, but will they help or hinder the company?

In the recent years that I am trying to be a fairer minded and balanced person, I don't want to pick on somebody who seems to have had their life turned upside down, deserved or not. We all get our lives turned upside down, and there can be various levels of self-sabotage or icky misfortune. So won't judge or make too much light of it. But I think most things are fair to bring up for context. 



For a big picture of the Zak controversies and a variety of lawsuits, the Coins and Scrolls blog has an extensive (and potentially biased to one degree or another) lay out of it all. Like with everything that comes from a personal place it can be taken with a grain of salt. Blog author Skerples is one of the folk who had negative experiences with ZS and posted about it extensively. It seems smartly laid out, and probably a lot true. The stuff you can research online if you cared enough. Like I said, for one reason or another, negative experiences. 

And most of those were in the higher profile days of the OSR blog and forum spheres. Tensions were high. In my own case for a time I was taking a sort of snarky Howard Stern, very forward (most often in a satiric sense I like to think) style and had some hot water situations that often were my fault to one degree or another to be sure. But I also didn't take any guff and I would often blog about it when maybe shoulda kept it private?  To me the real life rpg adjacent foibles are all part of the games that were in my life since I was a kid and I wanted to talk in an adult way about it all. Tales to tell in an often satire dripping way that might make it more humorous to some. YMMV.

When things got heated and I myself was having a lot of negative feelings, I stopped blogging and focused on actual DnD sessions when I wasn't working on a moving to a different state. That is were its at anyway. Doing the thing.  Running games. But Zak had this full cancellation, and he was clearly working on a brand up till then. HIM. HE was the brand. And looking forward from there who knows what was lost. A youtube channel perhaps started before all these Bob the World Builders and Ginny D people became big.  Could have ended up making millions I guess with luck and drive and a clear amount of talent that made his blog popular (along with the porn connection that was part of the brand, but with gaming the main focus. But mentioning big "gazongas" never hurts in looking for attention).

When Raggi does a youtube video, Zak involved or not, I have noticed that it often takes months for them to get a couple thousand views. So an online video log presence may not be fiscally lucrative.

And that may bring us to the current question. How are the new books, particularly Zaks, doing in sales? At the con and online.


Zak, far left, and DnD executive Mike Mearls at far right,
 a guy who game Smith the high profile opportunity to
consult on DnD 5e, and for reasons decided to sue.
This was about a decade ago and were happier times.


Raggi went to Gencon and sold the new line. And the online store has the new books (investments and collectables to be sure more than settings that will be used). They include Zak's remake of Red and Pleasant Land (many of his detractors love this book, which makes me kind of tempted to just have to look through) and his new Asia theme land meets Mystery Flesh Pit  the Nebulith. 

The last year or so I have been following James, though though not really buying as far as his material (trying to minimalize my life and collectables), which is high quality and often appealing to own. But I like Raggi's goings on for the same reason I like the backstage real-life story of what goes on in Pro wrestling over the actual in ring hoo haw. I think the guy (who seems a big wrestling fan) and his life is kind of fascinating. All the moving on a whim to another country (to stalk a girl maybe potentially? Citation needed. But hey, we all been in love, right?) and getting a grant from Finland to fund his rpg company and all the travel and all that. 


Raggi and Zak in 2017 Gencom booth wheeling
and dealing. I like Zak's cheery looking sales tactic.
"Please buy this eye sore!" ..but happier times. BTW
I think ZS is still banned by Gencon, so these two
hustling together at a high-profile thing again is unlikely

So I saw his quickie after Gencon video (that I cannot seem to find right now..deleted?), lying in bed, bemoaning a simple fact. Nobody at the con of note wanted to review the Zak stuff. No names given, but we can guess. Youtubers. Prof DM maybe. Seth Skokowski probably. Ginny D probably not. But seems they refused a copy. James bemoans this. But yes, the name is still toxic to some. 

Surely they will get sales online from the faithful.  But how did they do at Gencon? James must spend a lot on getting the books shipped ahead of his travel and all that. Did the curious see the shiny covers and quality paper and snap them up? Or any of the books for sale? Or were most of the people there to meet Matt Mercer and his vocal squad and buy 5th/2024 material? Fucking dice and oddball containers for them. At this point in time, are there a large amount of people in the states actively playing DnD who want to buy something, such as Zaks two that are full on settings, for mostly collectability or to a very small degree start new ongoing campaigns with these fairly unique combo settings/DnD performance art books by somebody they probably have not heard of. 

For some context to that thought, I moved to a new city in a different state/ I played at a local shop (didn't know nobody in town, yall) learning 5th ed, then since Covid several decently long campaigns online with Roll20. Lately I run every week, and am involved in two other campaigns run by players of mine (this is the best group I have every had). In all that, these last several years, I have asked local gamers if they heard of  Raggi or Zak at some point or another (in relation usually to the old school renaissance with no mention of controversies) and nobody has ever heard these names. 

In Los Angeles before I left some folk did. But these were all older school dudes. And many did not. But I had a guy in a bunch of DnD and Traveller games, a middle age dude who taught yoga or something, who said he was running Vornhiem. So some gamers knew. But that particular guy was close to 12 years ago, and right before I left LA I did not game for over a year. In that time Critical Role had billboards around the city. Current DnD was blowing up, and younger people were jumping in (and now all the players I am playing with on the reg are like 24-35). LOTFP is not on store shelves. Its stuff is only rarely brought up by bigger streamers. The bettter known old school forums like Dragonfoot the old timey regulars mostly talk about the frustrations of getting good takeout or finding replacement parts for their 40 year old lawnmowers. So who is buying the stuff Raggi makes?

I of course have no numbers. But that is the question. Inquiring minds want to know. Not to goof, but because it is interesting. That yoga guy I mentioned was running that setting 10 or 12 years ago. That  feels like still the golden age of LOTFP and Zak. Then If I recall Zak made like 70 grand off that Demon City kickstarter that happened right before the Mandy Morbid stuff and the cancellation (and Demon City was delivered something like 5 years late..at least to those who did not decide they did not want it and wanted their names taken off the doner list because reasons). 


Zak many years ago in happier times
(is there a theme here?). This photo is 
from his clearly self written entry, though
info about the abuse allegations are still 
there so I guess he could not get them removed. 


So now. Right now. With DnD still strong, many popular new things like Shadowdark going strong, is the market for this stuff still good? Like 80 grand a year good for Raggi to have a living after paying for the productions costs and convention travel and paying the artists. I know nothing, but my notion is that even for great looking books the market is way down from several years ago for alternative stuff that has little connection to the big poplar games right now. 

"Hey guys, do you want to try a campaign set in Alice in Wonderland plus Dracula?" It sounds kind of cool to me, and some folks of course would, but I suspect most more or less casual players who don't collect lots of game stuff would kind of laugh it off. 

I am guessing that most sales are to the faithful to Raggi and Zak who are getting older but have been on the ride thru the OSR. And of course, Europeans who eat up the odd grim dark. Then what after that, impulse buys of pretty bookies with cool covers? They ain't cheap, so I would think that is limited.

But maybe that is the thing. Collectability. That could make for a thousand or so sales, and for a book that cost around a hundred bucks or more maybe that is enough?

We will likely never see actual (proven) numbers, but I guess the bottom line is I would like to see Raggi and his company continue even if I never buy one of the books. I am all for alternatives. In love, in politics, in friends, and in my gaming. And the production of weird but high quality books that aren't just overpriced DnD supplements is probably a good thing. 

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. 



Tuesday, May 6, 2025

Isle of Dread - what color is your Axe Beak?

 The weekly Isle of Dread campaign continues. 

One thing I have been doing in most sessions is creating my own small random charts to use in that particular session. Early in the campaign while in the big city before the great ocean voyage, I was doing this. So like in the city I would have several things on a table like encounter a troublemaking gang, aggressive panhandlers, an already established enemy NPC, etc. 

So the other session I had one for the beach areas both on the village side of the great wall, and also for the Sharks Bay area on the other side of the wall not far away. I had giant crabs, lions, tiger, axe beaks, etc. On a grassy hill near the sea cliffs of Sharks Bay they randomly encountered some Axe Beaks.

For many years now Axe Beaks have been a staple for coastal areas for me. I don't really know why, But at some point I used them near a beach and this became the environment I liked to have them encountered. 

I actually have loved big flightless Terror Birds since the 2008 film 10000 BC..






Adding to the fun is that these scary carnivorous birds have actually existed, and not that long ago really. They stalked the earth at the same time as early man. 

Of course in DnD they have always been around, and the images have been almost countless..





I have probably used a different image in each encounter I use them in every few years. But when the party on the Island encountered some I did not have an image handy. So into The Google Machine I go. And pretty quick I find an image perfect for Isle of Dread Axe Beaks..


Polly want a human liver?


They made honking and "ookie Dookie" sounds, and the party dubbed them "Ookie Dookie" birds. Certainly not the hardest encounter they will have, but a nice basic fight to keep the blood flowing is good. But it was really fun to come up with a perfect image for an Isle of Dread Axe parrot-like Beak on the spot and hurl it at the characters. 

Cheers

Wednesday, April 9, 2025

Finally found my Supers RPG to run online?

 

I have posted in the past about my deep background with Supers RPG's (also here), going all the way back to childhood starting with the very first superhero game Superhero 2044. Then Supergame, then Villains and Vigilantes, and finally Champions/Hero System. That was my favorite, and using my futuristic hero setting Haven (based in part on Superhero 2044's Inguria Island) I turned many of my DnD groups on to it as an alternative. There would be resistance (most were not comic book fans) but they would eventually be requesting it. They loved it, despite the crunch of Champs. It was probably my favorite genre, in large part having grown up a comic book kid.






Now several years since the last time I ran a supers session, and also now that I essentially run all games online, I have been hankering to give it a go on Roll20. But the crunch of Champs would make it very hard. I considered Mutants and Masterminds which was fairly popular online, but it has its own high crunch it seems. I don't want to have to learn nor run another crunchy ruleset. 


Interesting note: when I first looked into this about
a year ago, the deluxe book (the most recommended 
as far as character creation choices) was out of print
and going for around 300 bucks where you could find 
it. But it is now apparently around 50 bucks and easily found. 


Last year for a couple session I played online in Kickstarted supers system I can't even remember what it was called. It was based on 5th ed DnD. It was kind of fun, but the guy kind of lost it mid-session and decided the system was no good for what he was doing. He declared he was probably going to try another system, but I passed. Put my search for a system on hold. 

But now in recent weeks I discovered Marvel Multiverse RPG, a fairly new system. I always rejected a licensed supers game, especially based on Marvel or DC, but the attractions of this was it was fairly rules light, and had excellent Roll20 support it seems. I immediately ordered the book off Amazon, and started watching Youtube videos about it. 



It has an odd, what I think is kind of clunky dice rolling system, but it is indeed simple. I can work with it I think. And it based around Marvel is OK. My Haven setting is more or less an alternate future version of the Mavel Universe (I always had it 20 years in the future of whenever I ran it) as a base, though having grown up on comics I was very familiar with Multiverses. I had Haven be a kitchen sink of genres, and other comic universe stuff could enter into it. Sci Fi in general really. I even had a Jedi show up in some old session. 

MM RPG has a rank system to determine your supers level, from street level like Daredevil all the way up to Galactus, and how that all works with the powers is something I need to research more of. Also it is all a little bit of an investment. The physical book was almost 40 bucks, and for Roll20 I will need to buy the in-platform version. For full functionality (sharing rules with players, a character sheet builder, etc) I think I need a subscription to something called Demiplane. But money is not really an object if I could get this off the ground with some decent players. 

I have plenty going on with my DnD right now. But I am around 30 sessions into the campaign and already past the point where I get a wander lust for other genres and systems. So as always it is sort of life raft building time. My research shall continue, but I am hopeful for supers action!

Cheers



Wednesday, April 2, 2025

Children of Trouble - the D&D Suicide Squad

 So, my Isle of Dread campaign has been going well for months, running almost every week. A couple of months ago we were missing an important player and the discussion began about an alternative I would run when somebody needed could not attend but we still had enough for a session. One player shot down my idea of just starting another secondary campaign starting at 1st level. He wants to start higher, and that does seem to be the trend these days. The other players were fine to start at 1st, but then I started wondering if I wanted another standard campaign starting at 1st. 


So I started pondering. Then the idea came out of the blue, Well, maybe not so out of the blue. Over recent years I had considered this campaign, but the idea was a bit off the beaten path for me. Almost all of my campaigns in my homebrew world I started as a kid happened in or around the west coast kingdom of Tanmoor. Almost 120 years of character continuity there. But for this I thought outside the box. Why not a campaign set in the Acherian Empire on the east coast?



The free kingdom of Tanmoor started over 800 years ago as a colony of Acheria, the first city of the lands of Acheron, based heavily on ancient Rome. A fantasy Roman Empire where they hate non-humans and magic types that were not clerics.

A few decades ago Tanmoor gained independence after many battles across the lands and in Tanmoor itself. A new age of kings and queens had begun in the west. Even during the centuries of Acherian Governors Tanmoor had evolved to be a city diverse in terms of non-human presences (due to proximity to the Wood Elf forests) and in contrast to the Empire proper, Tanmoor was like any DnD city chock full of wizards and all that. Big mages guild and all. 



But in the Empire, an age of decline began after the loss of Tanmoor. Now, Acheria itself was mostly just a place far away that Tanmoorians hated. I never had games set directly in the empire. Or on the upper east coast period. Well, now I am. 

So during those times decades ago when Acheria was sending troops to the west to secure their hold on Tanmoor, and them mostly being trounced in large part due to high level player characters taking part in the struggles, they came up with a specialist group they called The Children of Trouble to send in and counteract the diverse, magic wielding character parties that were devastating the troops. This group was made up of criminals of the empire. Wizards and non-humans. They were given powerful magic items and sent west to challenge the west and its player characters. 

This was way back in the 90's, and I had based the concept of The Children on a group of violent mutant hunters that appeared in X-men comics called The Marauders. The Children of Trouble presented a real challenge for the player characters. The Acherians considered it a successful strategy. But they were a product of their time.

But lately the notion hit me. Why not tap into the concept for this alternate campaign.  So I presented it as having been inspired by The Suicide Squad. They knew the movies, but I collected the comics back in the day, and it made sense. I would run it like that.


Will "Slappy" Smith

Oddball characters, either nonhumans or illegal magic users, who had run afoul of the Empire and earmarked for death in the colosseum but taken into a special prison and inducted into the new Children of Trouble program. 

I started them at 4th level, but would quickly put them to 5th. I gave them some decent starter magic items. Unarmed, dressed in wool prison togas, they were escorted by many guards with war dogs and removed from the regular prisons (where they had anti magic collars, and to an old abandoned and ruined ancient part of the city (as I say the Empire was in decline) where some very old academic buildings were being used as this special prison. 





The Warden. Brutal high level fighter.





Mentor, a high level Wizard and a former
member of the old CoT. He's their handler
at the prison. Fairly kind and somewhat helpful,
He represents the "benefactors" of the CoT
program. In a way he is as much a prisoner
as they are. 

Led into the main building, still partially in ruins and being restored, the characters are shackled, have anti magic collars (created by clerics), and are dressed in light togas. well armored guards and lots of barking guard dogs surround them, as they were told the deal: serve the empire out of the prison and they will find their circumstances improving more and more. If they agree (otherwise back to the main prison and prepped to die in the colosseums) they fight in a testing room lightly armed against archers, and then sent to their tiny crappy cells they will be in until after they are fully proved. Also, they are told that if they escape they have temporary tattooed "glyphs" on the back of their necks that will allow Orcus clerics to cause a demon to be summoned next to them to attack. That takes care of the "exploding collar" type situation the Suicide Squad members are in. 

The demon glyph. I also use it as the home
page image for the campaign. The symol
for the CoT, if you will. 

They get their first mission pretty quick. An area called "the Prefectures" between the twin cities of Acheria and Achium, a once vibrant suburban area fallen into some disrepair like much of the Empire, where a growing bandit gang called The Bloody Red Caps is taking over entire neighborhoods. 


So they went to Sarnath prefecture neighborhood where a couple dozen members of the gang had taken over. They were to send a message by destroying them as brutally as possible. This gang of freaks were certainly very horror show. I had named this session "The doom that came to Sarnath" or "the Bloody Red Caps have a bloody bad day"





The Mastodon, an old school Acherian troop 
transport used to transport CoT when outside 
the city proper. Drawn by warhorsed and driven 
by a pair of half ogre prisoners. 




The assault on the gang in the taverna was one of the most violent sessions I have ever run. My intention in the campaign was to have these mostly combat sessions, with a sort of over the top DnD combat parody vibe. Fantasy Tarantino. Not all the characters are evil, but they are all capable of coming off as terrifying. 



An elf from the Shadow Realm


A death goddess worshipping Dragonborn

An Asian female shape shifter assassin


Goblin artificer, raised by dwarves


Her mechanical familiar

Paladin Aasimir angel sort of character. She has
a halo that can come down over her face and it 
has eyes on it. She is imspired by Nephlim or
something. One of the few non evils


So it was a bloodbath and lots of fun. The CoT went back to the prison and were given access to after mission open air bathhouse with massages, and nice clean linens and better and warmer wool prison tunics, and an hours access to the meal hall for all kinds of decent food and drink. After their next mission they are given a dorm building to habitat, though still well guarded. 

Not only was this Children of Trouble idea and session super fun, but the players came up on their own with a secondary group to run for. Group B. 

A whole 'nother pack of freaks. 


And I have run an intro session for these monsters. Good Golly. I may post about them next, though I can't let the main campaign, Isle of Dread, get lost in the shuffle. This was supposed to be an occasional thing to run. But you gotta give the players what they want. 

Cheers.