Shadowdark: The Barony of Grenzant

(Continuing from the prior post on the Borderlands, this post provides a little more information about the area in which the campaign will be set.)

The Borderlands are part of the Enduring Kingdom of Darnesh, a kingdom whose lands are to the west. The Borderlands or, as it is officially known, the Barony of Grenzant is the most easterly holding of the Kingdom. Fluvia TidewaterGrenzant is the current Baroness. The only child of Baron Avial Tidewater-Grenzant, she was thrust into this position of leadership at the age of thirteen when both her father and mother succumbed to a strange illness that evaded all attempts to cure it.

Continue reading →

Shadowdark: The Borderlands

As usual, I have been sporadic (to put it nicely) in posting on my website. We had been playing a mostly weekly Shadowdark campaign. However, for various reasons, we haven’t really gotten to play consistently for a couple of months now. I don’t know about other GMs out there, but I have a hard time staying invested in a game when we are not playing regularly…as most of my players who have been around for a while know by now. Before we started this now ending Shadowdark game, I had been knocking around an idea for a bit of a sandboxy game with locations scattered about based on (or at least inspired by) various classic D&D modules, especially the B-Series. And so…<dramatic drum roll>…I present…<dramatic pause>…yet another take on…<ta-da>…The Borderlands!

Continue reading →

Shadowdark: The First Sessions

We’ve now played somewhere around six to eight sessions of Shadowdark for our Friday night game. We’ve had one character death via a bit of self-immolation, a bunch of exploration and a bunch of “Nope! We’re turning around,” and quite a bit of improvisation as we play (as in making up crap as we go). I’m going to see if I can offer up a quick summary of what has happened so far. It is highly likely that I’ll miss something as these sessions have been spread across about six weeks. First up, the player characters.

There are currently four players: Jen, Rachel, RJ, and Sky. Jen is playing Kati, a halfling thief. Rachel is playing Branwyn, an elven fighter. Rachel’s first character, Lauriel, was an elven wizard who died in one of the earliest sessions. RJ is playing Wrark, a goblin priest, and Sky is playing Spyder, a human fighter. We are doing max hit points at 1st level, but I believe that is our only house rule at the moment. Foundry (hosted by the Forge) is the virtual tabletop that we are using for the game thanks to the folks who have developed the unofficial (at least as of this writing) Shadowdark system for Foundry.

Continue reading →

Here Comes the Dark…Shadowdark

Here comes the dark, doo-doo-doo-doo
Here comes the dark, and I say
It’s alright

–with apologies to The Beatles’ Here Comes the Sun

Actually, it is quite a bit better than alright; it is quite good. Shadowdark is a relatively new RPG from The Arcane Library that just finished up a Kickstarter in late March (and is still taking late backers as of when this post was published). There has been quite a bit of buzz about it. You can google to find news and various reviews about it (here’s one from Questing Beast). The game is billed as a blend of modern mechanics and old school sensibilities; fast, elegant, and intuitive. I backed the Kickstarter based on the work that the designer, Kelsey Dionne, had done with 5e adventures. My groups have played a few of them and I’ve enjoyed running them…clean, easy to use, and imaginative.

I’ve more or less read through the Shadowdark core rulebook a couple of times now. I find rulebooks for most games to be a bit of a chore to read. This one is very easy to read and actually a bit fun to read. It is clean, easy to read, and, like Dionne’s 5e adventures, imaginative. Based on these reads, the game appears to hit the sweet spot for me. The rules aren’t bloated. Characters are largely about what you make them while playing rather than the mechanics and abilities on the character sheet. A lot of the design elements align with what I want from a D&D style game. It also looks like it would be super easy to ignore any elements of the game that we find that we don’t like.

Not quite ten years ago, I put together a little boxed set to pay homage to the original D&D sets. I wrote up some rules of a streamlined D&D style game in three little books: Rats & Ratlings, Mice & Magic, and Gods & Gophers (all to play off of our rodent theme). Along with the booklets, I tossed in some retro-dice and a Fat Rat Games stamped pencil into a box set and gave them to the players as a Ratmas gift (Fat Rat Games’ version of Christmas). After all these years, one of the players came across their pencil right after I finished my first read-through of Shadowdark. A new game that looks great to me and harkens back to the older editions AND a player finding their pencil from my “retro” boxed set. If that isn’t Fate telling us something, I don’t know what else would be.

Our Friday night game was going to be a Savage Worlds sci-fi game. Not anymore. Fate cannot be denied, right? Isn’t that pretty much the definition of fate? We began our Shadowdark game this past Friday. It took us a little over an hour to roll up characters (yes, you roll characters rather than “building” them). I think it only took that long because we were online and no one else has the rulebook or had downloaded the free quick-start rules…mainly needed to look up gear and spells. Plus, we had to roll stats a few times…no one had a 14 or higher on the first few rolls and so got to re-roll per the Shadowdark rules. I’m sure it will go quite a bit quicker the next time anyone needs to roll a character. More than one player commented on how it was fun to roll their character and discover who they are as you roll. Music to my ears!

We then jumped right into an adventure. We started playing The Hole in the Oak from Necrotic Gnome, written for Old School Essentials. I haven’t “converted” anything ahead of time. I’m just adjusting as needed on the fly and so far there hasn’t really been a need for any adjusting. I do plan on adjusting the treasure to more reasonable (at least to me) levels. I’ve talked with most of the players since the session and they’ve all said that they really enjoyed it and enjoyed the openness of the game rules. If they keep it up with these sort of comments, I might swoon!

We haven’t established a setting. That will come as we play. I just shared that they were heading for a tiny hamlet called Oddgoat and had heard of a strange two-headed goat with constant flames between its horns, the hamlet’s namesake of course (why yes, I have recently read the comic Delver). Rumors also hold that a strange door recently just appeared in the cellar of one of the homes here. It opens into The Dungeon. We’ll keep building on all of this. We’ll also keep building on the the idea of The Dungeon, a living dungeon from the Delver comic. It very much jives with (if not inspired by) the notion of a mythic underworld common to a lot of older D&D as well the newer stuff, including Shadowdark, taking a lead from those older editions. This door is an example of that mythic underworld/living dungeon bubbling up to the surface. Beyond the door was a woodland clearing with a large oak tree…cue the adventure and some of the weirdness yet to come.

We haven’t established any backstory for the characters. That will also come as we play. One player’s character is an elf wizard who rolled soldier for their background. She decided that her character had come across some strange/supernatural stuff as a soldier, took up wizardry to learn even more, and came to Oddgoat because of its namesake and the rumors of a Dungeon door. The goblin priest’s player decided that their character (banished background) was told to come here by their god or goddess…no other details and still working on who their deity actually is. The halfling thief (with a wizard’s apprentice background) stumbled across the hamlet while on the run and knows about the Dungeon as a result of her background. Our fourth player missed the first session but should be joining us this next session.

Since that first session, I’ve decided that we’re going to use the maps for The Midsummer Lands from Dyson’s Dodecahedron for the campaign map. I’ll just stay one step ahead of the players as we build out the setting. Cool map aside, setting is less important than what happens at the table during play.

It is only one session so far, but I’m already quite pleased with Shadowdark, how it played, and the positive feedback from the players. I wonder if they’ll still be positive if there is a TPK. Gasp!

Hello Savage Worlds, My Old Friend

Hello Savage Worlds, my old friend
I’ve come to play you once again
Because a choice corporate was making
Left its seeds that I should be seeking
And the thought that’s planted in my brain
Still remains
With the game Savage Worlds

–with apologies to Simon and Garfunkel’s Sound of Silence

Like many in the TTRPG world, I’m making the most of the opportunity to explore other games following the recent attempts by Wizards of the Coast to walk back the OGL in January 2023, be it a draft or not. For various reasons, we’ve (I’ve) settled on Savage Worlds. It is a game that I’ve run before, multiple campaigns and one-shots, and have been running with our ongoing Tuesday night East Texas University (ETU) campaign. Most, but not all, of the current players have played Savage Worlds quite a bit. All who have are fans and, hopefully, those new to it will come to love it as well.

Our Saturday night campaign will be switching over to Pathfinder for Savage Worlds, specifically the Curse of the Crimson Throne adventure path. I have always sucked at running an adventure path style campaign as I enjoy the interactive and spontaneous nature of TTRPGs. I derail my own campaigns as much as my players with spontaneous and interactive play. For this campaign, I am going to do my utmost best to run the adventure path…although I may try to run it as more of a plot point campaign typical to Savage Worlds than a Pathfinder Adventure Path. I guess we’ll see.

Before we get to that campaign, we’re going to play some Savage Pathfinder, the Hollow’s Last Hope set of adventures, to give all of us a refresher course to Savage Worlds. We started it with our Friday crew months ago and it resulted in a TPK. We’ll pick up with new player characters and start with the ramifications that follow the “failure” of the prior group of player characters.

Our Friday game is going to switch to something a little different. I’m still working it out in my head, but I think the player characters will be seniors in high school, maybe from now or maybe from a decade that most of the players were in high school (cough…90s…cough). That’s about all I want to say right now. It fits in that we have one campaign of college students (ETU) and, assuming that those players want to keep playing, we’ll do Pinebox Middle School when the ETU campaign wraps up. That means we have a gap for high school. It will be at the opposite end of spontaneity and planning from the Saturday game…something mostly on the fly and making up the setting as we go.

Phew…I’ve gotten my more or less once a year post out of the way.

So Long, Farewell, Vale, Nentir Vale

I’d like to stay and taste my first champagne
So long, farewell, auf Wiedersehen, goodbye
I leave and heave a sigh and say goodbye — Goodbye!
I’m glad to go, I cannot tell a lie

—from So Long, Farewell by Oscar Hammerstein II and Richard Rodgers

It is time to say farewell to the Nentir Vale campaign. Once we wrap up the last section of the Slaughtergarde (and thus having completed the treble by saving the Vale from a Fey invasion, a Shadowfell invasion, and, hopefully, from this pending Abyssal invasion), we’ll be putting the Vale on the shelf. Lots of reasons…mostly running this game has become a chore for me…work…not an enjoyable hobby. I’m no longer “engaged” in the campaign and, to be honest, I don’t think most of the players are either.

I’m offering some alternative campaigns below the break, mostly published WotC adventures. Take a read through the provided blurbs and let me know privately (so as to not influence others) via text or email your preferred ranking of the choices where a 1 is your first choice and a 5 is your least preferred choice. Please provide your ranking to me by Friday (3/18).

If you are not interested in continuing to play, please let me know that too. I suppose if I don’t get a response from you by Friday, that’s also an indication that you are not interested in playing anymore.

Continue reading →

Savage Frontier

Just a teaser…more to come…

Beginning April 1st…something savage…something wild…more to come…

No joke…old friends return…roles rearranged…more to come…

Hammers will hit…Shaking systems and settings…more to come…

We’ll soon Find the end of this little Path of hints…tonight…approximately 7pm EST.

Official announcement below the break…

Continue reading →

Me and VTT Down by the Schoolyard

Well I’m on my way
I don’t know where I’m going
I’m on my way
I’m taking my time
But I don’t know where

Goodbye to Rosie, the queen of Corona

–from Me and Julio Down by the Schoolyard by Paul Simon

Like so many DMs, my game went virtual due to the pandemic. We started first with Roll20 as our virtual tabletop (VTT), then switched to Foundry and we’ve stuck with it since. It has, of course, been a bit of an adjustment. While Foundry is an amazing tool, it is not a simple battlemat at the table. A battlemat upon which I can easily wing it with little to no prep as needed. Instead, I find myself prepping map after map after map of varying degrees of detail.

There are, of course, LOTS of resources online for maps and even adventures with fully prepared maps available. I support my share of Patreons for maps, but I find that I use relatively few of these–primarily outdoor scenes–as they do not match my need more often than not. Maps aside, I’ve also noticed that I am having to repeat myself waaaaay more often when describing a scene than I ever did when playing in person. It is easier, obviously, for a player’s attention to stray when playing remotely. However, I think the VTT map itself can be a distraction as players begin to focus more on the map than on the description being provided by the DM. Players can get too wrapped up on what is or is not on the VTT map, relying on it rather than the DM’s description.

It all leaves me longing for my old battlemat and the “before times” when I could quickly sketch out a room, rapidly draw the highlights of the room, and provide the appropriate description. And, of course, longing for the ease of “winging it” with a campaign and just making up a map as we go.

But, there may be the beginnings of a solution with a relatively new Foundry module (an add-on for the program) called Dungeon Draw that can get me closer to the old battlemat days…more below the break.

Continue reading →

Happy House Rules

This is the happy house — we’re happy here
In the happy house — oh it’s such fun
We’ve come to play in the happy house
And waste a day in the happy house

–from Happy House by Siouxsie and the Banshees

D&D is a happy house. House rules are normal for D&D. Happy house rules! Like most DMs, I’ve got some house rules for out Nentir Vale campaign. They are actually relatively brief. In days gone by, I would often have lots of house rules. In days way gone by, I had a bit of a reputation with my players for rules tinkering all the time…even developing our own system for playing (a mashup of older editions of RuneQuest and Ars Magica). Nowadays, I’m not nearly the tinkerer that I used to be. Nentir Vale house rules below the break.

Continue reading →

3-2-1 Contract

Cont[r]act is secret; is the moment when everything happens!
Cont
[r]act is the answer; is the reason that everything happens!
Cont[r]act! Let’s make cont[r]act!

–from the 3-2-1 Contact theme song, butchered by yours truly

No, that is not a typo in the post title. This is a post about contract and not contact; I was just trying to be clever and reference an 80s educational show. Don’t judge me or my cleverness (or lack thereof) and please don’t ask how long it took me to come up with this title bit or how many bits I tossed before using this one.

Oh right, the post. So this post is about contracts…specifically the social contract that is implicit at any gaming table BUT should probably be explicit. It is essentially the baseline agreement between all of the players (DM included) for how a game is going to be run, be it a one-shot, a short campaign, or a long term campaign. It also provides an expectation for how the players and their characters will all behave towards each other during the game.

This notion of a social contract in an RPG has been discussed by LOTS of people. Here’s a nice (and relatively brief) discussion from RPG Museum: Social Contract. However, it is a very important topic. If players (including the DM) are not largely on the same page as to the social contract, it can lead to disruptions in play, hard feelings among players, or even players leaving a group. So I’d like to lay out some of the core elements of the typical social contract in an FRG game, using some of the elements identified in the discussion linked just above…below the break of course.

Continue reading →