Posts Tagged ‘RPG’

Seeking Playtesters for Antherwyck House

April 24, 2017

There are a couple projects underway for Antherwyck House right now, and we’d like to find a few playtesters for these things.

If you follow Thor Hansen on G+, you have already seen a bit of the art he’s gotten from Ed Heil for a game he is leading titled The Spires.  It’s still in its rough, early phases, and it may be a while before we’re ready to have others take a look at it, but gathering some people who are interested in the concept and are willing to give good feedback will help with developing this.

My next project is another DragonQuest adventure, one much smaller than “The Wilderness of Ordurak.”  (You also might’ve seen this post a few weeks ago.)  It’s coming in at around 8 pages right now; a capsule adventure along the lines of “The House of Kurin” or “The Treasure of Socranti.”  I’d like to find at least two different groups to playtest it: one a group of DragonQuest players who can evaluate it as a DQ adventure; the other a group playing something else (an OSR clone, D&D of one flavor or another, etc.) to see how readily it can adapt to another ruleset.  I think it’s mostly map and setting, and choosing some other stats for the encounters from your own favorite flavor should help make this more widely usable.  (And if I need to provide stats that adapt to other games, I’ll know I need to do that.)

If you’re interested in either of these, drop one of us a line (presuming you’re one of the folks who already knows how and where to get in touch on G+) or leave a note in the comments here.

Next Up: A Cyberpunk Adventure

January 17, 2017

The recent publication of the “Augmented Reality” cyberpunk sourcebook led me to realize that other old game systems are still being played, and there might be interest in adventures for other old games.  So, I’ve gone into my files and pulled out an adventure I wrote in 1990.

Ogunimata is an adventure written for the Cyberpunk 2020 RPG, but the story line is general enough that it should be adaptable for use with other games.  Even though it was written a quarter century ago, there isn’t too much that, at first pass, looks like it needs to be changed significantly.

If I’d had the self publishing tools (like RPGNow/DriveThruRPG) that are around today, this would have been published back then.  As it was, I was 2000 miles away from my old gaming group, and didn’t have any local connections to game with.  The adventure was inspired by some random bits I collected, and I had access to enough desktop publishing equipment that I was able to put it together as a one-off presentation quality piece (complete with info dossier for the players in addition to the GM’s book) and mailed it back to them for them to play.

It went exceptionally well, and it was a big hit with them.  But that was the last of it, and I simply filed it away.  Luckily, I still have the old text, as well as a hardcopy of the booklet, so I can piece it back together.

Because it was not going to go further than my gaming group, there was liberal use of material that cannot be used without violating other people’s intellectual property rights, so parts of it are going to have to be re-done.

The next steps with it aren’t entirely clear yet, but I’ve started discussing this project with a couple other people who we’d like to work with to bring it into production.  Part of what is an unknown right now is how much interest there is in something like this. If you’re interested in seeing this adventure, or in more adventures in general for cyberpunk-style games (Cyberpunk, Shadowrun, Mirrorshades, etc.) let us know.

 

 

The Adventurers’ Guild

January 4, 2017

One of the features that was introduced in DragonQuest is the Adventurers’ Guild, which is a relatively high-powered and complex organization. An entire section (rule 79) is entirely devoted to the Adventurers’ Guild, and lays out things that the Guild can do. But almost none of it is a clear benefit to the ordinary adventurer. The characters in my original campaign were never AG members because the players looked at it and came to the conclusion that there was very little benefit received for the 5% of their earnings that the Guild would charge.

There is certainly precedent for the Adventurers’ Guild in history. The Hanseatic League (which arose in the 1400s) was an exploratory and trade organization with outposts throughout the Baltic region, the northern coast of Europe. The Medici Bank (and other banks of the period) were complex business entities with networks and business interests across much of Europe. Guild structures were also well in place among different groups of artisans and craftsmen during the Renaissance period.

This is an old, draft outline that seeks to expand on the general idea and explain some of the benefits of Guild membership. The fee was reduced to 1%, although a real completist might want to run through the expenses and see at what point the Guild is turning a profit. That might also help in determining how prevalent Adventurers’ Guild halls are and how strong their reach is. The following are the draft of services available to adventurers who were in good standing with the Adventurers Guild, in addition to those other benefits outlined in Rule 79:

  • Membership fee is 1% of all earnings and failure to pay results in blackballing.
  • Guaranteed arbitration and enforcement free to members.
  • Guild contracts free to members.
  • Guild lodging available to members at reduced rates:
    • MODERATE:
      • Guildmember 5 sp — 35 sp/week
      • Nonmember 11 sp — 65 sp/week
    • COMFORTABLE:
      • Guildmember 7 sp — 45 sp/week
      • Nonmember 15 sp — 85 sp/week
  • Guild sponsored feasts after successful (profitable) parties return.
  • Guild members are given priority access when hiring is done either by Guild- or non-members.
  • Special Guild vintage wines and ales served and sold to members only.
  • Access to Guild facilities (meeting rooms, halls, etc.) for members only.
  • Guild retained healers (where employed) give priority to Guildmembers (after life-and-death cases {a healer’s first oath is to alleviate human suffering, not to the Guild}).
  • The Guild network provides quick access to most any service, especially to services difficult to reach otherwise (mages, scholars, etc.)
  • Guild mail service (Guildhall to Guildhall) free to Guild members.
  • Drafts for money allowed to members (Guild checking).
  • Two weeks rations supplied to each Guildmember adventurer under Guild contract at the beginning of an adventure.
  • Hiring hall in the entranceway of virtually all Guildhalls.

DragonQuest – U-Con 2016 Recap

November 23, 2016

DragonQuest isn’t all dead. Recently, I ran two sessions of DQ at U-Con, and, in the end, both of them were full tables. I had seen that pre-registrations were surprisingly high, with 5 people for Friday and 3 for Saturday, which was pretty surprising in and of itself. But then, both nights, people were coming by to see if that relic from the ancient past was, in fact, what was going on at that table. (“You mean that old SPI game, DragonQuest? Really? That’s awesome!”)

The Friday night group was a couple grognards (my age or older) who knew the game, a couple guys who registered because they’d heard of the game but never played it, and a guy who saw we had an open seat at the table and was curious about the game. On Saturday, three of the 6 players from the first night were back: two guys who had pre-registered, plus one guy who had joined in who had his own event cancelled, so he came back and joined for a second night. The three new players were my pre-teen son, and two other players who had events that didn’t run and joined in. They were both experienced gamers, but had never played DQ before, so again, it was a mixed group.

Both sessions provided good opportunities to show off some of DQ’s special features. There were Grievous Injuries (in both directions), and other demonstrations of DQ as a system, and that was all good. One of the new players had a triumphant moment where his character landed a specific grievous injury against one of the attackers which was effectively a one-hit kill, and that really turned the tide for the group at that point.

If it was the early 80s, I probably would’ve sold a few people on the game. But, especially for the people dropping in, it was only a one-off experience for them. But that’s okay. And it still shows that DQ can stand its own (and maybe is worth a reboot or some OSR spinoff of its own).

I was hoping to try out a bit of the Wilderness adventure (at least a couple of the plot points) with the one group, but the setup and the group getting somewhat entangled in doing some stuff in the coastal town, and then a combat encounter took the remainder of the time.

Even though each was just a four hour session, in both cases I felt like they were turning into a group I would’ve gladly continued a campaign with. I suppose that’s the downside of a game at a Con; you don’t have the ongoing campaign. There was also a fair amount of off-topic table banter, which seemed like a good thing, to me, and I didn’t worry about that too much. It helped bring these people together and have a bit of a common bond, and in the end, everyone seemed to have had a good time. And that, to my mind, is the best part of it all.