randy: (black flag)
( Jul. 1st, 2023 09:29 pm)
Today started off with a trip to RageCon for a panel Mystical Family asked me to sit on. The panel was called TTRPG Systems and Safety Panel. I was there as an expert on old school gaming, and an expert on the OGL nonsense Wizards of the Coast pulled back in January. It was so neat getting to sit there with 4 other RPG geeks and Dadthulhu moderating and talk about the games we love. I learned I should maybe give PBTA games another glance.

One story that really stuck out for me was a woman who learned to role play through a video game. Neverwinter Nights was an online D&D video game. I guess you could make your own worlds on your own computer if you wanted? and if you left your computer on all the time people could connect to your server and play in the world you created. She used to get together with people who would connect to her server and make up their own stories. When she got into TTRPG she naturally gravitated towards D&D. She said she had tried to read other rule sets and always felt restricted by them. I suggested she look into Free Kriegsspiel as a type of game she might enjoy.

I had to take off from the panel before it was over and I missed the part on safety tools. It sucks that I missed it. I was interested in it.

I met Ed for lunch. Then we headed to Comic Kingdom for my Saturday game. The players got back in the dungeon. They pissed off some orcs camped out on top of the dungeon. (Spoiler alert, they will regret it later.) In the dungeon a player died from an explosion of a gas orb. several other players got poisoned by a different gas orb. After the players got their asses handed to them (and found some treasure) they decided to head back to town. The only problem was there were 2 giants waiting outside to toss rocks on the players. The Orcs had hired the giants for revenge for the way the PCs treated the orcs. They had another PC die before that situation was over. 3 in one day is the most PC deaths we've had in awhile.

It was all the newer players too. But they went back to town and got new PCs. Hopefully they come back next week. Oh I tried out the new death saving throw rules and folks seem to like that.

After the game I went to puppy play with Bones and Ashley. Bones got to jump over a hurdle. They moved the height up several times and he went with it most of the time.

Then we came home, ate tamales while watching Dexter and now it's time for bed.

Oh while I was at RageCon I picked up a game called Raccoon Sky Pirates. Here is the description from the website:
You are a raccoon: a chittering, baggy-pants, ring-tailed burglar. You and your friends have built an implausible floating ship in the junkyard, and tonight you'll fly it across town to the suburbs in search of better trash.

Together, you'll navigate the treacherous neighborhoods, find a ripe, free-standing house with cable internet, steal as much as you can carry, and fend off the Neighborhood Watch—all while trying not to explode. In Raccoon Sky Pirates, it's all for one and one for all.

Flying a ship takes coordination and discipline. Unfortunately, you're a bunch of raccoons.

A game for 3–6 players

"Raccoon Sky Pirates is delightfully off-kilter! It knows exactly the experience it is promising, and it delivers. Pilot a janky-ass flying trash barge! Panic and make terrible choices! Steal a shiny toaster! This is madcap fun."
—Avery Alder, author of Monsterhearts, Dream Askew and The Quiet Year

It looks like a lot of fun. I also picked up Into the Wyrd and Wild which is a wilderness supplement.

Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness.

The book contains:

Rules for wilderness travel and survival
Rules for Moon Cycles and strange phases.
Rules for hunting, tracking, and butchering monsters.
40+ dangerous and terrifying monsters.
40+ strange and savage items.
40+ spells and rules for channeling the Wyrd.
An essay and guideline on running and creating "wilderness dungeons."
A step-by-step guide for generating your own wilderness adventure.
100 random wilderness locations.
Tables upon tables of random diseases, wilderness dressings, traps, hazards, flora, encounters, and MORE.
All illustrated with over 150 pieces of original art.
Whether you are a veteran group looking to make a foray into the terrifying Wilds, or new to the hobby and looking to spice up your game, Into the Wyrd and Wild provides something for everyone!

I also picked up Into the Cess and Citadel. It's a city supplement book (I suck at cities as a referee.)
This city eats people. Never forget that.
Into the Cess and Citadel is a supplemental TTRPG book for those seeking to incorporate a strange, colorful, and terrifying city into their role-playing game. Presented within the book is a comprehensive guide to running adventures or campaigns within a fantastical city, along with an overhaul of the adventuring system to better accommodate the unique challenges and benefits of a sprawling urban environment.
Into the Cess and Citadel is designed to turn the traditional city into a more immersive dungeon-like adventure setting.The book provides rules for everything from small urban-dungeon exploration to a total urban conversion with a world filled with disasters, factions and encounters that react to the player's actions. Along with these rules are a series of generators for creating an urban environment from a 6-mile district down to a single building and an essay on how best to run your urban adventures.
The book contains:

Rules for traveling and surviving in a city; including exploration, traffic, and hazards.
Tools for generating unique urban factions and their complicated relationships.
Guides for running each of the urban environments presented within the book and pointers on how they differ from dungeons or wilderness.
Step-by-step guides for generating and running three unique city landscapes: the sprawling Megacity, the dungeon-like Undercity, and the dangerously opulent Spires.
Hundreds of tools, hirelings, contraband and services both mundane and strange.
Unique districts to explore and exploit, from the grand libraries of the Archivists to the industrial hellscapes of the Foundry.
Dozens of tables for dressing shops, streets, NPCs and more.
50+ monsters ranging from Depraved Aristocrats, Sewer Walruses, and Dire Pigeons
Magical artifacts, curious spells, diseases, 100 locations and more…
All written in a system-neutral format for use in most role-playing games.
With tools and options for Players and Referees alike, Into the Cess and the Citadel is a complete resource for a foray into the urban adventure or a total urban conversion.
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