Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Saturday, September 18, 2010

Motherlode: Five Point Plan

Alright, Scott, you're on.

Since most of the stuff that I've been using for the Motherlode game has come from other blogs that I've read over the past few months and not in-store purchases, I'm going to choose five (5) things to game with from there. As said before, we're using Swords and Wizardry. I really like the streamlined Saving Throws and the way that Ascending AC and To-Hit bonuses are already worked into the text. As someone who started out playing D&D in 3rd Edition and is running a game for people who've all played 3rd Edition, it's a good place to start for that base old-school feeling, but with some tweaks that make it easier for me and my players to accept.

So, without further adieu...

1) Beyond the Black Gate's Thief Class: Probably my favorite iteration of the old-school type thief class. The single Thievery percentile skill both simplifies the classes' multiple skills issue and helps 1st level Thieves feel a bit more useful.

2) Jeff Rients' Deck of Stuff: I love this fucking thing. The random items that they drew helped my players flesh out their character, whether it was giving them a flavor (like the wheel of stinky cheese convincing Joe that his half-elven magic-user was 250lbs.) or was something that they could use in a pinch (Mike's silver dagger, which he hurled into a crossbowman when he realized that he didn't have any other ranged weapons)

3) Jeff Rients' Carousing Rules: Because that's the kind of silly shit that I want to encourage in this game.

4) Tales of the Rambling Bumbler's Super-Simple Combat Maneuvers: Literally, the best way I've ever seen to adjudicate called shots, knock downs and the like.

5) Trollsmyth's Shields Shall Be Splintered: Makes having a shield totally awesome.

And to top it all off, liberal application of my newly acquired copy of the Moldvay Basic box set.

Everything else, from here on out, is going to be pure me.

Friday, September 3, 2010

There's a first time for everything

So, I'm starting the (hopefully) bi-weekly Swords & Wizardry based Old School mash-up campaign tomorrow. The situation is this:

The campaign will take place on the still-unnamed continent detailed in this cool map I drew.
Pictured: cool map

The PCs will be adventuring in the northwest portion of the map, the area tentatively called the Valley of Dead Gods. It's kind of a combination between California during the Gold Rush meets Egypt in Raiders of the Lost Ark. A few years ago, the Valley was devoid of civilization, only dotted with trading posts and caravansaries for travelers and merchants making the journey to the sea ports of the north. That all changed when an archaeological expedition from the City of the Cathedral discovered the ruins of Myrmidia, long thought to have been an ancient myth. When the ruins were discovered, it launched a massive pilgrimage of tomb robbers looking to loot a quick fortune, scholars and magicians looking to expand their knowledge of the ancient world and merchants looking to make some money off of both of them.

In the boomtown of Motherlode, prospectors, scholars and fortune hunters alike meet to buy supplies, rest after escaping from certain doom and drink themselves into oblivion after cashing in their ill-gotten gains. It's home to a dozen taverns; a temple of Antra, the goddess of the underdog; a claims office sponsored by the Cathedral College and a stretch of street called Looter's Row, where robbers and snake-oil salesmen alike sell artifacts of dubious quality.

Alongside this prep, I've got my Deck of Stuff, supplemented by the recent purchase of Fight On! #5 for Jeff's expanded Deck list and my own creations.

Quinne's Quartzcaster courtesy of Chris Lowrance. I told you I'd fit it in somewhere.

Now I've just got to create/find a handful of dungeons for them to explore. If anyone knows of any free dungeons that would fit a locale like the Valley of Dead Gods, let me know.

Monday, August 30, 2010

The Frustration of Map-Making (Or Established Settings vs. Homebrew)

I'm really hit or miss when it comes to making maps. My method can basically be condensed into "Start drawing and see where it takes you." If I don't like the way something looks, I erase and redraw and generally, that's worked out for me. But with the deadlines for beginning both of my D&D campaigns (Library 4th Ed and college friends S&W), I have become incredibly frustrated at my inconsistency.

I've been working on my campaign worlds for both of these games: the aforementioned Discworldian darkly humorous fantasy world and a more console RPG-inspired one for the 4th Edition game. Progress has been slow going on the library game. I've drawn a handful of maps that have yet to fit my specifications and with my first week in library school starting today, I've been looking more and more at the published campaign setting of Eberron. I'm a huge fan of Eberron and its pulpy, high adventure feel. I like the appeal of an established campaign setting as a ready hook for adventures and inspiration, not to mention that I appreciate that Eberron is a world definitely inspired by the kind of games that these kids have already experienced. But I'm afraid that it will be an overwhelming prospect, with dozens of character options and the framework of an entire world to lay out in broad strokes.

Right now, I'm kind of stuck between a rock and a hard place. I'm overwhelmed by the prospect of an established campaign world, but my attempts to jumpstart my own setting have been lackluster at best. I just feel that if I can get one good continent map out, the whole Library D&D world will fall into place. But right now, I'm just not sure if I have the time.