Games I Got to Play This Year Part 1

A game at the table is worth two on the shelf

So, in the last post we discovered that I had played only three of the ten games I had wanted to in the last five months of the year. But, as everyone knows, it’s not about the number of games you play, it’s about the quality of them and the fun you have while playing (even if the fun is terror or sorrow.)

In this post, I’m going to get into the games I actually took part in in the last few months instead (apart from those I wrote about in the last post.) There were actually quite a few, mainly one-shots and mainly GMed by Isaac of Lost Path Publishing. By the by, Isaac is blogging again on his own site, linked above. Go and read the words he writes.

Ongoing Campaigns

  1. D&D 5E – Spelljammer. I’ve written quite a bit about this campaign. I like to mess around with the rules and try new things to keep it fresh. Here’s a post about hexcrawling the Rock of Bral. Here’s one about using an engagement roll type mechanic to improve the dungeon experience. We have recently finished a major campaign arc and it looks like the crew is about ready to take off into Wildspace again. They’ve had an extended shore leave on the Rock. After a short hiatus through the holiday season, the next session we play will be number 30 and they have been on the Rock since session number 11…that was over a year ago in real time. One of my players recently dropped the timely hint that they did not want to end up stuck on the Rock of Bral for the rest of the campaign and that prompted me to get them spelljamming again. Listen to your players, GMs!
  2. D&D 5E – An Unexpected Wedding Invitation – Finished. My first foray into D&D as a player in many years was a murder mystery set at a wedding populated with beautiful and complicated NPCs. We had some issues with the use of 5E as a system for this one but we had a ball role-playing our characters. The link above will take you to my post-mortem of the game.
  3. Heart: The City Beneath – Home game, GM. Finished. Man, I miss this game already. The PCs all activated their Zenith Abilities in the last session and it was a thing of beauty. After 12 sessions of delving, the android they were searching for turned up in Terminus, and they discovered that he was a sort of proxy for the Heart. He was trying to make their Heart’s desire come true. But he was bound to do the same for another denizen of the City Beneath, The Drowned Queen, whom our heroes had trapped in the Grey in session 8. The Android freed her and released her into Terminus, which she quickly began to drown in salt water. The PCs realised she could drown, not only this one Landmark but both the City Beneath and the City Above as well, linked as it was to every line in the Vermissian network. And so the delvers combined their newly acquired Zenith abilities to defeat her, imprison her and ensure themselves a place in heaven afterwards. So satisfying.
  4. Black Sword Hack – Three of Blades. This is one of Isaac’s games. It is another long running campaign. I went into some detail about it in the post I linked above. Recently, it has been hard to find time to get together for more sessions of this. Can’t wait to get back into it. In the last few months, our group has discovered that if we recover three legendary weapons from the most unlikely of places (one of them is on the friggin’ moon, but that’s OK, because we nicked a spaceship/big sphere off a bunch of cultists a while ago) we can use them to defeat the Queen of the Dead. As players, however, we have realised that, if we want to advance, we have to complete more “stories,” or adventures, so pursuing these weapons has taken a back seat recently. Instead we had a moral crisis about killing a big ol’ wyvern, we dithered over how to rescue a town of people from the mercenaries we were, ostensibly, working for and we argued over how to deal with a native woman who was summoning harpies to murder the invaders who had killed her lover (apologies to Isaac if I am misremebering that one.) Isaac says we’re the ones inventing the ethical conundrums when all he does is lay out the situations, but I’m pretty sure he plans them that way.
  5. Blade Runner – Electric Dreams – Finished. The link will take you to the first post I wrote about this short campaign. I was enjoying it immensely at that time. Once we got to the end, I feel like it really shone, though. That last session had a proper climax. Both of the players found the ending satisfying and sort of unexpected and I found it fascinating to see how they dealt with everything the case file threw at them. It’s hard to go into specifics without spoilers here, so I won’t. Suffice it to say, the investigation took some twists in the best way. I wrote a bit more in this post, where I compared the experience of playing this game with the Unexpected Wedding Invitation. TLDR, I think Free League have done a great job creating an investigative game that is a lot more that just a cop simulator and that works significantly better than the 5E system for this sort of thing.

New Campaigns

  1. The One Ring – The Star of the Mist. I wrote briefly about this one in the post I linked above. It’s a shame that we have not played much more of it since that first session. Basically, unless it is not entirely clear from the long list of games in this post, we have been busy in Tables and Tales! Sometimes it is hard to schedule sessions around all the other sessions. Anyway, session 2 brought us very, very close to a TPK. We learned a few things about this game. Thing the first: it’s not like D&D 5E, your characters are tough, but they are not super heroes. Thing the second: some times you should run away when you keep getting knocked prone and you can’t seem to hit anything and you are surrounded by marsh zombies. Thing the third: use your head. We beat the zombies with brains instead of axes in the end, partly because Isaac, who also runs this game, was very generous to us. I think the next session, we’ll be a lot more circumspect about approaching encounters and I can’t wait to see how we get on.
  2. Mörk Borg – The Great Borgin’ Campaign. Isaac sure is running a lot of campaigns, isn’t he? The ones I have listed on this page aren’t even all of them, just the ones I’m in. This has been great fun. We have a regular every-second Wednesday game of Mörk Borg going now. It is a sort of a drop-in, drop-out game but the playership has actually remained fairly consistent. My character is a Sacrilegious Songbird, a class from the Heretic sourcebook. Coincidentally, that’s also where our first adventure was from. Merkari the Magnificent and his weird companions managed to survive Graven-Tosk, the sprawling graveyard setting of “Graves Left Wanting.” I loved this module. It was dark and filthy and involved some brilliantly shitty situations. I mean, we started the game by waking up in a charnel pit. Anyway, once we got out of there, we moved on and played through “Death Ziggurat.” This was a (mostly) hex-crawl that I found equal parts foul and hilarious. This was partly due to Isaac’s amazing character work and partly due to the non-stop comedy from the other players at the table who included friend of the blog and local Media Goblin, Tom, in one of their most brilliant roles yet. The wildly unhinged scatological, pyromaniac shit from Shannen and Jude has been an absolute delight too.

And I haven’t even gotten to the many one-shots I was part of in the last five months. If you have been hanging around the dice pool for a while, you have probably read about some of them, at least. But they deserve a proper review in this series as we approach the end of the year so tune in to the next post, dear reader.

Games I Wanted to Play this Year

Review

So, how have I done with that list from earlier in the year? At the time I wrote that, on the 28th July, I thought, Time-shmime! Who needs it?! Not me, that’s who. I’ll breeze through this entire list of ten frikkin’ games. But, of course, that was assuming a lot.

Assumptions

The first assumption that was happily crushed was that we had a smaller number of GMs willing to run sessions in our little community, Tables and Tales. Up until then, only three of us had run anything so I assumed that would continue. When a fourth and even fifth GM raised their hands to take the helm, I was delighted. That’s what I had always wanted in our space. From what I can see, if GMs were water, most RPG communities would be dying of thirst. Even in the much larger Open Hearth community, you tend to see the same dozen or so members announcing new games all the time, despite there being a membership in the hundreds. Given the size of Tables and Tales, five active GMs represents a pretty large percentage of our total player-base. On top of that we have had a couple of board game nights too. The long awaited and pretty fun Darkest Dungeon board game is, honestly, very close to the video game (actually, I’m told by friend of the blog, Media Goblin it’s closer to Darkest Dungeon 2 in rules) but also pretty close to an RPG so we gave it a go.

Assumption number 2: I have a pretty stable schedule, which meant that I could run games almost every night of the week if I had the wherewithal. And there were weeks there when I was playing, either as GM or player, in four or five sessions. Turns out that was not sustainable. For one thing, obviously, I started writing this blog, dear reader. Now, don’t get me wrong, I love doing this and it’s not like it takes that long, but if I want to blog, I need to do it in the evening (even though I am typing this on the train to work right now because its a busy week for me and my evenings are taken up with pre-Christmas socialising.) Between that and various other work and family commitments that came up, it was simply impossible to maintain that sort of schedule.

Reality

Even taking these points into account, I managed to play a lot of games in the last few months, just mostly not the ones I expected to. So, let’s have another look at that list:

GM

  • Tales from the Loop – Mascots and Murder – Short Campaign – Nope, didn’t happen. This one is still simmering away on that back-burner, ready for promotion to the front of the stove-top any time now. It had to be shelved to make way for other games and other GMs. Like I said earlier, I was perfectly happy to do it.
  • Dungeon Crawl Classics – individual modules – Haven’t managed to get any of these to the table yet, I’m afraid. But, I have a plan for this one. I have had to re-arrange my schedule a bit to allow it. Our local game shop, Replay, has been undergoing a big refurbishment in the last few months. Once it’s done, they will expand their number of gaming tables a lot and I am hoping to get in there on a Wednesday night to run some DCC Level 0 funnels. My preference would be to get some newbies to sign up for these sessions and hopefully gain some new members for Tables and Tales in the process. The new year will be the perfect time for this, I think.
  • More Troika! – one-shots – Achievement unlocked! Although, technically, it was more like two sessions of the same game, rather than multiple one-shots. I did a blogpost on it! We went to Whalgravaak’s Warehouse, one of the Location based adventures made for Troika. So far it has been very fun. It’s a dungeon crawl, there’s no doubt about that, but it’s a warehouse. And the rooms and creatures and general vibe are beautifully weird in the way only Troika can do it. So far, the PCs, a Monkey Monger, a Wizard Hunter and a Gremlin Catcher (there was also a Landsknecht who has since moved to Spain) have murdered the Cacogen they were sent there to murder, made friends with a thin mutant, captured entire detachments of microscopic soldiers in gremlin catching jars, discovered a desert other-world on top of the warehouse and, um, set fire to a load of old rope. Brilliant craic altogether.
  • Death Match Island – one-shot – You know what, I just completed a rewatch (maybe not “rewatch” since I never watched the entire thing in the first place) of Lost, the whole thing. All six seasons. All 5000 episodes. I think I was in mourning for the lost Death Match Island one-shot that should have been. This one was a scheduling issue. Those of you out there who play RPGs (and if you don’t and you’re here, welcome! You must be confused…) will be aware of the difficulties one often encounters in getting four or five adults together in the same room at the same time. Honestly, I am surprised this problem doesn’t come up more often in Tables and Tales. Anyway, having just finished that Lost marathon, I am 1000% ready to play this game. It’s not quite the same and it would definitely not run for 678 sessions like Lost would if it were an RPG but it has the same heart and the same mystery box feel to it. And I want that. That’s what I want.
  • The Wildsea – campaign – Just go read my blogpost on My First Dungeon’s campaign of the Wildsea. I desperately want to play this game. Honestly, whether I got to be a player or a Firefly, I would be excited. But, really? I’m not sure when I was going to fit this one in this year. Another campaign? Dunno what I was thinking.
  • DIE RPG – one-shot – I finished listening to the My First Dungeon Wildsea campaign and just started listening to the DIE one. They have a great episode that is mainly Kieron Gillon being effusive for an hour about his, admittedly very cool, game and I enjoyed it. But then I got into the Session Zero episode and I immediately wanted to play it. I want to run this for my friends and have them play real-world people with real-world problems working it all out it in a fucked-up fantasy world of their own creation as characters of their own creation. I really want it. Maybe next year.

Player

  • Old School Essentials – campaign I think – So this one has not happened yet. I think it is, at least partly, due to the fact that Isaac, of Lost Path Publishing has been running other shit like crazy in the last few months instead. I hope it wasn’t my OSE character creation post that put him off running the game (I’m pretty sure it wasn’t. I’d really be flattering myself to imagine I had that much influence on anyone.)
  • Heart: The City Beneath – Open Hearth campaign – Our GM, Mike, brought a whole bunch of us together (There were six PCs at the start) to hopefully save the landmark known as Nowhere from being consumed by the Heart. This was a real learning experience for me as it was only my second time as a player in the Resistance System (see the section on Magus, Pike and Drum below for my first experience.) I discovered that, if left to our own devices, players (for “players” read “Ronan” but not just “Ronan”) are apt to take the hand when there is no form of initiative to govern the order or frequency of actions in combat. It was a lesson learned early in the campaign due to one player’s proper and timely use of Stars and Wishes after the very first session. Saying that, I had a brilliant time playing my Incarnadine, Priest of the God of Debt, alongside a Heretic, a Cleaver, a Deep Apiarist, a Vermissian Knight and a Deadwalker. We often had opposing desires and drives, which made the role-play fun, and the GM came up with lots of weird and interesting situations, NPCs, enemies and locations for us. Forgotten-Frost-Remembered, my Aelfir Incarnadine, got to reach Tier 4 of the Heart and retire(!) at least in his head.
  • Call of CthulhuMasks of Nyarlathotep – campaign – Not really sure if this was anything other than wishful thinking when I wrote this, to be honest. This post explains that it was always going to be a long shot to get this campaign started again. But someday, I would love to get Grant Mitchell back on the trail of the mystery in this thoroughly classic campaign.
  • Magus, Pike and Drum – Playtest – This is Isaac again. He has a great basis for a Resistance System game set in the English Civil War that never was, and this is it. There were four of us gathered around the table for this playtest at the end of the summer. I genuinely had so much fun with it. Gráinne was my character. She was an Irish noble and she had some very fun abilities (some of them were a bit too fun with a few too restrictions, it was decided, as a result of this playtest.) What was important in the game is that we solved the mystery in very short order, after scaring the shit out of the mayor and not blowing up the town. But what’s really important is that we provided Isaac a lot of valuable feedback to feed back into his new game. Can’t wait to play this one again, hopefully in the near future. I hope to write a lot more about this game as it develops.

Conclusions

So there you go. Three out of ten. Not great. But! I experienced so many other games instead of the ones I didn’t get to in that post! And I got something out of all of them. I’ll tell you about them in the next post (or the one after if I don’t have time to write the rest of the week and just post some more old fiction on Sunday instead.)

The Heart of the Matter

Not entirely seat of your pants

A portion of the inside cover of my copy of Heart: The City Beneath from Rowan Rook and Decard. Illustrations by Felix Miall

The philosophy for some Heart GMs seems to be, don’t you dare plan your Heart campaign or sessions. Like, just sit down with your players, make some weirdos to do some delves and then decide on a starting place. That might be in media res, as the PCs meet one another while hopelessly lost in Labyrinth or it might be at home in their shabby-chic apartment in Derelictus. From there you might just ask them what they want to do next and, when they tell you, just try to keep up with them! This is a valid way to play the game, I think, as long as you have either an exhaustive knowledge of the landmarks, adversaries, plot hooks and people of the Heart, or an effective and suitably weird set of random tables. If you approach it from this direction, the players are going to have the most input but the GM is going to have to improv a lot and do a great deal of work on the fly. It also presupposes a certain degree of setting knowledge on the players’ part, I think. This can be stressful and a lot to expect of everyone but I am pretty sure this is the preferred method of a lot of Heart GMs.

A portion of an illustration of Derelictus, the City Between by Felix Miall. Heart: The City Beneath, page 136.

Another option, of course, is to plan everything, start, middle and end. This is totally do-able. The book provides plenty of fodder to feed your hungry campaign. It describes dozens of landmarks and provides you with lots of plot hooks to get the PCs interested in pursuing the thing you want them to. So you can have them all meet in a Derelictus tavern where they overhear something about a plot by some Gryndel to pursue a valuable quarry into the Heart, plan the first delve to take them after the Gryndels only to find the quarry in Grip Station, near death but with a dire warning for the whole city that an army of Angels rises from below and a request for the delvers to spread the news to the Temple of the Moon Beneath, plan out the next delve to there, etc. etc. This sounds very much like a traditional adventure module for the likes of D&D. And that is all well and good. It allows a very strict control on the part of the GM and makes for a plot the PCs can uncover. But it will certainly lead to some railroading and could well make for potential dissatisfaction for the players and the PCs as they feel they have taken a back seat to the narrative planned out so perfectly by the GM. This method will ignore the great strength of Heart, it’s freeform potential, the loose structure inherent in the Beats system and the story being told by the delvers’ choices and their rolls and the Fallout that comes out of them.

A portion of an illustration of delvers planning a delve by Felix Miall. From Heart: The City Beneath, page 103.

So, how about somewhere in between? It seems sensible to meet in the middle. You make your weirdos, then you all discuss what sort of game you would like for them, GM and players together. Or you could take those two steps the other way around. Either way, you have an idea of the sort of story you all want to tell together and you all take responsibility for making that happen. This is with the understanding that what you think you want at the start might very well change after one or two or five sessions. That’s when you realise that, while you thought you wanted to help out that Haven you came across at the end of your first delve, it turned out what you actually wanted all along was to physically explode in such a way as to take out as much of the surrounding entities as possible so you could all travel to the afterlife together, an offering to your Goddess. And in pursuit of these elastic goals, the GM comes up with a loose web of places, people and objects that the PCs might have a chance to interact with. The GM will probably do this, at most, in between each session, with several ideas of where the story might go in the two or three sessions afterwards, but with no expectations.

A portion of an illustration by Felix Miall, of Grip Station, a Tier 1 Landmark. From Heart: The City Beneath, page 138.

Here’s what Messrs Howitt and Taylor have to say about it under the section entitled, “Stop Planning” on page 109 of the Heart core book:

Flexibility and adaptiveness are the keys to success. When you prepare, think in terms of characters, broad concepts, motivations, snatches of ideas that you want to play with. The world doesn’t exist until you speak about it at the table. Sure, you might have thought about it – you might even have written it down in a notebook – but until the players interact with it, it’s in total flux. The players just turn up every week and make it up as they go along. Why can’t you?

The quantum campaign made up of Shrödinger’s delves. And this about sums up the type and degree of prep I have been doing before each Heart session more recently. It’s more fun for me to do it this way too. I get to be surprised by what the players do and I get to discover the Heart along with them a lot of the time.

From Haven to Terminus

Yeah, that’s the name of our Heart campaign. It’s coming to an end this week. I guess the name gives away quite a lot of my thinking behind it. I was finding it hard to let go of the traditional module style of prep at the start. Yep, I decided to make a bold statement about, not only where the campaign would start, but also where it would end up. Now, this wasn’t as bad as it sounded. I had a very vague idea of a Campaign Frame for the game, that’s all. I used one of the plot hooks described in the Derelictus section of the Heart core book. Verrex, a retro-technologist with his tumble-down workshop situated on one of the platforms of Haven Station wanted the delvers to track down his robotic double, V01. The construct had expressed an interest in visiting all the Vermissian stations in the City Beneath, so he suggested the PCs use that as a guide to finding him. That was it. Everything in between was entirely up in the air, but it gave them a loose path and a potential final goal.

A portion of the illustration of a Gnoll Incursion Team by Felix Miall. From Heart: The City Beneath, page 188.

That was, of course, until I decided to employ the adventure presented in the Heart Quickstart guide, Drowned. Now, I am not going to spoil any of this adventure here but what I will say is that it lays out a very particular path ahead of the PCs, with the havens they will reach at the end of each of the numbered delves, the NPCs that will push them on from one place to the next and a big old final set piece. Now, since all I had before making this decision was a loose Campaign Frame, a little concreteness was actually welcome. It allowed me to see how to do things like come up with my own delves, use Haven NPCs to best advantage to help drive narrative and try to attach the PCs to someone or something only for them to find a way to betray or deceive them. But, after five or six sessions of following the adventure, I became aware of how the campaign had ended up on rails. I wasn’t providing them with options, I was forcing them down the path laid out by Drowned. I have found it hard to get out of this frame of mind since then, although I have tried to follow the advice from the book that I quoted above.

The delvers just reached Terminus, having taken a near-lethal shortcut through The Source, one of the Eight Heavens. The Junk Mage is banking everything on a meeting with a gnoll in Terminus who can teach them how to use the Nexus Device there to enact their will upon the entire city, The Vermissian Knight has pumped his mystical train armour full of soul power, the better to resurrect the entire inter-dimensional subway network, and the Deadwalker has just had his Zenith wish to combine his essence with that of the Heart itself thwarted by the Vermissian Knight who says he will not stand for his “human servants” abandoning him until his work is done (he’s an aelfir obvs.)

How will it end up? We’ll find out soon. But whatever happens, I am now pretty sure that these amazing players are going to surprise me yet again.

Inevitable

Maneater, Arthurian Western Bestial Godsman

This is my new character for the Inevitable game I am starting this evening. I drew him with pencil on paper while one of the other players was creating his very cool Taleweaver character who tells a tale of how Maneater averted a war by channeling his god, the Beast.

Can’t wait to start playing!

Change and the Dark

Another schedule change

They say that procrastination is the thief of time. Nope; its work. Work is stealing my time and there ain’t no time cops coming to recover my purloined hours or to clap Work in cuffs. This is the true crime of late-stage capitalism!

Seriously, though, I have a full time day job that has nothing to do with gaming, writing fun stuff or pretending to be other people. That’s how I can afford this luxury website (ooh la la) and all these RPGs I keep backing. Unfortunately, it does take up the majority of my waking hours. Very recently, I mentioned that I would be posting once every three days from now on. I have found this awkward in a few ways. Firstly, I often get mixed up as to what day I am supposed to be posting on this schedule. Secondly, it has meant a lack of a consistent day of the week that my posts appear. Lastly, it is still a bit of a struggle to keep up with this, I am finding, thanks to work and, you know, actually playing games.

So, instead, I have decided to switch to posting on Wednesdays and Sundays. I love writing this blog and do it mainly for my own satisfaction and I am going to continue to do that, just on a twice-weekly basis. To those of you who are regulars around here, thanks for bearing with my struggle to find the perfect schedule. I think this might be the one!

Anyway, on to the meat of the post. Our Halloween one-shot.

Roadhouse Feast

The trees loom above the rutted country road illuminated only by the staccato shudder of your headlights. This road will be the death of us, you say to your companions in the back seat of your Ford motor car. Just concentrate on getting back to Arkham, you think to yourself, as you trundle past Laura’s Roadhouse. A good, god-fearing woman, Laura. You know the family. You grew up not so far from here. You wonder how they’re doing now.

Crash, badump, badump

You shouldn’t have let your mind wander. You’ve hit something! The automobile! No! The Ford is pitched forward at an unnatural angle. The others have already bailed out. They’ve gone to inspect the carcass left on the road behind. One of them screams.

This is the opening, in my words, of the Cthulhu Dark module, Roadhouse Feast. It was written in 2023 by Linus Weber, with Monster-art by artgeek09 on Fiverr and cover-art by Eneida Nieves on Pexels although, the version I downloaded from itch.io did not have a cover to speak of.

I won’t go into the details of the module, the characters, the plot or the ending. Instead I want to write about our experience with it and general vibes.

The one-shot

There were four of us at the table on Halloween night for this one-shot, including me as Keeper. This was the ideal number, I believe. Numbers for a one-shot are critical to actually getting to the end of it. Any more than four and we would have struggled with that all-important goal. Instead, we played the module from start to finish with a little time over for epilogues. This is what I had been hoping for when I picked this module to run. The author designed it to be run in a single session of two to three hours and that’s exactly what it was. Tick!

The setup is pretty much as I narrated above. The investigators (this is a catch-all term for PCs in Cthulhu Dark. It does not necessarily imply that they are, in fact, in any way, detectives) are driving home to Arkham from a place called Thompson Village, late at night on 31st March 1923. They hit a deer on the road, damaging their car enough that they need to go and get help. This is all classic horror story setup stuff. The 1920s era and forest setting helps by removing the technological advantages of the present day and exuding a creepy, dark, dangerous atmosphere. Tick!

What do you want from a Cthulhu game of any kind? You want your PCs to experience some fucked up shit that has the potential to send them swirling down the plughole of madness at any moment. You want monstrous entities, cultists, forbidden philosophies and the mundane warped and twisted into something otherworldly and inconceivable. Roadhouse Feast has all this in a tidy little package. Tick!

The system

This was our first proper foray into a Cthulhu Dark game. This despite actually owning the book. Since we couldn’t actually find the book in time, I fell back on the original, playtest-style rules that Graham Walmsley published back in 2010 in the form of a 4 page pamphlet. All of the rules fit easily on those 4 pages with room to spare. It is the lightest of systems. I don’t think I have ever played anything lighter. Honey Heist approaches it, but I think Cthulhu Dark wins this contest by virtue of the fact that you only have one stat and no abilities of any kind. The one stat you have is called Insight (although in those original rules that I was using, it was called Insanity.) You can play this game sans character sheet by simply placing a d6 in front of you. It should show the 1 at the start of the game but every time you fail an Insight check, brought on mainly by seeing Mythos shit or using your Insight die to help succeed at actions, you gain a point and flip your die to the appropriate number. If it ever gets to 6, you’re screwed. Your investigator loses their marbles and is removed from the game. We had one investigator hit 6 Insight. She started a forest fire and stood in the road, worshiping the flames. It was a good time.

This mechanic was so good in a one-shot. It works perfectly to keep your investigators worried about what is just around the corner, or about having to use their Insight die to succeed at a check. Of course, the other great strength of the system is that, if they ever face an actual Cthulhu Mythos monster, they’re goners. They will not survive. This gives them the feeling of victims in a horror movie. You cannot fight, you can only run or hide or delay. In this scenario, delaying is a major part of survival and it led to some ingenious moments from the players.

In general, the lightness of the ruleset made for exceptional roleplaying throughout. There were no long breaks to add up dice rolls, no-one ever had to stop to look up rules and there were no character sheets or monster stats to worry about.

All in all, I would recommend the system and the scenario for a horrific one-shot experience, dear reader. Go pick them up if you would like that sort of thing.

Ravenloft

Something’s gotta give

I thought I would play Ravenloft around Halloween this year. My friend returned all my Ravenloft books and boxed sets to me back in the spring after about 25 years, and since then I have been thinking it would be cool to run something in the Domain of Dread as a Halloween one-shot. But, in the meantime, I have played a lot of different games, mostly one-shots, mostly a lot easier to play in that format than any version of D&D. So I did consider starting a campaign or a multi-session adventure, but, to be honest, I didn’t have it in me to do all the reading and conversion that was necessary. I may be playing more RPGs than I ever have before in my life but that has an unlooked for side-effect: I have less time to prepare for games! This is a dilemma that has been exacerbated by my blog schedule and I have been thinking that I might have to make a change there too. I am switching to posting once every three days for the foreseeable future.

The Demiplane of Dread

So, I am not talking about the original Ravenloft adventure from AD&D 1st Edition or the Curse of Strahd released for 5E, but the setting released by TSR for AD&D 2nd Edition in 1990. It is by Bruce Nesmith and Andria Hayday. I think I have mentioned in another post that my friends and I played most of our AD&D in the Dark Sun setting but I would imagine Ravenloft comes a close second. I just loved having them create regular old characters in my home-brewed standard fantasy world and then dumping them, unceremoniously and with no warning through the mists into the forests of Barovia or the mountains of Forlorn and hitting them with monsters that drained levels and abilities and where there was no escape from he darkness and the terror. Although, I confess, the games were probably not very terrifying. I did my best, but I have always found horror a difficult genre to emulate around the table, especially with a system like D&D. The authors did their best to assist the Ravenloft DM with sections in the main book about the “Techniques of Terror,” where they discuss “Assaults on the Mind,” “Assaults on the Body,” “A Villain in Control,” and that sort of thing. But, the fact was, we were a gang of teenaged boys who mostly just wanted to hit things until they died so those were usually the kinds of adventures we got.

Looking at it from a more mature standpoint now, I would love to try to run it with a real sense of gothic horror. I think I am better equipped now to attempt it. Although I still think it would be a challenge and I might refrain from running it in a D&D-like system. Why? Well, the products for Ravenloft, while not all gold, are still some of the highest quality items I think TSR produced. Just look at all these handouts! Each one of them has something useful on the back of a beautifully illustrated card.

5E products are usually produced to a high standard, but they don’t have the variety and versatility that the 2nd Edition boxed sets did. They also don’t have the quality or usefulness of content. These boxes and sourcebooks are stuffed with useable materials; details on lands, villains, monsters, new spells, effects, encounter tables, maps, maps, maps. 5E setting guides of late, excepting maybe Planescape are very short on this sort of detail.

Adventures in Ravenloft

I usually wrote my own adventures back in the day. Or at least I would pick and choose liberally from the pre-written modules and combine them with my own scribblings to make them fit into an overarching campaign. Or that’s what I told myself I was doing. I have a funny feeling that, mostly, I was just trying o murder the PCs. This is another aspect of my style that has, thankfully, changed, since the good old days.

I do have a few Ravenloft adventures that might be fun to convert or even to just run in the original 2nd Edition ruleset.

Feast of Goblyns is a very flexible module that is designed to be run for characters of levels 4 to 7. It is presented in a format that allows many different paths to be taken through it, with the PCs potentially ignoring some major and minor plots depending on how they decide to play it. This one was designed to be the adventure that draws PCs into the Demiplane, which is always fun. I think I remember playing parts of this module but my memory is not good enough to recall which parts. At 96 pages, though, it would require a bit of commitment to play through the whole thing.

From the Shadows is written for rather high level characters, levels 9 to 12. It is based around the plots of Azalin the lich, lord of the domain of Darkon and his eternal conflict with Strahd Von Zarovich, famed ruler of Barovia and OG Ravenloft BBEG. A great deal of it takes place in Castle Avernus, the lich’s home, and that is pretty cool. I definitely played this but I don’t think the characters survived the whole way through.

Finally, I have the Book of Crypts, which is similar to the Book of Lairs but has 8 full adventures in it! This seems the most suitable for a shorter game or campaign and I might just take a look at running something from here before the spooky season is fully through.

Dear reader, have you ever played this version of Ravenloft? Do you yearn for the mists? Or would you rather play a game actually made for horror?

Hex-jammer

Messin’ with 5E

I’m sure those of you who have been around for a while are aware of how much I enjoy mucking around with my D&D campaign. It is a Spelljammer campaign of the 5E variety and it has been running for quite some time. About 25 sessions, I think. That makes it one of the longest running campaigns I have ever had. That’s probably what makes me want to keep messing with it. A while ago, I introduced the very FitD idea of Engagement rolls before big jobs/dungeons and that has worked pretty well. I also brought in the adversity token, which have come in handy for our heroes in a few clutch moments, let me tell you!

1E Throwback

This post is not so much introducing yet another rules hack or even anything home-brew. It’s more about utilising a style of play that went out of fashion in D&D a long time ago. Hexcrawling! A couple of the oldest D&D publications I own are from AD&D 1st Edition. One of those is UK5 Eye of the Serpent, written by Graeme Morris and released in 1984. This was designed for one DM and one PC! Specifically, it was made to be the first adventure for a druid, ranger or monk character. This is besides the point. I just thought it was unusual. Also, it reminds me of a Troika! adventure I just read, The Hand of God, mainly because it starts much the same way, with the characters being abducted by a powerful winged creature and dumped in their nest at the top of something very, very high up.

Anyway, the point is the hex map of the outdoor region, Hardway Mountain (the name of which, I think we can all agree, is a little on the nose.) Now, the use of this map was incredibly restricted in the text. If your PC was playing a druid, not only did they have to have a prescribed set of three NPCs with them, they should also be forced to take a particular selection of the marked “routings.” These would be distinct from the routings a ranger or monk character would be forced down. You can see this laid out in the unfeasibly complicated two-page spread below.

Now, I think this is really interesting in comparison to what you might deem a hexcrawl style game today. I think most OSR games that use a hex map are thinking along the lines of open-world or sandbox play where you go to a certain hex on the map to explore, with the understanding that the whole thing will be open to your PCs. There might be geographical or other obstacles they have to overcome but that’s up to them, they can either try them out or forget about them.

When it comes to encounters, places of interest, etc. a lot of the time these will be generated randomly and the GM is discovering along with the players in many cases. Even if the GM is the one who came up with the encounter table they’re rolling on, they are not to know what the roll will turn up in the moment or what the PCs will do with them! I realise I am probably teaching my grandmother to suck eggs here, but I want to point out that, although the hexcrawl is a pretty old school style, it wasn’t always necessarily as free a style as it is generally taken to be today.

One last thing. That Eye of the Serpent module has some fantastic art by Tim Sell. Just check these out.

Hexing the Rock

The Spelljammer campaign may have gotten a bit bogged down on the Rock of Bral. Why? Is it because it is the only location described at all in the Spelljammer 5E set? Maybe. Is it because all the plot threads of the campaign led there? Partly. Is it because it takes a life age of the earth to get through a round of 5E combat? That’s a distinct possibility. Anyway, the crew have spent a lot of time exploring, murdering, stealing, negotiating, shopping, drinking and dating on the topside of the Rock already. But one of them has had a literal ooze-heart pulling them to the underside since they got there and they finally made it down. Now, to get them there, I invented a little something I like to call the Shaft of Bral. Stop sniggering! It is a shaft of pure void half a mile wide through which you can reach not just the top and under sides of the Rock but everything in between too. So they took a little row-boat called a spell-rudder down to the bottom and now they are crawling through the hexes underneath. I threw a few random encounters at them on the way down as well. I invented a few encounters for the Shaft of Bral and put them in a d6 table. I got the players to roll for those and they had fun getting hit by another spell-rudder in a hit-and-run and avoiding the sickly air of a boat full of corpses on their way down.

So far, using the encounter table in Boo’s Astral Menagerie (the Spelljammer Monster Manual,) I have been unimpressed. The first time I used it they got an encounter with a ship of aggressive Vampirates. Then there was a fight that lasted three full sessions. It wasn’t all bad, it just derailed things in a less than ideal way. So, I thought I would just make my own encounter tables from now on.

Once they were finally on the Underside of the Rock, I had to think about how I was going to handle it. It is a very large area, made up largely of farmland and forest and they were there to find one wee gnome. I could have just given them directions, but I wanted it to feel like they were exploring and finding their own way, so I took the map of the Underside of Bral and popped it into Roll 20. We are playing this game online so this worked out well. Then I set the map layer to have a hex grid, instead of the standard square one. Now, as they travel, each time they pass from one hex to another, we roll for an encounter. Some of these encounters are designed to beneficial, some are quite the opposite and others are what they make of them. They have been using their own skills, abilities and traits to push on towards their goals while getting the impression of uncovering things about this place as they move through it. I’m not sure how the creators of this version of the Rock imagined people using this map. Maybe this is exactly what they thought we would do! But, I doubt it. It doesn’t feel as though any thought went into that, in fact. As it is with so many recent D&D 5E products, you are given the bare minimum and expected to figure the rest out for yourself. Even a little advice to go along with the map would have been useful. I mean, even Eye of the Serpent did that in 1984.

Anyway, the last session we had was one of these hex crawl sessions and I can’t remember a funnier time. Genuinely laughed the whole way through. Now, I am incredibly loathe to take any credit for that. It was entirely the hilarious antics of the fantastic players I am blessed with. A couple of highlights:

  • Our Giff Charisma-Fighter/Paladin climbing a tree to hide from a patrol with his trousers ‘round his ankles because he thought his hairy grey arse-cheeks would help disguise him as a bunch of coconuts (didn’t work, it was an oak tree.)
  • Encountering a bunch of Hadozee who were on the run from the nearby prison but didn’t know how to escape the Underside. The party told them all about the secret hatch in that stump over there which led to the Shaft of Bral. What’s that? Do we have a boat there? Yep! On, ok, bye then! Good luck in the shaft!
  • Herbert Gũsfacher, ornithologist, the latest identity adopted by the party’s resident illusionist, Balthazar.
  • Gary, Son of Gary. Oh, are you based in the Garrison, Mr Gary-son? No, the Citadel, actually.

Anyway, these random encounters did help along the good times and, I hope, gave the players a sense of active exploration. They haven’t found what they were looking for yet (it’s Eccta, the plasmoid Mum) So I can’t go into any detail about what is in store but I will be using a lot more of my own home made hexcrawls and random encounter tables, that’s for sure.

Dragon Age Rules

Basics

So, it looks pretty straightforward as a system, if I am honest. The basics, at least. I do believe that, from what I have read in the past, there is one major innovation in the AGE system and I will get to that later. For now, let’s just get a grip of the basis of the whole thing, ability tests.

Ability tests

You need to roll an ability test to do any sort of action in the game. In general, you can try to do anything, even if you don’t have the appropriate ability focus, which is kind of like a skill or proficiency in D&D and similar games. Sometimes, the fiction of the game or the situation might require you to have a particular ability focus to even attempt a roll, but this seems to be the exception and not the rule.

Anyway, the way it works out is you roll 3d6 when you want to try to do something. One of these dice needs to be identified as the Dragon Die, more on that later. Then you add the ability you are rolling and another 2 if you have the right focus.

3d6 + Ability + 2 for Focus

Obviously, the intention is to roll high. The GM sets a Target Number depending on difficulty and circumstances. The higher that number is, the harder the action is. If you roll the Target Number or higher, you succeed. Simple enough.

They identify the Opposed Test as a separate type in the rules but essentially they work the same way, except, instead of having a Target Number, both characters roll their opposing ability tests to see who rolls higher. Also, if your scores are tied, you use the number on the Dragon Die to decide who wins.

It also makes it clear that you will need to use tests, in some situations, as if they are saving throws. So, you would make a Dexterity test to avoid falling off an unexpected cliff. That sort of thing.

There is a short section here on degrees of success. But, honestly, it doesn’t make an awful lot of sense and I would be loath to include it. Essentially, it seems to be a narrative tool, only. It allows you to show off how well you succeeded in a test, or how you only just scraped by. You do this by referring to the result on the Dragon Die. The higher the Dragon Die roll, the more spectacular the action. But, from my point of view, it’s still a success and, if you want to see how well a character did in their success, can’t you just look at the number you beat the Target Number by? (Since I wrote this, I was chatting with a mutual on Instagram, @otherstuffrpg about this very subject. They were a big fan of this mechanic! They felt it was a unique aspect of the rules that added a lot to the game. It might be one of those things that comes alive in play.)

Time and Actions

So, time is explicitly divided into Narrative Time and Action Time. It’s pretty much always Narrative Time until the Action starts, is more or less how they put it in the book. There’s not a lot to explore regarding Narrative Time, to be honest.

Action Time happens when you get into any scene that requires the rolling of initiative. Once that happens you are dealing with rounds. Each round is 15 seconds. Within a round you can take one Major Action and one Minor Action or two minor actions. There is a list of major and minor actions that are possible within a round. Major ones include stuff like All-out Attack, Heal, Melee Attack and Ranged Attack. Meanwhile, Minor Action examples are Aim, Guard Up, Ready and Press the Attack. I’m not going to get into the description of each and every action. Suffice it to say there is quite a lot of detail here. I imagine a cheat-sheet would be all but essential at the table to help players remember what they can do in a round and how each action works.

Initiative is sorted by everyone making a Dexterity (Initiative) roll. Ties are broken by the result on the Dragon Die and only PCs and major NPCs get their own individual initiative rolls. Minor NPCs act together in a group. You only roll initiative at the top of an encounter, not every turn.

Combat

I realise I already started the combat stuff above but that is the way it’s presented in the book. Also, it does suggest that the initiative and Action Time rules can be used in any situation that could be an action scene in a movie. You could lump chases, hunts, and other similar activities in there too.

Anyway, here’s how you do violence in Dragon Age:

  • Make and attack roll. That’s a test using the ability associated with your weapon type, Strength or Dexterity.
  • Add any bonuses from focuses, magic etc
  • Compare the result to your enemy’s Defense rating
  • If your roll is equal to or higher than that Defense rating, you hit! Well done!
  • Then you inflict damage. Everyone’s favourite part
  • You roll the damage dice of your weapon and add the relevant ability to it. This is usually Strength, but, interestingly, you add your Perception score to a ranged attack roll, rather than your Dexterity.
  • If your attack is Penetrating skip this step, otherwise, subtract your opponents armour rating from the damage roll
  • The result is the damage you do to the enemy’s Health

@Otherstuffrpg suggested an interesting house rule for damage, which I thought was a pretty fun way to speed up combat a little and beef up the Dragon Die. Instead of rolling damage for every hit, you take the result of the Dragon die and add a +4 for each damage die your weapon normally has. So, if you roll a 3 on your Dragon Die on your attack roll and you are using a longsword, which normally does 2d6 damage, you get 11 damage, 3 + 4 + 4 (plus whatever other miscellaneous bonuses you might have.) Sounds good, right?

There are a bunch of other rules around how you deal with dying characters, pulling killing plows and coups-de-grace but I am not going to get into them here. Most of them are the sorts of things you are more likely to tackle using your own judgement at as a GM anyway.

Stunts

This is the part I was most interested in getting to. It is also the mechanic that I feel provides the most uniqueness to the system, was I hinted at earlier.

Here, I am only referring to Combat Stunts but the game has Exploration, Roleplaying and Magic Stunts too, which is interesting.

Essentially, in combat, if you roll doubles on any of your dice in your attack roll, you get Stunt Points. You get a number of Stunt Points equal to the number on your Dragon Die, so, you want to roll high on that too. If you want to do a stunt, you have to use those points immediately or they disappear. Now, different stunts cost different numbers of points. There is a table of stunts and their SP costs.

You can see from the table that it includes some pretty cool little tricks and actions. I particularly like the Set Up one, that allows you to help another PC on the battlefield and Seize the Initiative, which means you literally move to the top of the initiative table.

But, when I first heard about stunts I was imagining something a lot more freeform. I guess, even when restricted to the items on this table, you are relatively free to describe how you achieve the results. I think I would almost certainly play stunts much looser at the table, allowing players to come up with their own stunts on the fly and assigning the required stunt points to what they are trying to do.

Healing

You can recover a few Health points by taking a Breather, like a five minute break, you can recover more by sleeping for a solid 6 hours or you can gain some back instantly by using the Heal action or the wizard spell of the same name.

Magic

I am skipping the chapters on focuses, talents, specialisations and equipment, mainly because I touched on them in the character creation post, but also because I just want to get to the section on Magic.

Magic in Dragon Age the video games, while not necessarily very different o to other games in how it is presented on screen, is such an interesting and integral part of the lore and story of the setting. With most mages being controlled by the Chantry, or church, due to their volatility and the potential for them to become possessed by demons and turned into violent abominations, you have a fascinating dynamic in place already. If you then throw in the apostate mages on the run for the chantry and their enforcers, the Templars, the existence of the Magocracy in the Tevinter Imperium and the fully enslaved and tightly controlled magic users of the Qunari, things get pretty explosive. It is always at the centre of the stories in Dragon Age games and I am hoping they have retained a lot of that flavour here.

The chapter on Magic does take quite a few pages to cement your understanding of the subject in the setting, which is good, although, once again, potentially a bit too much for the beginner.

It then gets into the rules, starting by suggesting several basic mage builds that equate largely to those from the video games, Creation Mage, Entropy Mage, Spirit Mage etc. These are essentially just the selection of three spells that you should start off with if you have a preference for the type of magic you would like your mage to cast.

Mana

We then get into Mana Points. Once again, I got into this a little during character creation. A mage gets a 10 + Magic + 1d6 MP to start. You have to spend MP to cast spells. Each spell has a set cost but this cost can be increased if you are wearing armour, the heavier the armour, the higher the cost. Once you run out of MP, you are done casting spells until you recover some. Resting/meditation or sleeping will regain you some or all of your MP. Pretty straightforward there.

Casting Spells

You have to make a Magic ability test to cast any spell. Every spell will have a Target Number in the spell block and you have to hit that number or the spell fizzles, taking your mana with it. This seems pretty rough. You only have so many MP and even if your spell fails you lose them. This smacks of the spell casting rules in Dungeon Crawl Classics. There are even a number of tables in here describing specific Spell Stunts and Magical Mishaps that might happen depending on the results of your rolls. Magical Mishaps happen on a failed casting roll where the Dragon Die shows a 1. Here’s the table:

You can see there, that the mage risks becoming an abomination on a roll of 6!

Spellpower

This is another one of those rules that makes me wonder why they have bothered with it. Some spells will require a character to make a test against your Spellpower. Now your Spellpower is calculated like this:

10 + Magic + Focus (if applicable)

So, it is not a constant, like a D&D magic user’s Spell Save DC. What I don’t understand is, why not just use the roll you made to cast the spell and make your opponent roll against that? This whole Spellpower business seems like an unnecessary mechanic.

Spell Stunts

These work just like Combat Stunts. If you roll doubles on your spell casting test, you get the number of spell stunt points that shows on the Dragon Die. You have to use them straight away and you do so by spending them according to the cost of the spell stunt. See the table below:

I really like Fast Casting and Imposing Casting. No surprise really since they are the most powerful.

There are also Spell Stunt tables for each type of magic, like Creation, Primal, Spirit etc. And, if you want, you can include the optional Advanced Spell Stunts but only at higher levels.

I like the stunts a lot. It feels like something really special that I could imagine players hoping and praying for sometimes. I can imagine the burst of excitement at the table whenever doubles are rolled!

Spells

The spells themselves, I am not going to get into. I think it’s enough to state that the spells accurately reflect those presented in the video games. As a piece of flavour and lore, I really appreciate that. Spells like, Death Magic, Crushing Prison, Frost Weapons and others are very evocative of the Dragon Age games for me so I am glad they have chosen to stick so closely to them.

Also, the most iconic of the magic specialisations in Dragon Age, Blood Magic, is very much an option here, but to emphasise its otherness, the Blood Magic spells have all been listed separately. They’re pretty horrific, most of them, too.

Although there is no level requirement for the spells, as such, many of them have another spell as a requirement. I like this as it will force mage players to take a certain path through the spell lists if they want powerful, top tier ones. Just like in the video games, once again.

Conclusion

So, thems the rules for Dragon Age, pretty much. They are not as crunchy as I was expecting given the size of the tome but there are definitely a few mechanics that I would probably just not use. I would also definitely consider @Otherstuffrpg’s home-brew damage rules.
I am a fan of the stunt mechanic overall, but I would probably be quite happy to allow a lot of improvisation of stunts at the table too.

I didn’t expect this, but getting to grips with the rules has made me excited to play it!

How about you, dear reader, have you ever played this game? Would you be interested to give it a try now that you know a bit more about the rules?

Dragon Age Character Creation

Dragon AGE

I’ve recently been playing through Dragon Age Origins again. It’s been a long time since I have played that particular game although, I have played a lot of Inquisition and even Dragon Age II since then. Playing Origins has put me in a nostalgic frame of mind but also, I thought it might be a good incentive to try something new, TTRPG-wise. The Dragon Age RPG has been out for some time, about ten years I think. Green Ronin published it and it is based on the AGE (Adventure Game Engine,) which is maybe better known for being used by their Fantasy AGE game. I got both of those on a Bundle of Holding years ago but have never even gotten around to reading them. So, I asked in the Tables and Tales discord if anyone would be interested in trying the Dragon Age RPG and I was surprised and delighted to discover that I am not the only DA fan in the community!

If I needed an excuse, I could also say this is all in preparation for the new DA game, “Veilguard,” which is due out soon. But, honestly, it has more to do with replaying the old game than waiting for the new one.

Anyway, I have had some decent success in getting to know new systems by creating characters on here in recent posts, so I thought I would do that again today. Off to Thedas with us!

The steps

So, I am doing this using the Dragon Age RPG Core Rulebook published in 2015. I have it in PDF format. I would like to start by praising it for having a comprehensive set of internal links from the table of contents. For a book of over 400 pages, this is invaluable.

So, what are the steps to creating a Dragon Age character? Having a quick look at them, there are similarities with the video games but with some flourishes and differences presented by the AGE system.

A screenshot of the Dragon Age Character Creation Steps table from the Daraon Age RPG core book. The table includes the 8 steps you need to complete to create a PC for the game.
A screenshot of the Dragon Age Character Creation Steps table from the Daraon Age RPG core book. The table includes the 8 steps you need to complete to create a PC for the game.

As you can see from the screenshot, the first step is coming up with your character concept. I quite like this as a starting point, although, I do wonder if it might be rather a tall first hurdle for some players. I often find myself coming to know the concept of my characters in other games during the process of creating them. But, let’s give the game and its designers the benefit of the doubt and go with it.

1. Step 1: Character concept

This section in the book urges you to go and read through Chapter 7: Welcome to Thedas, if you’re not terribly familiar with the setting, and maybe haven’t played the video games. Now, chapter 7 is almost fifty pages long and covers everything from the major nations and races to the cultural significance of the Dwarven Paragons. You would want to be pretty invested in the game before you ever start to read that whole thing, as interesting and even pleasurable as it might be to do so (the writing is not bad but the illustrations are very good indeed.) As I have played through all the games multiple times, and even stopped to read all the books I picked up off bookshelves and desks as I played, I feel like I am already well enough equipped to get away with not reading it before embarking on the character concept step here.

  • An adventurous youth who has finally found a way to escape their home.

That’s it, that’s the concept. I will say, I don’t think a thorough knowledge of the game’s setting is required to make this sort of thing up. Most of the example concepts they provide in the book are vague enough that they could belong in any traditional fantasy setting, in fact.

Step 2: Determine abilities

You’ve got a whopping eight abilities in this system: Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength and Willpower. Other than Perception and Communication these match up pretty well with the stats in Origins. We are rolling 3d6 for each one of these and then we record the modifier from the table below, not the sum of the dice, much like your average Borg game.

A screenshot of the Determining Abilities table from the Dragon Age RPG core book. It is a 3d6 table, which indicates what your starting ability score will be depanding on your roll. It goes from -3 to 4.
A screenshot of the Determining Abilities table from the Dragon Age RPG core book. It is a 3d6 table, which indicates what your starting ability score will be depanding on your roll. It goes from -3 to 4.

Communication: Rolled an 8 so that’s a score of 0
Constitution: Rolled a 13 so that’s a score of 2
Cunning: Another 13 for this one, so, 2 again
Dexterity: That’s a 10, which equates to a 1 on the table
Magic: I rolled a 12, so that is 2 yet again
Perception: Not wonderful. That’s a 6, which is another 0
Strength: A below average 9. Still, it gives me a 1
Willpower: That’s a 7 on the dice. And that gives me my third 0

The book does give options to either roll the scores and assign them to abilities as you see fit, or to do use point buy system instead. But, I think I will continue the tradition of randomising the process that I started way back in the OSE character creation post.

Step 3: Backgrounds

So, in this game, your choice of background also determines your race and has some pretty major mechanical effects, as well as the obvious cementing of your character concept from earlier. Here are the effects they generally have:

A screenshot of the list of features a PC's Background gives them in the Dragon Age RPG. These include ability score increses, ability focuses, race, class choices and languages.
A screenshot of the list of features a PC’s Background gives them in the Dragon Age RPG. These include ability score increses, ability focuses, race, class choices and languages.

Now, the book says nothing about rolling for your background randomly. In fact, I believe it encourages you to choose based on your original character concept and the ability scores you rolled. But I’m not here to play by the book (actually, that’s not true, really. I just enjoy the thrill of the roll!)

So, there are a total of thirty, 30, backgrounds (!) in the core book. It just so happens that I have a 30-sided die thanks to my flirtation with Dungeon Crawl Classics. So here we go!

That’s a 28! This means my character’s background will be:

Tevinter Laetan

And that is pretty cool! So, it means that I will necessarily take the mage class as the Laetans in Tevinter society are magic users from the mundane classes who are identified at a young age and trained to serve the Imperium. It fits quite nicely with my character concept, too. I can imagine a young Tevinter mage, disillusioned with the unfair system under which their own class of people toils while the upper class mages reap all the benefits. Not to mention the binding of so many elven slaves in general society.

Here are the benefits gained from this background.

  • +1 to Cunning – this makes my Cunning score 3 now!
  • One ability focus, either Communication (Deception,) or Cunning (Arcane Lore) – I rolled again on a d2 for this and got Cunning (Arcane Lore)
  • Languages – Tevinter and the Trade Tongue
  • Take the Mage class
  • Roll twice on the Tevinter Laetan table:
The Tevinter Laetan Benefit table from the Dragon Age RPG core book. It is a 2d6 table. Depending on wht you roll you will get a particular benefit such as +1 Consititution, Focus: Communication (Deception) and +1 Magic.
The Tevinter Laetan Benefit table from the Dragon Age RPG core book. It is a 2d6 table. Depending on wht you roll you will get a particular benefit such as +1 Consititution, Focus: Communication (Deception) and +1 Magic.

First roll – 11 Focus: Cunning (Cultural Lore)
Second roll – 9 Focus: Communication (Persuasion)

Step 4: Classes

A screenshot of the page from the Dragon Age core book that describes the Mage class. It includes an illustration of a femme human in red robes with long blonde hair, a staff with a blue stone on top, three bluish potions at her hip and some magical enegy emanating from her outstretched fingertips.
A screenshot of the page from the Dragon Age core book that describes the Mage class. It includes an illustration of a femme human in red robes with long blonde hair, a staff with a blue stone on top, three bluish potions at her hip and some magical enegy emanating from her outstretched fingertips.

This game, much like the video games, only has three classes:

  • Mage
  • Rogue
  • Warrior

But within these classes you have a selection of specialisation options. I often wonder that there is no Priest class in this relatively traditional fantasy world. They gave the healing duties to mages and that is one specialisation option you can take as a mage. You can’t take Bard as a class but if you are a Rogue, you can choose to specialise as a Bard. And Barbarian isn’t an option in the Class list, but Warriors can go down that sort of route if they want.

Anyway, all that is academic as I am required to choose the mage class due the background I rolled.

The Class section starts off with an explanation of the broadness of the classes as I said above and then tells us a little about character advancement. You start at Level 1 and can get up to Level 20. There are options for XP and milestone leveling and it explains how you improve with a new level. Suffice it to say, ability score improvement is one of the main ways you gain in power, but you also get more Health, new ability focuses (which I don’t understand yet,) new class powers and “stunt points” (which I also don’t understand yet.) I just know you start with 6 Stunt Points. Everybody does.

It’s important to note that you don’t get a specialization until level 6.

As a mage, my character starts with three spells but can’t wear armour or use many types of weapons.

They have three Primary Abilities (as do all classes.) For a mage that’s Cunning, Magic and Willpower. The first two are not bad for me but that last one is a 0. Oh well.

All the others are Secondary Abilities.

Starting health is 20 + Con + 1d6. I rolled a 5 so that means it’s 27! Not too shabby.

My Weapon Groups are Brawling and Staves.

At Level 1, my Class Powers are

  • Arcane Lance, which means I can send a burst of magical energy from a staff
  • Magic Training allows me to cast spells. Here are the spells I’ve got:
    • Arcane Bolt
    • Arcane Shield
    • Daze
  • Mana Points. I start with 10 + Magic + 1d6. That’s a 4 on the d6 so a total of 16.
  • Starting Talent. I choose one talent from Chirurgy, Linguistics and Lore. Can’t get Chirurgy because it has a requirement that I don’t have. Gonna go for Lore, which seems the most generally useful.

Step 5: Equipment

You don’t get a lot to start with to be honest. I’ve got a backpack, some traveling clothes and a water skin as well as a staff and another weapon. I can only use staves or Brawling weapons. The Staves group includes clubs and morning-stars, I guess I’ll take a morning star then!
I also get 50 + 3d6 silver pieces to buy other gear. I rolled 10 on the 3d6. So that’s 60 silver.

I guess I’ll pick up a bedroll for 10 sp and a blanket for 6 sp. I’m not going to get into any more shopping right now.

Step 6: Defense and Speed

Your Defense score is, unsurprisingly, a measure of how hard it is to hit your character. It is 10 + Dex + Shield Bonus (if you have one.) So, that’s an 11 for me.

You can move up to a number of yards equal to your Speed when taking move actions. For a human, that’s 10 + Dex – Armour Penalty. I don’t have any armour so that’s not an issue. So essentially my Speed and Defense are the same, 11.

Step 7: Name

They have a long list of sample names in the book. Not just for Dwarves, Elves, Qunari and Humans but for the full variety of cultures and backgrounds (actually this mainly applies to the various human cultures) that they might come from. First, I need to decide what this character’s pronouns might be. I think I will go with he/him this time. As a Tevinter character, I can choose from some pretty cool names, including Dorian, Florian and Ether. But I have decided to go with Amatus. Amatus the Tevinter Laetan Mage.

Step 8: Goals and Ties

I like that they have included this step in character creation. Just go and take a look at my Motivation post to see why I think that, at least about Goals.
Anyway, I have to pick three Goals, a mix of long a shorter term ones.

  • Find the only friend I ever knew, an Elf named, Adanna, who was once a slave who belonged to his family in Tevinter, but escaped to Ferelden a year ago.
  • Try to make a name as an adventurer in Ferelden while staying out of the hands of the Templars.
  • To earn some coin and find some companions.

The other part of this is the Ties part. Now this specifically refers to other PCs. Since I don’t have any of those, I’ll have to skip that part.

I think I will have to do another post on the general AGE system and particularly how it relates to this game as there are still several elements that are a mystery to me but I feel like I have gone on long enough for one post.

Non-standard Holidays

Celebrations

I’ve begun to realise recently that I would much prefer to celebrate a fictional or “made-up” holiday than a real one. At least a real western one. I have had to interrogate the reasons for that, of course. But, let me tell you, dear reader, it did not take me very long to hit upon the answers.

Religion is, naturally, the top reason. It’s been a long time since the church and I parted ways. We had a fundamental philosophical conflict that was irreconcilable. Anyway, as a result, I don’t feel I’m a part of the religious side of any of our really major holidays. Christmas and Easter are the ones I am thinking of but in Ireland, at least, there are plenty of other saints’ names attached to days throughout the year. Of course, I know that these holidays, and even some of the saints have been recycled from pagan ones by the church. Same with a lot of the traditions. I’m sure dominant religions have been doing that throughout history as a clever way to stamp their authority on a people or place. You can see it happening in real time to our big holidays too, of course, as they are co-opted by consumerism. The original meanings have become mixed up and diluted and lost. What even is the meaning of Christmas? (there’s a saccharine Christmas movie in there somewhere.)

The second reason is related to the first in that rampant consumerism is the focus of these big holidays that we tend to celebrate in the West. So, as diluted as the pagan purposes of the holidays have become, even the Christian meanings of more recent centuries have been co-opted by Black-Fridayism. These times, when families and communities come together, are often the most stressful and worrisome occasions for those struggling financially in the first place. It just doesn’t feel worth it…

So why not celebrate occasions where the meaning is as clear and sparkling as Caribbean waters, and as fun and uncomplicated as a Hobbit’s birthday party? And let’s not forget, themes worthy of really kick-ass RPGs.

Talk Like a Pirate Day

Those of you have been around a couple of weeks might remember that I made a character using Pirate Borg a while back. That was by way of familiarising myself with the game, the setting, the character classes and the general rules. And all of that was in the service of a Talk Like a Pirate Day one-shot on September 19th.

I was the GM for this game so I never ended up using Isabella “Butcher” Fernando, the buccaneer I created for that other post. However, we did have another buccaneer in the party, recently returned from hell, where the devil didn’t want her, was Eliza “Bad Omen” Rackham. She made an incredible entrance (her player was unavoidably detained so she appeared about an hour and a half into the action.) As though rising from Davy Jones’ Locker, she emerged from he water by the other characters’ little row-boat and hoisted herself into it by grabbing their oars, shocking her companions who all knew she was dead. Eliza was, surprisingly enough, the most normal member of this cursed crew. As well as “Bad Omen,” we had a couple of skeletons, one a swashbuckler and one a zealot, a vampiric rapscallion and, a mutant great old one from another reality who also happened to be a sorcerer with a taste for human flesh. So, I decided to skip any town-based interactions with NPCs and start them off in medias res, facing down a British naval vessel who wanted to kill or capture at least three members of the small crew. Raymond, our vampire took the role of captain, despite being disadvantaged by the glaring Caribbean sunlight, while Jolly Roger, the Great Old One Mutant and our skeletons, All Bones McKeown and Hector blasted off broadsides.

After they escaped that fight, we did a smash cut to them rowing ashore, greeting the resurrected Eliza and then to the carved door of a lost temple in the jungles of Black Coral Bay. That’s the island presented in the core Pirate Borg book as a place to start your adventures. I took three of the dungeons (Shrine of the Nameless Skull, Sanctum of Nameless Blood and the Lake of the Nameless One, which are all a part of the larger Temple of the Nameless One but are distinct nonetheless) described in the book and used those for the one-shot. It might seem counterintuitive to use three dungeons where one would have been more than enough for a one-shot, but, for the Pirates of the Caribbean type theme and for the satisfaction it would bring, I thought it was important. So, I did the first dungeon entirely in montage, finally describing how the PCs figured out the way through the temple door and let play begin there. For, the second dungeon I took out all but two main rooms, putting several major items and encounters into those rooms instead. The third dungeon, I left in its entirety and I’m glad I did because it had so many cool moments. These were topped off with a bunch of curses handed out by an ancient golden idol in the hold of a sunken Spanish galleon in an underground lake, the skeletons regaining their flesh, and All Bones McKeown being eaten by the giant Cthulhoid monster from the home-dimension of Jolly Roger. The survivors escaped through a maze of flooded underground tunnels and emerged into the creepy and atmospheric Black Coral Reef.

I loved it. It was a very good time and I think the players liked it too. One of them announced that they would happily play a full campaign of Pirate Borg, in fact. Their roleplaying was fantastic, because, as game designer and mutual on Instagram, sean_f_smith recently commented on one of my posts “everyone knows how to play a pirate.” I was worried about the strangeness of the PCs at the start, but the madcap elements introduced by their weirdo characters only heightened the atmosphere. Add in some pirate tunes and a few glasses of grog and we had a whale of a time. 10/10, might just go back to it before next Talk Like a Pirate Day.

Bilbo and Frodo’s Birthday

Did you know that it was Bilbo and Frodo’s birthday on September 22nd? The Bagginses of Bag End? Well, I didn’t. Not until the day before at least (although, I’m sure a younger me would have known it.) Anyway, I got in the Discord for Tables and Tales, our local TTRPG community and requested a Lord of the Rings flavoured game. It was incredibly short notice but our resident Tolkienite, Isaac of Lost Path Publishing did not shirk. He suggested a one-shot of a scenario that came in the core rules of The One Ring 2E from Free League. In no time at all we had swords, bows and axes being proferred in the comments and a full fellowship was formed.

In fact, we had five players and Isaac in total so it was a very fun table. We started off, on the night, with a spot of light character creation. Now, you need a bit of time for this in The One Ring. It’s not as time-consuming as D&D 5E character creation but it’s somewhat more involved, than say, Pirate Borg. Even then, with Pirate Borg, we had plenty of prep time and we had all met for a session 0 online a few days before so everyone had their characters ready to go. Since I had given Isaac only a single night to pull this together, (sorry Isaac) we had to include it in the session. By this point, we already knew this was going to take longer than one night to get through but we were all alright with that.

Actually, by the time we all had out characters ready we still had plenty of time to get into “the Star of the Mist.” The scenario began with our Player Heroes meeting Gandalf in the Prancing Pony! How my nerdy heart swooned! Isaac, producing an Oscar worthy performance as Ian McKellen as the old wizard, sent us off on a quest into southern Eriador where some folk had been going missing.

Our party consisted of two Dwarves of the Lonely Mountain, one of which was played by me. I said I was going to go full Nesbitt (as in Jimmy who played Bofur in the Hobbit movies) But I think I was more Belfast than that in the end. My guy is Frár, the Champion. The other dwarf is Berfa, a Treasure Hunter. We have a second Treasure Hunter, Porro, one of our two Hobbits. The second Hobbit is, Rollo, a Messenger and finally, our Barding, Dagstan, is a Warden. We set off into the wilds to find the source of the trouble and we managed to get a fair way into the scenario despite our time constraints. I don’t want to give anything away but it has Dwarves ruins, monsters in the water and a mysterious “she” who has so far remained unnamed. That’s a trio of Tolkien ticks right there.

As I said to the rest of the players, this session was special to me. It felt like the realisation of the dream of Tables and Tales; the ability to get a game together at a day’s notice for people to enjoy and to celebrate an important occasion, Bilbo’s onehundredandeleventh birthday!

I’m so looking forward to continuing this adventure. It had been a long time since any of us had played the system so there was a fair amount of scrabbling through the book for rules by all concerned. I feel like next time, we’ll know what we’re doing a lot better and, from recent experience, I find Free League games to pretty intuitive once you grasp the basics.

Other festivities

These are just the latest games played with a particular non-standard festival in mind. On May the Fourth, we played a Never Tell Me the Odds one-shot set during the events of Star Wars Episode Four, A New Hope. The PCs had to infiltrate the Death Star to rescue a certain Princess before the storm troopers got them, or indeed, before anyone else could rescue her!

Obviously, we are coming into the season for horror and spooky games as Halloween approaches. This is one holiday I can get behind. There are so many games that could suit this season that I am excited to start coming up with a few ideas.

How about you, dear reader, are there any occasions, events or holidays that you like to mark with a festive game? Let me know in the comments!