Grogmeet Friday Old School session initial thoughts

 has asked me to host the Grogmeet Friday OSR session at Grogmeet 2019 – a great honour indeed!  As Grognards have already been talking about this kind of thing on Twitter, I emailed Dirk with some ideas – these are my initial thoughts and will no doubt go through changes before the event. I’m looking for feedback, ideas, preferences and ultimately will need some GM’s for tables. I may take a back seat with GMing on this one and do the organiser and ‘table runner’ role that I think was missing at Grogfight last year.

I’ve got 3 ideas for Grogfringe at the moment. I’m aiming for table interaction and hopefully a bit of an ice breaker. In the order that I prefer them:

Aliens!

All tables use the same rules (something like the free Mothership rules). Adventure starts with the PC’s coming out of cryosleep, alarms blaring, red lights flashing. While they’re dazed and confused a bossy Sergeant tells them the ship has been attacked by aliens and they need to get to escape pods – he puts them into teams which must make their own way there (one team per table). There are other options though; they could head to the armoury and try to take on the aliens, or try to get to the comms room to call in support….

Each team with have three comms links – one for each of the other teams. They can use them to talk to another team for up to one minute. There is a 1 in 3 chance of the comms unit failing after that and they can no longer contact that team. Could either have players going to other tables or use GM mobile phones for more realism…

Would be good to have a full schematic of the ship as they would have some knowledge of the layout etc. Could also put this on a board to track each teams movements.

If a PC dies they move to another table, but this time as a new character, someone that team has come across as they try to escape the ship.

Globetrotting Pulp Adventure

Using different pulp systems (Daredevils, Justice Inc, Pulp Cthulhu..), each table/team is from a Caduceus like operation trying to foil Evil Corp (traditional pulp baddies). Teams uncover clues in New York, Paris, London, Berlin that lead them on 4 separate missions in exotic locations. At each they must all foil the plans of Evil Corp to save the world.

Table interaction could be through telegrams (short hand written notes) that can only be sent and received at certain points.

Deathtrap Dungeon

Using the same rules (maybe B/X D&D) each party is a pre-formed adventuring group ready to take on this lethal dungeon. They are all playing in the same dungeon. First to the prize wins. Would have a board showing progress of each team… they get points for achieving goals, or have penalties for losing party members (which are not killed but knocked out, slowing them down). Those furthest through the dungeon could set traps for those that follow (maybe!).

I’m not sure on the table interaction on this one… would need further thought.
I’d like to keep tables more self contained and minimise table swapping – I reckon players would want to stay on the table they begin with for the main part. I’d also like to reduce the amount of prep on GM’s by having maps good to go (use something like this https://wizardawn.and-mag.com/tool_smap.php), just need a few encounters adding.

Some of this was based on conversations on Twitter immediately after Grogmeet. There was a Pulp thread with @DissectingWrlds, @KiernanEd, @thedicemechanic and others, some fantastic ideas – although I do have my reservations about multiple systems after last year. @dimbyd had suggested using the original Tomb of Horror competition module for this – that could be a great one for a Deathtrap Dungeon option.

Let me know what you think, what you would prefer, any problems you can see – any feedback or ideas at all – on Twitter/MeWe would be fine, but if you post your comments here it’ll be easier to refer back to in the future.

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