The Lemurian Seven: Thoughts on BoL

Last Friday I started running Barbarians of Lemuria… it’s a game that has been on my shelves for ages and I thought it would be worth a trying it out. I read the rules a couple of times (for it’s 200+ pages BoL still feels like a light game) and had a plan to run each of the brief adventures from the core book in an episodic format. Each episode the heroes would start somewhere new, with no thought or acknowledgement given to how they would get there. That was the plan at least…

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I decided to run the game on alternating Friday’s just to give me a bit more prep time between sessions and also so I had opportunities to do social stuff without having to cancel. I had in my mind I would be lucky to get three or four players, and that I would be content with that. After putting it out there on Twitter I found there was quite a bit of interest… I can manage 6 players, I’ve done it before, so I went with that. But somewhere along the way I lost count, so we now have 7 players; I really didn’t want to have to drop a player, and as I’d not been too fastidious in tracking who had asked to join last, it would have been unfair to randomly drop someone. Although it would have given me a practical use for my Dungeon Crawl Classics D7 Zocchi dice…

Now I’m not a huge fan of big character backgrounds, but BoL encourages players to establish simple backgrounds to tie in with their careers. In this my players went above and beyond; I have excellent backgrounds, not too detailed, but filled with the right stuff. Adversaries and interesting characters have all been included. Every question I asked I was given an interesting, engaging answer. And as time went on I started to wonder how I would use all of this great background material with the episodic format I had planned. I couldn’t see a way to do it.

I’ve since decided to abandon that idea and go for a much more player directed campaign, one where their backgrounds, and most importantly the NPC’s they have identified are a big part of the adventures. After mapping everything out using a Kanban board, I feel I’ve got a good grip on all of the moving parts – certain threads will come into focus for different sessions. In fact, I have so many threads and possibilities that I will have to leave some out for now, otherwise the players will each be going off in different directions to complete their own quests. BoL provides some great mechanisms to bring out backgrounds as well, such as the Hunted flaw which means each time a hunted character enters a city, on a 1 on 1d6, the hunter or an agent of the hunter will turn up and cause problems.

“How’s it been managing seven players online?” I hear you ask. It’s been amazing fun! Some players are more vocal than others, but I try to ensure everyone remains engaged with the game – it was great to see the players chatting amongst themselves using Roll20 chat, making plans while I was dealing with another encounter in Hangouts. We’re still finding our way with the game etiquette and balance, and I think we’ll get to where we need to be before too long. Plus with seven we have the added bonus that if up to 4 players couldn’t make it, we could still have a game!

I need to give more thought to how I prep for sessions as well; too much means I’m pushing the players where I want them to be all the time, not enough means the game can feel a little slow. I felt part of last night’s session was like this and hoped that writing this up might help identify the improvements I can make. We finished on a climax, so I’m hoping to start the next sessions with some pace and continue it from there…

Any thoughts or advice on how to proceed would be appreciated!

 

Better Than Any Man: The End and Closing Thoughts

Warning: BTAM serious game ruining spoilers ahead!

Caught in a desperate and bloody combat inside the main entrance to Goblin Hill, the Black Dogs are scrapping with half a dozen masked and unarmed cultist Burgerfriedensmiliz who stand between them and the huge iron doors that lead outside and to freedom. The alarm has been raised deeper inside the cultists lair and distant running feet and shouting can be heard behind them… not sure how much time they have before a horde of cultists capture (and maybe eat) them, they throw everything into the fight.

Hemming closed in on one of the cultists while the others kept their distance and tried to pick others off with missile weapons, Balock with a hastily picked up shortbow and Miklos with his crossbow. Once cultists started to fall Esmeralda threw herself into the fray, brutally cutting more down while Miklos relieved one of his head. As more cultists come tearing down the corridor the Black Dogs overpower the door guards just as Genevieve and Esmeralda push open the huge front doors and the cold night air floods in. Two guards await outside and are stunned to see the intruders pour out past the corpses of their dead companions.

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With more heavily armed and no doubt competent cultists just behind, the adventurers take the sensible option and flee into the forest…

An effective escape was on the cards but Esmeralda lingered too long, attacking a cultist that was trying to kill Genevieve. Initiative can shaft you sometimes. As the rest of the Black Dogs ran into the darkness, the plucky rogue was grappled by one of the guards who was trying to pin her down until his fellow cultists arrived. Other cultists come streaming past chasing Miklos, Balock and Hemming and all looks lost for Esmeralda, a fate of torture, tenderisation and ending up on a cannibal’s dining plate await her. As a last minute thought (as he was focussed very much on his own survival) Hemming fires his final Magic Missile at the cultist wrestling her, and as his flesh is devoured by chomping skulls, Esmeralda is able to flee into the darkness as well.

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Knowing the dangers of following the party into the woods, the cultists withdraw. It is a little while later that the Black Dogs meet up, take stock of their situation and head back to Thungen with a plan to head to Wurzburg, hand over the heads of T

he Defiler, The Joy, The Mother, The Provider and The Watcher in a bid to save Wurzburg (knowing Karlstadt is already lost).

Outside Thungen they encounter a Swedish patrol and discover they are already too late. Wurzburg has been raised to the ground, the garrison of the Marienburg Fortress wiped out and the citizens of the town slaughtered. It seems they were too late by only a day or two to save the thousands of innocents who perished… Maybe they can still claim a reward for the heads, but who would pay it?

Aftermath

A montage of scenes would show the Swedish army rampaging across the area; remains of the walls and buildings of Karlstadt, shattered and blackened by flame and cannon fire, ruined bodies lining the streets, hanging from gallows and impaled on sharpened stakes, amongst them The Defender and The Reminder. Their creatures are nowhere to be seen. A large contingent of the Swedish army are still camped outside, ensuring none escape Gustavus Adolphus’ vengeance.

Wurzburg has fared no better. The Prince-Bishop Franz Von Hatzfeld has long since fled with his entourage leaving the people to their terrible fate.

Swedish patrols scour the area cleaning up stragglers while witch hunters sentencing many poor women to the hangman’s noose (after all, if there were seven female sorcerers in Karlstadt, there could well be more). One patrol reaches Goblin Hill and before too long it is torn apart and all the cultists within, men, women and children are executed.

Did the Black Dogs prevent the Insect God from awakening and enslaving humankind? A foul and alien deity, the Insect God will slumber deep beneath the ground for now, probing, broadcasting it’s dreams until some other desperate and damaged soul can be manipulated to raise another cult to serve it…

Then there’s the characters themselves – they’ll be level 4 at least after this. What is next for them? Retirement, further adventures?

Balock, Specialist (top left) – the only character to maintain a shred of human decency, even at the end considerate and looking for the best in people; only dealing death to those who deserved it.

Hemming, Magic-User (bottom left) – like most who dabble in the arcane arts, he was aligned to chaos from the start and this only continued as the game progressed.

Miklos, Cleric (top centre) – a true man of God. Perhaps we saw the biggest change in him, in Wurzburg he was a big softie, by the time the hunt for The Seven was truly on, a demented Scimitar wielding death dealer, all too ready to remove a head or two.

Ingrid, Fighter (RIP) (right, standing with peg leg)- an experienced Black Dog who had one job in mind. Kill The Mother and stop the Insect God cult. She lost her life to see the job through.

Genevieve, Magic-User  (right, sitting) – a newer addition to the Ingrid’s Black Dog gang, nevertheless she was happy to throw around magic and wield a sword in battle.

Esmeralda, Specialist (right, standing with arquebus) – tricksy, sneaky and handy with a bow, Esmeralda is an accomplished all around monster slayer.

Maldron, Fighter (RIP) (bottom centre) – a fearsome warrior from the beginning, happy to wade in with his terrifying greatsword. None would have thought he would be the first to go, yet he was undone by The Defiler’s creature and it’s infinite stomach dimensions…

Shylock, Specialist (RIP) (not shown) – a guide from the Karlstadt Conspiracy to overthrow The Seven, he showed great potential until he was ripped in half by The Defender’s creature.

If nothing else, those who survived deserve a well earned rest.

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The player with the most dead characters award goes to Tony for his outstanding contribution to making me feel like a proper OSR GM.

Closing Thoughts

I’m happy and sad.

Happy because we completed Better Than Any Man – it’s the first adventure of this scale, effectively a mini-campaign, that I have ran and completed in a long time. And while it had some troughs, I thought it had many more peaks. The players (regulars , , ,  and an early appearance by were excellent, throwing themselves into their characters and every grim and outrageous situation I threw at them (well not me really, James Raggi the author), and really engaging with the setting and adventure. It was a demanding game as well, a time sink, particularly in the earlier parts… it’s a sandbox adventure that presents some unique challenges to the GM. It’s a bundle of stuff with a glorious historical backdrop, a load of locations, some ideas, crazy NPC’s, encounters and a few dungeons and the GM has to pull it all together to make it sing.

116452Sad because it’s all over. I really enjoyed learning about the 30 years war (I must confess to some ignorance before I started planning this; RPG’s are educational, yay!), planning how to start the adventure (I used A Stranger Storm as a lead in), throwing in some adhoc stuff and watching the players squirm was all great fun. Their morale compases were put to the test and changed direction many times. And using LotFP – damn, I love that system. It’s pure, refined OSR gold to me, as masterful B/X D&D variant – it just works perfectly (well saying that I added a few house rules).

There were a load of locations the party didn’t get anywhere near; the Farmhouse, the Mound, the Infinite Tower and the Realm of the Insect God. Part of that was my fault, I threw in a few distracting side quests, and then when the time pressure was on (with the Swedish Army heading into the area) they because really focussed on getting the heads of the Seven, ignoring the teasers to these other locations I put in their way (a child kidnapped from the refugee camp and a glass tiger prowling the hills nearby; I wasn’t keen on the Infinite Tower and had already decided to skip that). Having a sandbox adventure and a tight timeline is not an ideal mix (in my opinion) and it’s unlikely they could be separated in this case as the Swedish Army’s presence is crucial to the whole adventure.

What would I do differently if I was running it again? Early on I made the choice that this would be entirely human centric, no dwarves, elves or halflings; I still feel that was a good decision. I’d start with A Stranger Storm again for sure, that is a cracking paranoia inducing adventure, setting the tone and player expectations of what was to come. I would have them approach from a different direction – coming to Wurzburg first tied them up quite a bit. If they had come from the northwest they could have encountered the Farmhouse and the Mound before hitting Karlstadt or Wurzburg. Travel was quite slow, so I’d make sure they had easy access to horses, and most likely try to start the adventure a couple of days earlier, so if they are sidetracked they still have a chance of getting to Wurzburg to pick up the ‘Heads of the Seven’ quest and perhaps succeeding in it. Plus there would be a greater opportunity to have more of the excellent and disturbing random encounters.

Would I recommend running it? Hell yeah! It’s fantastic and well worth the time investment – there are dozens of hours of great gaming in this, and considering it is PWYW on DrivethruRPG there is no reason not to take a look.

Better Than Any Man: Imminent Doom

Warning: BTAM spoilers ahead!

Perhaps the aspect of BTAM I’ve enjoyed the most is how open it is – a true sandbox, but with a pressing time constraint (that Swedish Army isn’t hanging around). Like all good sandboxes, it’s never worth looking much more than a session ahead as the players can choose where to go and what to do. Sometimes that means they get themselves into situations that seem… irredeemable. The circumstance they now find themselves in is one such; I was fully expecting to end BTAM with a TPK, after all they were in the heart of Goblin Hill fighting The Mother (a vile sorcerer and fortunately silenced), her monstrous Creature and her cultists, with hundreds of other cultists banging on the door behind them, baying for their blood. Right, a TPK… it has to be. Although I should never have expected anything less, the players surprised me with their creativity and may yet survive…

UntitledWe started the session mid-combat in a room with 2 exits (one magically held), the adversaries mentioned above and a huge stinking cloud. Ingrid was armless, having both appendages ripped off by the creature and attached to its own gruesome body. But the battle was far from over; a carefully placed Magic Missile from Hemming saw The Mother devoured by gnashing skulls, only her head remaining afterwards, a look of agony and disbelief cast on her leathery face. The remaining cultists flew into a frenzy, but were no match for the Black Dogs who destroyed them and the creature, Miklos stepping through and striking off it’s head. Sadly during the combat Ingrid could no longer stand the pain of her terrible wounds and fell to the floor. Throughout all this the much larger mob of cultists were trying to bash down the magically sealed door and it looked like they could succeed at any moment.

Knowing they had not a minute to waste the adventurers push through the other door into the corridor beyond to find a further corridor with a door at its end straight ahead and another door to the right. How could they bar the door into this corridor behind them to slow down the cultists and buy them some time? Of course the obvious solution was to block it with the stack of bodies that they had ‘acquired’… these were propped against the door and Ingrid, suffering from blood loss and her end imminent volunteered to push her weight against the door to further hinder the cultists. As she leant against the door and the stack of corpses wedging it shut a cry was heard beyond and a crack of wood as the outer door was breached by the cultists. It only took a moment before they were banging on this door!

With time running out and the breath of the Grim Reaper’s scythe felt on their necks Miklos and Hemming investigate the room ahead, desperate for a further exit, perhaps a hidden door, while Balock investigates the room to the right (but having no torch is only greeted by a wall of darkness).

the makerThe Cleric and Magic-User have found The Mother’s quarters and find a large bed and a table on which rests a slightly rotting severed head, two spellbooks and the remains of meal, with some uneated human body parts. Briefly the PC’s consider who the head once belong too, perhaps Gabriele Bauer, the 8th sorcerer from Karlstadt? A large chest is pushed against a far well – perhaps it holds significant wealth – but in light of the current circumstance, it is ignored. Taking the spellbooks, as they leave the room Miklos hears a faint ghostly voice “help us”, “we’re trapped”, which seems to come from below the ground. With a very real sense of preservation he ignores the potential distraction and focuses on the problem at hand – how to escape the cultists who are banging ever harder on the door.

dragonborn1Leaving The Mother’s chambers the party gathers in the room to the right and finds a huge mirror which they search and inspect along with the rest of the room… all the while, cultists banging on the door to the corridor outside. Balock pulls the large chest through from The Mother’s room, and after searching for traps picks the lock. Lo! The lockpick is successful, but he didn’t spot the trap and feels a small prick in his thumb. A numbness starts to spread over his hand and he can feel an icy cold crawl through his veins… but this is Balock, and he hasn’t come this far to be killed by some crappy poison needle trap! He grits his teeth and resists, and before too long feeling returns to his hand and the chill fades (he made his saving throw!). Inside the chest are a stack of copper coins, a valuable gold ingot and a treasure map, showing the location of a horde of gold not far from Goblin Hill!

Frustration growing, and beginning to realise there is no other way out of Goblin Hill, Hemming decides to try to hit the mirror with the Leg Bone of St Burchard – perhaps this will activate some obscure magic in the mirror, a portal or some such, allowing them to escape. If only. The bone shatters the mirror and it’s fragments fall to the floor, making a tinkling chorus that sounds like it is mocking them…

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And so a further plan is formulated. Perhaps by using the head of The Mother and some clever disguise techniques one of the Black Dogs could convince the cultists that the ‘intruders’ are dead, killed in the battle outside. With that somewhat crazy and ambitious plan agreed as the way forward, they rush back into The Mother’s chamber. Balock wraps himself in a cloak from The Mother’s wardrobe, hunches and places her head on his shoulders, hood up to hide the detachedness of the head… perhaps the dim light in here will help them. Esmeralda, Genevieve, Miklos and Hemming lay on the floor as though slain in the combat outside.

Eventually Ingrid’s strength fails and she is no longer able to keep the door closed; taking her final breath she smiles, hoping she has given her companions enough time to find a way out. The cultists push through the door and before too long one of them tentatively opens the door to The Mother’s chamber. Balock puts on an amazing performance as The Mother, convincing the cultists that the intruders are dead… and even when one of them points out her creature is dead, he handles it like a pro, telling them “I can summon another one”… and the cultists take their leave to clean up the mess.

enchanted2Hardly believing that scheme would work, they come up with the boldest part of their plan yet. Assuming many of the cultists haven’t actually seen them, they believe they could just walk out of Goblin Hill, only attacking when forced to. Waiting a while for things to settle down they do just that, passing cultists who nod at them and others who have a slightly puzzled look. They engage in conversation with a couple of women they pass, and eventually find their way to the main entrance which is guarded by at least half a dozen unarmed and hooded cultists.

Here they have a choice; head back into Goblin Hill and try to find a further way out, or charge into the cultists at the gates, trying to clear the way. Of course they chose the later, so getting as close as they can to these guards, they charge in and the slaughter begins once more…

Can the Black Dogs survive and escaped Goblin Hill? Will they be able to kill these guards and open the big external doors before reinforcements arrive… and even then will they be able to get clear of the cultists once and for all…

Better Than Any Man: The Battle for Goblin Hill

Warning: BTAM spoilers ahead!

Deep inside the Burgerfriedensmiliz headquarters, home to the Insect God cult, our heroes flee from a mob of enraged cultists. At the end of the last session they had arrived at a junction… to their right the corridor opened into a room with what appeared to be two stone benches, at least as much as their lanterns illuminated. Straight ahead the corridor continued to open into a further room and Esmeralda reported she could hear distant shouting from that direction.cultists

A decision had to be made and quickly. Digging deep, the Black Dogs discovered the grit that makes them monster hunters and turned to fight the cultists, using the junction to good effect and setting up an effective defensive formation that would allow them to get multiple attacks in on the cultists at the front.

Desperate combat ensued as the cultists came flying in even though unarmed. Men and women tried to grapple and pull the PC’s down, trying to overwhelm them with numbers and showing little regard for their own lives (crazy cultist bastards). But with typical efficiency swords were swinging and cultists fell. It seemed like this tactic would work until more cultists charged in from behind. Balock was grabbed by one cultist while another latched onto Miklos, but he was able to shake them off. Pushing the assailants back Miklos struck the head off one cultist, a look of surprise still on his face as his head span through the air, and Ingrid buried her sword deep in the torso of another, kicking the limp body off her bloody blade and freeing Balock.

soldiers-plunderingHearing the bawled instructions of an armed cultist asking to be let through and realising they could be quickly overwhelmed the party retreated into the stone bench room. Hemming, Esmeralda and Genevieve began to explore, discovering the room to be a temple with rows of stone benches and a large throne with a giant ant statue rearing above it. Besides the throne, statue and benches, blood stained tapestries and carpets adorned the walls and floor of the room, both with a pattern of a giant ant head embroidered in them. Meanwhile Ingrid, Miklos and Balock face the cultists at the entrance to the temple, holding their own ground until three armed and more capable cultists join the fray. In an attempt to break the morale of the cultists, Miklos casts a Command spell at the leader of the group – ‘Kneel’ – but it is framed in such a way that it looks to the cultists that this commander has been overpowered by the power of god, and falls to the floor on his knees. This causes many of the cultists to flee for a while at least and gives the three Black Dogs holding the doorway the chance to finish these stronger cultists off.

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Meanwhile Hemming and the others check out the temple. The Magic-user strikes the throne with the Leg Bone of St Burchard to see if it has any effect (it doesn’t), and they perhaps wisely decide not to interfere with the throne any further. Turning their attention to a door leading out of the room, Hemming opens it and a further door beyond along a short corridor. A larger, unadorned room waits beyond and the party moves into it, their plan to secure the door behind them with a Hold Portal spell cast by Genevieve.

the mother's creatureFrom out of the shadows shuffles a horrendous monster which can only be The Mother’s creature. A human torso with a head twisted sideways, and arms for limbs, all in different stages of decay. Following ineffective blows on both sides of the combat a further door flies open and more armed cultists burst in, these armed with shortbows. They are accompanied by The Mother who casts Stinking Cloud in the room, taking Hemming, Ingrid and Esmeralda out of the combat for a few seconds. On recovering Hemming fires a Magic Missile at The Mother which hurts her, but she’s still in the fight. Having locked the door into the room with Hold Portal, Genevieve casts Unseen Servant and the summoned force pushes the other door shut, allowing the Black Dogs to deal with the two cultists who pushed there way into the room. It looks like the adventurers may be about to overcome both the creature and The Mother, when the fiend tears both of Ingrid’s arms off, leading her standing there bleeding….

This fight isn’t over yet, and even when it is, how are the Black Dogs going to get out of here?

Better Than Any Man: The Toilet Gambit

Warning: BTAM spoilers ahead!

The Black Dogs have been standing on the edge of a cesspit, walls crawling with maggots, and flies swarming around since our last session towards the end of 2018.  Human waste rains down nearby from a shaft leading to a toilet and entrance into the Burgerfriedensmiliz HeadQuarter… all they have to do is ascend the shit covered shaft.

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Waiting until all is quiet above Genevieve casts Levitate on Ingrid, and the fighter, carrying her sword and a crowbar with rope attached ascends the shaft…. into total darkness as there are no lamps above. After a moment Ingrid’s head hits a wooden board, a large piece of wood with two holes cut into it serving as toilet seats. Trying to push the board to one side so she can get into the room, Ingrid ends up covered in faeces… not a nice look for anyone! With the board out of the way, Ingrid floats to the ceiling of the room and scrambles around, eventually calling to Genevieve to lower her to the floor and release the spell. Fumbling in the darkness, Ingrid secures the crowbar across the opening left by the wooden panel and drops the rope down the shaft, and one by one the Black Dogs climb into the room.

First to arrive is Hemming who is able to see the room more clearly; a large oval room with the aforementioned toilet, buckets for peeing in and bowls, water and rags for cleaning up. A bolt on the inside of the door is shut by the Magic-User as other party members climb up the rope, some finding it easier than others.

At this stage the party don’t know that the HQ is fairly well populated, and it is no surprise to me at least that a cultist needs the loo… finding the door locked he starts asking to come in as he shouts (and I’m paraphrasing here!) “I’m bursting, open up!”. Hemming comes up with a clever ploy to lure him in and murder him which they easily do… with the rest of the party now in the room, the body is dumped down the shaft.

Much discussion follows a quick inspection of the corridor outside… a dark corridor leads east and west (it seems there are no torches or lanterns on the walls, everyone carries their own lantern), and ahead is what appears to be a refectory… and quite a number of seemingly ordinary men, women and children are at tables eating delicious steaks and veggies. The aroma of meat cooking makes the PC’s stomachs rumble as they realise how hungry they are. The discussion is around a plan… one plan is sneak around, see what’s what; another plan is to wait for people to come to the toilet, kill them and throw their bodies down the shaft.

While they are deciding what to do, there is another knock on the door, and the same plan is put into action – let them come in, kill and dump them. Hemmings ploy is working; while the other party members hide out of sight, the unsuspecting cultists walk into the toilet. Balock and Miklos attack with ranged weapons while the others pile in; three of the cultists are effectively sliced and diced in a surprise attack, but the fourth survives and wins initiative for the next round… oh no, this is bad! The cultists runs into the refectory across the hall screaming “Alarm, intruders!”.

Options are limited; it would take too long for all the Black Dogs to climb back down the shaft, so the adventurers decide to run down one dark corridor in the base. As they flee at least half a dozen cultists come running after them, shouting for their blood (most are unarmed but still look ready for business)… while others may be running to alert futher cultists or cut them off… who knows (not me, hehe)?f1d0de131fc88ddbae64fe5dd74abc9f

Running ahead, chased by cultists, their lantern lighting only a short way ahead, the PC’s turn a corner… could this passageway lead to an entrance and safety, or on towards their deaths? They flee down the corridor and come to a junction – the passageway splits, with what appears to be a room ahead and a further room to their right, a room in which they can just make out the edges of stone benches.

Chased by cultists, the headquarters probably on alert the Black Dogs are in a tricky situation… will they survive the next session?

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.

2019 The Big Plan

At the conclusion of a highly satisfying 2018 of RPGing, it’s time to give some thought to the next 365 days. Like all good agile plans this is likely to change and I’m quite happy to accomodate quite a bit of feature creep…

Conventions

  • Convergence (1st-3rd March, Stockport) – I’ll probably only attend on the Saturday as I’ve done the last couple of years. Still undecided on whether to run my Barbarians of Lemuria one-shot homebrew or The Road to Hell for Lamentations of the Flame Princess. There’s going to be more Grognards GMing this year so there’ll be even more great games to play.
  • Virtual Grogmeet (12th April) – will run either Forgive Us for LotFP which went down really well last year, or Carnival of the Damned for Dungeon Crawl Classics which I had planned to run at Grogmeet but had to cancel. Hoping I might be able to play a game as well.
  • DevaCon (27th April, Chester) – because of the Chester link I’ll definitely run The Road to Hell. Also a good opportunity to play something different.
  • UK Games Expo (31 May – 2 June, NEC Birmingham) – my thoughts at the moment are to run The Road to Hell and my Barbarians of Lemuria homebrew, but I also would like to play a game or two. After last year I decided I wouldn’t play so many games as I didn’t get enough time to catch up with people – we’ll see.
  • Owlbear & Wizards Staff (September in Leamington Spa, date to be decided, may conflict with my daughter’s 18th) – hope I can get to this, no idea yet what I’d run.
  • Grogmeet (8th – 10th November, Manchester) – the RPG highlight of the year. I’m hosting the Friday afternoon OSR session again, so it’s time to get my thinking cap on (got a few ideas which I’ll blog about soon). I’ll also run something else, although no idea what that would be just yet, and hope to play in a couple of games at least – the games on offer here are always the creme de la creme in my opinion, all top GM’s and players.
  • BurritoCon 3+ (if I get around to arranging it will be in Manchester) – really enjoyed these last year, but with Cons, regular gaming and Go Play Manchester, I’m not sure where I’d fit them in.

Games

Besides Cons and the games I am regular player in (Pink Gins and Googlies, Two Headed Serpent, RuneQuest, Judge Dredd, Swords & Wizardy, HeroQuest) there’s a lot of GM stuff to do.

  • Finish LotFP Better Than Any Man – we’ve been playing this since May 2018 and it’s been a blast, the characters have experienced some crazy stuff and been pushed to the edge of darkness. They’re moving towards some kind of conclusion, although I have no idea how that will pan out (bound to involve lots of fire and gore).
  • Start Barbarians of Lemuria campaign in January – I’ve had this system sitting on my shelf for a couple of years and having just reread and realised how cool it is I wanted to get it to the table. I’m going to keep it simple right at the start, just a few of the short adventures from the rules in an episodic format (not going to worry about how they got to the start of next adventure, they are just there), then move onto Lemurian Legends and beyond.
  • More LotFP because it’s just the best OSR game: the full version of The Road to Hell, then Black Blade of the Demon King and moving on to the World of the Lost sandbox (although Qelong is quite tempting).
  • Con games: The Road to Hell using @Newtus‘s one shot format and my Barbarians of Lemuria homebrew which I really need to get boxed off. I’ll need to decide what I’ll run at Owlbear & Wizards Staff and Grogmeet, but they are some way off just yet.
  • Keep going to Lunchtime Lairs – this is a perfect midweek face to face session, not sure I’ll be able to do much GMing at it (with other gaming commitments).
  • Get to Go Play Manchester (2nd Sunday of every month) when I can and hopefully run a game or two.

Resolutions

Such as they are, I guess they’re there to be broken…

  • Try really hard to not to get any new systems so I can focus on and get the best out of a handful – while some GM’s love having tons of different systems, I get this weird stress thing because I know I won’t run them and they just bug me (it’s why I’ve sold a few games in 2018). I want to stick to maybe three or four systems – at the moment LotFP, Barbarians of Lemuria and DCC. I love playing new systems though…
  • Related to the above, take a more rational approach to Kickstarter – I backed a lot of projects in 2018 and still have a few to arrive (including new systems!). There has to come a point where there is no point in getting more stuff… Same with Bundle of Holding, just because there’s a bundle going cheap doesn’t mean I need it.
  • Go for lighter prep – I’ve spent way too much time (which I do enjoy) preparing for some adventures. In many cases it has paid off, and as a GM I like to feel prepared, but I think there’s a happier place I can find where I don’t need to prep quite so much.