Furnace XVI In Person

 Furnace Convention has returned to the Garrison Hotel for a weekend of games, my goodness it was great to be back! We decided to hold the convention fully in the physical as a starter to our return to what we had known before. Our Covid precautions were all in place and, thanks to the national digital infrastructure put in place (hoorah for NHS Digital!), it was super easy for people to confirm their vaccination status, and recent test. We had only a couple of tests required on the day, and that was just through some easy errors.

On discussion with Newt, some online gaming was also made available at the same time, as Furnace Online, and it was so nice to see the reports of the games that took place over the weekend. Although we don’t plan to offer a hybrid style experience over our convention weekends next year, I am a big advocate for pop-up online conventions, and plan to create and attend many, both this and next year.

We are now hopeful that we can move forwards with Revelation and North Star at the Garrison Hotel next year. It was really good to support them, just as they support us. The venue were deighted to see us, with a range of new faces, some different lighting, a new posh menu for their new restaurant, but most everything familar otherwise.

After some setup I got to catch up with Andy Sangar in the bar, it had been too long. A sizeable group circled round a table and we chatted away on games and good thngs with me enjoying the nice hand pull pale ale that the Garrison had put on for us. It felt like we were fully back.

Patriot Games were there to support us, and great to catch up with Jim. Safe to say that Covid and the enforced move to a dfficult part of town centre has made it quite tough for his business. Out of nowhere (Liverpool), Michael of Emmanuel’s Collective also came along with dice and dce bags and t-shirts. Thanks!

Never have the Garrison’s vegetarian sausage! Rarely have I eaten anything more horrible. That was the only false step on a really enjoyable first day. I played in a great game of Agon, The Isle of Nimos, run by Pete Atkinson with a great crew of Greek heroes. My first time out with this version of the game, and a really tightly designed game, with a lot going on just when you need it. Fantastic start to face toface gaming and the buzz of it was great.

A football match, brought in the Wednesday fans, but I hardly saw them as I did the Morrisons meal deal thing as usual and settled into The Dungeon with some convivial chat with Jag on gaming conventions for next year.

In the afternoon I got to run a game of Degenesis for the first time and there is a lot about it I like. I won’t underestimate the amount of time I took during the week getting myself ready for this game. Dipping into the lore, ensuring I was conversant with the new system and getting the supportive bling together. The more I prepared the more I liked the game. It has deep and difficult campaign written all over it. A convention slot for something so deep and crunchy? Well, I accept a little bit daft, but I really wanted to get it to the table and hoped that prep and enthusiasm would carry me through. I appear to gravitate to slightly more crunchy systems, encased in a big complex setting. The game went well and enjoyed very much by 3 out of 5 as an enticing taster, of the players, but I think too overwhelming for the other two players.

My evening was playing in Dom’s Through Sunken Land, a fun Black Hack / OSR hybrid with a Playbook style PC build that created backstory, other protagonists, connections and setting as we played out an investigation in the Great City. This was a  slightly riotous and comedic game that hit lots of high notes. Nice to game shoulder to shoulder with some old friends, new people, and before then faceless but lovely twitterati. The game bounced between infectious jokes, ribald play and driven to a conclusion with verve and gusto. I like the game, but would probably prefer just the Black Hack mechanics, without the OSR D&D spliced on.

A wedding on the Saturday night ensured some noisy partying, which I found delightful to hear. People, enjoying themselves. The young lady in the room next to mine was certainly enjoying whatever she was doing a great deal. I hope they were all safe, in all meanings of the word. 

On the Sunday morning I had some space to just sit in the main room and do some light Cepheus worldbuilding, listening to the burble of games happening all around me. It was marvellous.

The afternoon saw a shake-up due to GM drop outs, so I ended up running TRIPOD in the city of Dramaguhl for six, but the game handled it in its stride. I had a bit too much fun with all the characters and the roleplay, and I keep forgetting how much I like my own game system! A good game to finish, and I made sure that it concluded in good time to allow people to get off to their homes.

I’ve taken today off as an extra treat to come down a little and reflect on the weekend. It was a return to convivial and personable gaming. I thin our precautions were everything we could provide and I hope it proves to have been safe for everyone. Our attendees had a great time over the weekend, with many fine games and much hobby chat. More please!

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Character Premise

 Player characters with a premise are easier to play as distinct and deeper personas, with a story to tell in the game you are playing.

A premise is a prior set of statements from which a plot develops and has meaning. The creation of a premise for each character helps to focus their action in the stories you will tell together in the game you are playing. A premise need only be very short. A three page backstory can simply lose you in the weeds and never get your character’s narrative drivers expressed in actual play. At the end of the day, the play’s the thing. Having these motivations and internal dialogues out and in play, or simmering just beneath the surface, elevates the game you are playing to something more impactful and personal to the characters who are living through it.

Influences

Many roleplaying games have provided frameworks in which to construct premise, so this is nothing new. The simple method below was inspired by a couple of excellent blog posts by Ian O’Rourke of Fandomlife (https://www.fandomlife.net), who in turn took inspiration from Ron Edwards’ influential Sorcerer RPG, How To Write A Damned Good Novel by James L Frey, and Donald Miller’s Marketing book on ‘Building a Story Brand’. An eclectic and insightful concoction.

Here is a simple way to quickly construct a character premise. It can be applied to any roleplaying game, with the option of you adding mechanical game rewards for playing out the premise as befits the particular game you apply it to. Of course, the real reward is some more character story brought out in play.

I wanted to explore a method for the Cepheus Deluxe science fiction roleplaying game, building out ‘Stage 5: Finalize The Character’. As such the text below will briefly reference some game context, but the method is clear and shines through.

Create Your Character Premise

Character Premise is defined through three dimensions:

External: What is the player character’s core goal? What are they trying to achieve?

Internal: Why is this important to the character, what internal uncertainty might this surface?

Philosophical: What question does this premise ask of the character, the setting and the game story? 

Expressing all of them gives you a 3D premise and a more powerful story to tell. Look through the Career and Life Events collected during their career service, and check in with the Refree on the setting backdrop and the overall thrust of where the game is going. A ‘Session Zero’ is a great time to establish character premise collaboratively with your group.

Each character premise is created to be shared around the table. All players will know the characters’ premise and will be able to encourage bringing them out in play. Increasingly, as player characters become entwined in the shared narrative of the game, various levels of premise, most obviously ‘the External’, will be known between the player characters, providing in-character opportunities to bring them to the fore in play.

An Example

Traven Harp is a recently retired Scout, who had been providing vital courier services out in the trailing sectors of Hinterspace, an area that is now under threat from the incursions of the reptilian Ssurask aggressors. Trevan gained Survey Duty (what lost alien secrets did he find?), Exemplary Service (what secret mission did he undertake?), and Cybersurgery (what tech is now housed in his body?) events during his three term career.

Trevan’s premise:

External: Use my skills to aid the polities of Eventide that I call home

Internal: I always give to others, but why do I hide from myself?

Philosophical: Can our worlds be preserved when others have fallen long ago?

At the end of a play session, each player that wishes may highlight an example of how they have played to their character’s premise.  Strong playing to the character premise adds a second XP reward. This could be checked at the end of every session, or at a cadence agreed by the group.

If you are enjoying long form play then all dimensions of Premise can change over time. What new questions challenge and infuse characters as they move through their story experiences, what new fiction bubbles up?

I may return to this post from time to time as thoughts strike me as I apply this and through feedback from others.

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Eventide

 I’m having some innocent fun with Traveller setting building, just as a thought exercise and to squeeze some creative juices. This was precipitated by the acquisition of the new Cepheus Deluxe, a really wonderful version of Traveller. I talk about it here:

Set 1000 years in our future, the game focuses on the Trailing sectors of Hinterspace, largely ignored by the introspective Empire of Stars (EOS) as they are far and away from their stagnated playground and their subservient provinces. Occasionally the Noble Houses will send their Envoys out into the deep, but otherwise these fringes of space can level up on their own.

I’ve started by looking at sector structure on the Orion Arm. This provides a simple overview of astrography and provides a context in which to zoom in. I’m aiming for one sector, and starting within one subsector, which will probably be enough for all play anyway.

Each box is a standard Traveller Sector

The alien threat is a new and active incursion, driving Spinward and into the Hinterspace sectors. EOS has started to take an interest and looking for the ‘outwilders’ to resolve the situation for them, or die trying. Mostly EOS is firming up their borders and resisting any spinward pressure into their hallowed space.

Next we zoom in with enough detail to enable some Travellermap.com possibilities. I’ve picked out the Cyronsure Sector as the place I will do gaming.

Subsector names and those of surrounding sectors

Still zooming in, I get to the subsector level and Eventide itself. I’m using this generator:

https://zhodani.space/stuff/generators/random-subsector-generator/

It generates SEC formatted outputs that can find their way into the Travellermap.com for poster and booklet outputs. A first pass of a random subsector data produces a nice map on the generator site.

A pre-edit Eventide subsector

The next stage is to hand edit the text file that created this map. I can double check the random names and tweak to my satisfaction. Hinterspace has fragmented polities, so I will check the allegience data and create a small number of powers ready for the next stage.

The subsector generator doesn’t output any extended stellar data. This isn’t strictly necessary for mapping, but when I drop down to individual system level I will want to map out in-system details, which will be strongly influenced by the stellar data. This leads to a confession. I can’t find my original Traveller LBBs, and most specifically Book 6 Scouts. This was always my go-to Traveller extended system resource. I’m hoping that they are all in the far recesses of the overladen store cupboard, but wherever they are, they need to be out and available. I don’t own T5(.1), but do have MegaTraveller which, when you plug in the errata document, gives a nice system for generating star types and world orbits.
I’ll need to make a call on which resource I use. Book6 PDF is in my Drivethru basket right now, so I might just grab it electronically anyway. For now I can move on, adding star types to the SEC formatted text files after the fact. I have tested the text and they do port into Travellermap, including appended stellar data, so I am all good to proceed.
In some ways all of the above is just foundational. The real fun starts soon when I get to unpack the UWPs, look for connections and start to get into some gameable details that will get a group of player characters busy!
I’d like to get some base outputs for some gaming. A Sector map is a given, in robust material as a centrepoint to a table. A subsector focus and some forming world data and polity information to enrich game play and get some stories told.
Who are the invading alien species? Why are they now encoroaching on human space? Will Cyronsure, close to the frontline get overrun? Will EOS stop their factional infighting and do something?
I’m looking forward to dropping into the next level of detail and see what stories will emerge. Who knows, I might actually get a convention game or two out of all this effort! 😅
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Starships Riding Fire Across The Sky

Starships riding fire across the sky. Heroes and villains exchanging laser fire. Desperate spacers struggling against an alien monstrosity. Vast planetary vistas, flying cities, moonscapes, mad robots, and first encounters. In short: high-action science-fiction adventure that stimulates your sense of wonder. Cepheus Deluxe puts you in the shoes of an adventurer visiting distant stars and encountering the unknown. Whether you are a seasoned player looking for a rules-light game, or a new gamer wanting to experience what science-fiction roleplaying games are all about, Cepheus Deluxe opens your way forward.

The future awaits!

Do you still get that new game tingle? Or even a new expression of a loved game tingle? I have recently tingled. I’m looking for some SF contrast in my GMing as I plan how to wind up some of my Fantasy D20 fun. My focus had been on getting Genesys back to the table with the Twilight Imperium game coming out sometime at the end of this year or probabaly into next. I expect that’ll still happen, and a watch this spaaaace. Now, I have found the recently released Cepheus Deluxe and my head is in a spin.

Traveller is my always. Playing it early in my gaming life, probably ’81, I have played the game ever since. The ultra light base mechanic, the modular family of options, and being able to tinker and build anything, from characters to sectors of space, from critters to starships, has made it a sure fire winner that continues to delight. I have bought and played most versions of the game over the years. Mostly I have gone with the flow, and persevered even through the TNE house system days. I didn’t go T5, but had a passing happiness with T4 despite the errata laden nature of it. It was great to see the Mongoose Publishing version come out. I felt it brought us back to the simplicity of the early game, but with a lot that made it hang together well for a modern audience. Despite myself, I took to Mongoose’s 2e version, and found an even more refined version of the game which seemed to tick some more of my boxes. That was it then.

But no, along comes Cepheus Deluxe (CD), a new iteration of the Open Gaming Licensed version of Traveller, based on the Mongoose 1e version. I must say that if I were to create my own 2d6 version blend I would aspire to create one as very good as CD. There is so much I like about what it has done with the game.

It manages to maintain everything you would expect, whilst simplifying areas of complexity, and creating engaging sub systems for operatic play. It is still very much Traveller with the usual assumptions, the DNA is all there, but I think this comprehensive book delivers an extremely approachable and dynamic Traveller experience:

Some highlights:

  • Simplified skill list that dispenses with specialisations
  • Pick your skills, roll your events
  • PC Talents that give them ‘advantage’ edge in certain signature situations
  • A simple PC advancement system (from Sword of Cepheus)
  • Task Effect is the total number above the Difficulty – easier and more impactful
  • MgT2 quality Autofire rules (always a bugbear of mine)
  • Damage factored seperately on two tracks (Stamina and Lifeblood) rather than off attributes – looks good
  • Boxed options for cinematic play using Hero Points and other edges
  • Rolling for ‘Position’ simplifies and ‘theatre of the minds’ vehicle and starship combat.
  • Chase rules
  • Starship construction takes us back to simple stats and location based damage effects
I have heavy skimmed the book, and got the tingles. I want to run it and check out how it plays. The world creation is almost entirely compatible with Cepheus and so open to use with online sector generators. Starships are built quickly using the familiar volume and component system. Fuel only realy applies to Jump to keep things simple and the elctronic systems are varied enough, without needing to buy software packages for the ship computer. The armour system for constructs has been simplified to a None/Light/Heavy/Massive group of ratings which cross references with weapon grade to determine the damage table used. It sounds cumbersome as decribed, but looks very workable and will get a good range of effects in a straightforward way.
Of course CD also introduces some more to the 2D6 modular library. The toolkit is further enriched. I tingle to run this as a solid base, drawing in other elements as and when and if I feel I want to.

As CD propelled me towards actual play, I took a moment to reflect where I should run a game. Third Imperium and associated Charted Space is a default and a superb one. I have also started to look elsewhere. I’ve picked up the rather good looking Cosmos – Age of Sail from Drivethru. There’s a lot going on for not a lot of financial investment. It’s quite possible that I will end up seeing starships sail through the alternate dimension of the Aether, thanks to their Kessler Engines and Schechtman Crystal capacitors. A new expression of the game in an alternative Traveller universe.

Feeling a bit like an excited pioneer, I have also considered firing up a sector generator and do it properly. Maybe, just maybe. Tingle.
I’ll be able to devote some time to it after Furnace.
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My RPGaDay 2021 Thread

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D100 like it’s 1986

I’ve had an old times blast today. Inspired by Che Webster’s Roleplay Rescue Podcast, episode 911, I have gone back to old roots and started to build a Chaosium ‘Basic Roleplaying’ game that feels right to me. I suggest 1986, only because I was deep into RuneQuest 3rd Edition by then, rolling around with Stormbringer and other offerings. For a long time some form of BRP concocting was my default game system creation. Since then we have seen some great developments of the core game, in particular out into the Mongoose ‘Legend’ branch of the family.

Mythras (RQ6) is the most elegant and complete expression of the game today. Pete Nash and Lawrence Whitaker have fashioned a detailed and balanced version of the game that, for me, stands taller than any other. I am looking for a slightly simpler expression of the game and though I could have gone with Mythras: Imperative, I pulled off my relatively new OpenQuest (OQ) 3rd edition, that takes from the Legend SRD and delivers a more streamlined expression of the game. Truth is, I’m probably looking for something just a little different from OQ, but it can form a substantial base for my game.

Blending sourcebooks 

In additon to the blending ingredients above, I have access to the Mythras Classic Fantasy books, that take Mythras into a more D&D like experience. It is very strange for me to be heading back to BRP through the lense of recent D&D play. There are strengths to both, and a slight blend isn’t obvious from the purer documents in the illustration.

Legends of Anglere is a fun Fate implementation of heroic fantasy that I never remotely got to the table. It is choc full of stealable concepts, though how far I extract and re-purpose them I don’t know. I could equally take 13th Age, or indeed D&D 4e, and do the same. The blend will always be recognisably OQ though. I’m not in much danger of encumbering OQ with so much extra crud that I lose the simplicity of the base design.

Having said that, in bullet form, what do I have so far:

  • OpenQuest as the base expression of the game
  • A revised and slightly expanded skill list. I may retract back, as OQ’s simpler list is very much a strength. Having a few more skills will help with the niches below.
  • No hit locations.
  • Hit Points equal SIZ+CON. An oldie but a goodie that I have played with for 35 years. Slightly more survivable heroes 
  • Minor and Major Wounds as per BRP Gold Book
  • Passions from Mythras
  • Basic Magic is reskinned as ‘Talents’, extraordinary effects that heroes know how to do. This is simple chicanery to assuage my 40 year aversion to everyone having magic. I come back to this from D&D 4e, where everyone has Powers and it just works for me. This is unnecessary of course as Basic Magic can be described as all sorts of things, but taking out the name ‘Magic’ is an important step in my adoption of the game and keeps the fun of the effects. I shall probably rename quite a few of the Battle Magic spells and possibly rebalance some. Heal for example will be ‘Heroic Recovery’, only applies to battle wounds, and only for the individual character. Of course I may decide that an ‘inspiring word’ triggers a recovery in others. Surge on.
  • Characters choose a Profession/Concept/Class
  • Professions provide a template for initial generation of Skills and Talents (Concepts in OQ) 
  • Profession defines the Talents that your character can access
  • A Critical Hit delivers double damage, though I will need to consider how this stacks with some Talents, which  may lead to quadrupel damage.

Thanks to OQ and other sources I probably already have enough to bodge together a game that could actually see the light of day and play. A simple Google Doc character sheet would seem in order to make it happen. There are rough edges to what I have, but that’s fine, as my flavour leans on rock solid design over decades. 

Why? Well, simply put, I have had a bit of a tiring week, and wanted to regress to an early state, where I designed games with a simple pallette. The range of colours has expanded now, but the experience was terrific and really took me back. 

Maybe I’ll put on a game for old times’ sake?

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Danger in Highfort Pass

A Dungeons & Dragons 4th Edition game set in Kallahn.

With the eastern lands of the Kal crumbling to remorseless Kestolian pressure, Haldun, King of Thrail, has commissioned you to uncover a new threat to the north. The pass through the mountains to the fortress city of Menelcar has fallen silent. This critical trade route to Thrail’s most northerly sentinel city must be kept open! Trade caravans have not returned. Rumours abound that old Highfort, deep in the pass, has fallen to some nefarious evil.

A major quest that calls for heroes, and you qualify! Can you uncover the truth of the pass and clear it once more for safe travel?

Thrail and the North

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Talking with Ron Edwards about D&D 4th Edition and Con4eR

 It was great to have the opportunity to talk with Ron Edwards about Dungeons & Dragons 4th Edition and the running of the Con4eR online convention. Check out the video link on Ron’s Adept Play site:

https://adeptplay.com/seminar/conversation-about-4er

We’ll collaborate some more as we go for a second outing for Con4eR later this year.

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A D&D 4e Stack Tour

I take a tour of the big stack of books… 

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My First 4e D&D Convention Game

 I’m organising a quick pop up D&D 4th Edition convention online at the moment. I’ve talked about the process and how easy it is to do. There’s been some great play at Con4eR so far and it is heart warming to see people getting together and playing this edition of the game.

Having been DMing a 4e campaign, I’ve become much stronger on the core game rules, which are some of the most straightforward and unambiguous versions of all the D&Ds. It’s a joy to run. A four hour convention slot comes with all the usual challenges, including new players to either the system, or the VTT, or both! I went with Role as it is the most familiar to me, and the Foundry 4e system isn’t quite there yet.

My setup on Role

I took a classic ‘Delve’ from the 4e Dungeon Delve book and set the game at 5th level, eschewing the obvious ploy to set your game at 1st level to streamline options. Mostly, the game went down really well for all at the table. There was a lot of fun in the session, but it was ‘full on’ throughout.

I started with a lightning tour round the VTT and player character sheets. I’ve setup clickable sheets for 4e that is designed to speed up dice rolling. There are currently limits to the flexibility of the sheet template system on Role, which they are addressing over the summer. For now, I have a character management sheet that looks after resources and dice rolls.

Inevitably, there is a trade off in providing succint and usable information on VTT function and getting into an actual game, and I was as quick as i could be, hoping that any kinks would be worked through during play. Again, mostly, I think I got the balance about right. I had offered an orientation session before the game day, but in the end i needed to do the walk through as part of the game introduction. understandably, some players clicked on the wrong things, due to the sheet not being completely intuitive. We got over that after the first time different things happened, so no biggie.

There were a couple of things that cropped up as we got into the game. It wasn’t obvious to new people how to make guest accounts to enable them to log in to the table. I haven’t done that journey, so haven’t tried to replicate it, but they were truly stumped.  They got there in the end, but the signing up for the $8.99 was much clearer and suspect the options tree at that point needs to be more clearly expressed.
Another is the need to explicitly and manually clear a dice roll creates too many clicks in the process. One player started to shout “CLEAR” to remind him to do it, and I would respond “Dice in the hole!” The main problem is that uncleared rolls were merging with sheet created new rolls. It was unintuitive and slowed everything down.

As a Role long timer I’ve got used to this change, but I think it needs to be revised.
Acknowledging the usefulness of an uncleared dice roll perpetuating results on screen (we also now have the dice log), I would like to see a timer on dice rolls, so that they auto clear after an elapsed time. Given player ’rounds’ in 4e, the player switches from ‘to hit’ rolls ‘to damage’ quite quickly. If there isn’t a consensus on this then you could have this set as a parameter at the table info, where the game organiser can choose between immediately, never, or a time in seconds entered on screen. I think I would set it to about 10 seconds. I have provided this feedback to Role.
The game itself was a dungeon delve and thus accentuating the rich tactical combat that comes shining through in 4e.
The Barony of Harkenworld is in chaos. A raiding army from out of the carcass of the southern Empire of old have attacked and taken Harken, the castle and the Baron. The ‘Iron Circle’ have command of devils and all manner of evil has become emboldened, striding freely amongst the scattered settlements.
Heroes of the North, you have responded to a crisis out in the East of the Wold. One of the lieutenants of the Iron Circle, Tal Lorvas, has terrorised the settlements that nestle by the Briar Hills and is said to be uncovering some ancient magics in a rumoured tomb of a banished Empress, Nemeia of Bael Turath.
You are in pursuit to prevent Lorvas gain control of the cursed treasures of the tomb. Our adventure begins as you arrive at the uncovered maw of the tomb entrance, breathing a fetid stench from its long deep and dark throat…
#Dungeon Delve, #PG-13, #Co-operative play

Or, Delve 5 in the book!. I re-drew the maps in Dungeondraft so that they would pop out and scale well on the VTT. I was pleased with the results; it’s proving to be a really useful tool. 

Thanks Dungeondraft

Tokens were created using Token Tool and linked to images of the characters that were created from scratch using the offline character builder. The characters were exported through One Note out to images that were embeded in Google Docs to facilitate easy sharing. During the game I had tabs open with each of the character sheets to check on powers and rules questions. That seemed to work well, as the main challenge for players was to get on top of their power options in game. The players were awesome, picking up the variety very well and, on the whole, swung into the groove of working out what they wanted to do whilst they waited for their turns.

I pushed the combats quite hard in terms of cycling round the roster of heroes, to help people stay engaged and keep some sense of pace in the combats. We got through three meaty combat encounters during our session and fnished pretty much to time. There’s more to 4e than tactical combat, but it really does shine to that regard and I was pleased to see the players enjoying their options and the emerging team play as they riffed off each others abilities to maximise their outcomes. 4e is a real team game and it is baked into the class design. Great to see.
I had knowingly overcooked the amount of content for the game, creating two whole extra encounters, that I suspected would never be used, delving beyond the locked doors into remnants of the Tiefling connection with the ancient tomb. It was fun to build those encounters, and who knows, perhaps they will see the light of day, one day.
So much to explore and so little time

A sound room was setup for online sharing of music using RPG Sounds a very nice free application for sharing music and sound effects online. We had ambience, stirring theme music, and some growling of monsters.
Worth checking out RPG Sounds
My main reflecton is that the game was tactically intense, with me cramming in three combat encounters in the time. Some players were well experienced with 4e, others were fairly new. The players did great. On balance I was OK with 5th level, and that didn’t create too much additional complexity. I might lean into more of a Skill Challenge next time and mix it up with the combat.

A good game and inspired me to run some more 4e at conventions.

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