Gods of the Forbidden North

I trust you have all recovered from your Black Friday / Cyber Monday purchases? There did seem to be some real bargains for RPG PDFs and books, and I picked up a few. Although I have plans for both Symbaroum’s ‘Throne of Thorns’ and Warhammer Fantasy 4th Ed’s ‘Enemy Within’ campaign, I failed to resist picking up volumes 1 & 2 of Gods of the Forbidden North at a knock down price. This is a sprawling campaign, designed with Old School Essentials in mind, but easily playable with your fantasy game of choice.

On the arctic frontier, at the border between the mountains and the wastes beyond, looms Castle Thar-Gannon. For centuries, the Skull God ruled his domain from his blackened throne. But twenty years have passed since the routing of his armies, and the castle lies abandoned with riches unclaimed. Yet, death still lurks in the shadows of the ruins. An ancient doom arises from the depths of this place…

A frigid sandbox, with broad enough shoulders to also provide an adventure path journey through its 480 pages (Book1). Book 2 heads into subteranean realms, with a final book 3 due to arrive in 2025. It’s a vast yet accessible campaign landscape, full of bite sized adventures.  The player characters have travelled to the Forbidden North, and not without purpose. They have seized a valuable Inilgaan artifact, the Eye of J’karaa, from distant ruins. Pursued by their rival, Zarcand the Black Magician, the heroes race to elude their enemy and profit from the heirloom’s secret. 

It’s really tempting to get this to the virtual table straight away. Although Dragonbane is an obvious system choice, I thought I’d branch out and use something else.

Recent play of both Warhammer Fantasy and the slightly more accessible Zweihander, based on an earlier edition of Warhammer with some design changes, have got me tingling. A grim and perilous set of rules cast out into the Forbidden North seems like an excellent ice frozen combination. I’d be playing it on Foundry VTT, my online gaming home. Zweihander is due a new ‘Reforged’ edition in about a month’s time, with some Kickstarter promises for a Foundry module in 2025.

This will either prompt me to be patient and wait for the Foundry module to arrive, or forge on with another game engine. My thoughts turned to my own Heroic Fantasy, a simple Black Hack based game that could quickly be brought into this campaign. An advantage to this game system is its light and flexible approach to describing things, which would make any conversion work a chilly breeze.

Heroic Fantasy emulates early D&D, very much the base for Old School Essentials. Although the two differ mechanically, they occupy similar traditional game space. This prompted me to pick up the Heroic Fantasy book and remind myself of it! I still like its unpretentious and simple mechanics, shallow power curve, and largely player facing rules. It feels a bit ridiculous to waver on offering Heroic Fantasy to possible players due to it being my own game (albeit based on David Black’s solid framework). I think it is a confidence thing.

As I looked through the game I had an idea for a rules variant on difficulty modifiers, so have written it down here to remind me! 

Continue reading

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The Diamond in the Rough

This is the one that almost got away. I have to go back to October 2020 for the end of the Kickstarter campaign for Here Be Dragon’s ‘Monte Cook’s Diamond Throne. In that dim, dark plague epoch, I was in the midst of some Cypher system love which, paired with my endless exuberance for portentious heroic fantasy, seemed like a great combination.

Since then, Cypher has faded somewhat down my list of go-to systems, though it’s core simplicity and player facing mechanics continue to appeal. High heroic fantasy has most recently arrived in the shape of more inventive F20 with Shadow of the Weird Wizard, and fantasy in general is now dominated with anything Dragonbane. The Lands of the Diamond Throne are chock full of tippy toe high fantasy treats, a gorging of magic and protentious heroics against carefully mechanical odds.

So, four years then. Well, I just remembered that I never got the books that had been sent out. I think, sometime in 2023 I said to the company, Here Be Dragons, that’d wait for the last big thing, The Width of a Circle epic campaign. Of course, it never arrived, although it looked as though it was being worked on. So that patient approach almost cost me everything, as the whole thing slipped from my cosciousness as I was very busy retiring and loafing about.

Cut to today and I went on a quest of my own, to navigate old email threads and dust strewn Kickstarter pages to work out how, or even if, I could still get hold of my pledge books. After some faffing about, I discovered a whole sequence of coupons available to me on my account at Monte Cook Games’ webstore. For a shipping cost of £14, my Kickstarter rewards would be shipped to me. Hoorah! I still think that the campaign pack will be produced and sent through at some point, but I will forge on without it.

Worth noting that the slipcase set of the two core books are about to become available through retail at the MCG Store

An unexpected turn, and a curve ball to my gaming plans, which will see some Cypher in my play, at the very least at some conventions. My immediate next step is always to see what is available on Foundry VTT. As far as I can tell, there is a fairly rudimentary system sheet for Cypher play, which is better than anything I could put together, so I have something to work with.  The character creation process of assembling an “I am an adjective-adjective noun who verbs” is just as much of a delight now as when I was fooling with it a few years ago.

Perhaps this will be my Tier 2 group of heroes:

  • A Fierce Human Fighter who Was Foretold
  • An Honourable Dracha fighter who Performs Battle Rituals
  • An Intelligent Human Channeler who Attunes to Mystical Forces
  • A Contemplative Human Emmisary who Delves into Akashic Memory
  • A Tough Verrik Wanderer who Reveres a Totem Spirit
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Fabled

Fabled is another VTT that’s Kickstarting, which ticks all of my boxes, probably…

Slickly marketed, this is an all in one integrated experience, which promises, if you can find it tucked away with dice skins and roll effects, the Holy Grail of fully customisable character sheets. in a modern and well designed interface. A place to game without limits, except the ones that come with all developed platforms…

I kind of insist that there be integrated webcams these days, and this platform includes that along with a significant array of community tools. Much of this reminds me of the promise of Role VTT when it was launched many years ago. Fabled occupies the same space as a glut of other offerings, perhaps reminding me most of Alchemy, but providing tools akin to the big three.

The 5e focus is in plain view, with whole cloth customisation of systems for play somewhere down the line. I’d like to ask them about that, but I’d need to back for a bit to do so. They have promised some more material to allow people to assess what the actual platform looks like beyond the marketing gloss. I’ll be keeping an eye out for that.

I’m largely settled on Foundry VTT now, and I don’t want to be paying for several platforms for my games. I can put out a good game in Foundry, so that is probably enough. The only thing I feel it lacks is a truly straightforward customised character sheet builder for non-coders. I presently produced functional sheets using the Custom System Builder, but gosh are they ugly.

On balance I am likely to stay where I am with Foundry. However, the Fabled sparkle glitters my imagination with tingletastic optimism. Interesting to see what it really looks like.

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Sample Dungeon

My game pitch for Grogmeet 2025…

Sample Dungeon

AKA  The Ruined Tower of Zenopus

A century ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. The tower was close to the sea cliff west of the town and, appropriately, next door to the graveyard. Rumour has it that the magician made extensive cellars and tunnels underneath the tower. The town is located on the ruins of a much older city of doubtful history land Zenopus was said to excavate in his cellars in search of ancient treasures.

Fifty years ago, on a cold wintry night, the wizard’s tower was suddenly engulfed in green flame. Several of the sorcerer’s more human servants escaped the holocaust, saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower.

Now, there are whispered tales of fabulous treasure and unspeakable monsters in the underground passages below the hilltop. At the Green Dragon Inn, the players of the game gather their characters for an assault on the fabulous passages beneath the ruined Wizard’s tower.

Join me in exploring this ground-breaking introductory adventure for Dungeons & Dragons by Dr. J. Eric Holmes, that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. Return to the beginning of our hobby, but experienced through a cutting edge, innovative, roleplaying game: SPI’s award winning DragonQuest.

An adventure you will never forget, whilst accepting that everyone else will know that you voluntarily chose to play this.

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Game Planning for 2025

Fun times planning the games that I might run in 2025. The list is always a malleable soup of ideas, prone to fickle change, but the process of coalescing to an actual game is an imaginationscape(TM) all of its own.

  • Traveller is my forever game, and the one that I have played the most in 2024, so I reckon that I might get something substantial to a regular slot in 2025.The inestimable Steve over at Four Letters at Random has, methodically and cogently, eviscerated the second and third books in the recent Mongoose ‘Ancients’ series of campaign books, leaving me a touch disinclined to jump into that epic series. I have already battled with railroady campaign books in Conan 2D20, and would rather not have to re-orchestrate another big thumper. Maybe the terrific first book in the series, the Secrets of the Ancients, might get some play? In any case, I have my eye on something smaller and more manageable.
  • Symbaroum has always been a favourite. I was running the game when early in its published life. It feels like a time to return to, not least because it is so ably supported in Foundry VTT. I think I could run some of the grimdark material at some fully 18+ conventions, but am cautious as to its suitability at others. I have almost all of it!
  • Shadow of the Weird Wizard is on its way to me, as shipping is underway. I will run this online in Foundry, when the premium module is made available next year. In the meantime, I think it would prove a popular option for conventions.
  • Dragonbane continues to impress, and there is little doubt it will feature in the schedule. I will run the Path of Glory, and/or, Windheim online at some point. I’m 20+ sessions into running the game in Trudvang and think I now understand it better. Essentially, it is BRP, with familiar Free League design flourishes interlaced. Add significant skill advancements and a few extra Heroic Abilities to starter characters and they start to ascend to an impressive, if fragile, level of power.
  • The One Ring (2e) is on my excited to give a go pile. Possibly to be run at a convention or two, though I’d like to run the Lone Lands campaign as a short taste of Middle Earth. It seems clear that  Free League do not have any licence to extend the IP to online play, so I would need to custom load the assets into Foundry to make the game as lovely as I would like. I might enjoy that.
  • Age of Arthur will hopefully crowdfund in 2025. I have been running it for playtesting a fair bit recently and foresee some more in 2025. I might use the opportunity to revamp the ‘Time of the Wolves’ mini campaign as part of the crowdfunding.
  • I’m fiddling with a game engine called Century, and might get it out for play in 2025. If it goes well I will self publish a small book as a give away for people who play the game.
  • SPI’s DragonQuest might get an outing, because it is the best RPG of 1981.
  • The Gods sword and sorcery RPG is on my guilt list. It is beautiful and evocative, and lie to believe that it is more than style over substance. I’ve written a character sheet in Foundry and put some assets in for a game. Maybe… 
Do you do this? It amuses me to look back and see what I thought I might do, what excited the imaginationscape at a particular point in time. I’ll be back with the real, as they emerge.
Too many games, and not enough time. 

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LongCon 2024

It has been a joy to bring back LongCon, a convention formatted for tabletop roleplaying games that last the full weekend. We have just had a great weekend with games that have had the room to breathe, exploring a full mini-campaign all in one weekend. It’s like being a student again!

The most important preparation for the event was to consider how such a format will work for the GMs and players. After an open process of consultation, I came up with some guide lines for the event: https://longcon.ttrpg.uk/index.php/about/

Essentially, the event forms over a period, with open game pitches and a player selection process that seeks to establish workable groups for the full weekend. This is critical for an event where you will be with the same group throughout. The process as written is probably over specified, but it seeks to address many of the possible concerns about the format.

The games seemed to go well, and we have had good feedback and enthusiasm from this year’s attendees to do it again. So, we will!   More information on the LongCon website and our Discord. https://longcon.ttrpg.uk/

I played in Dom’s Stealer of Souls / Black Sword classic double adventure using the Tripod system as the rules. The game was great fun, and Dom  sustained the pace perfectly for the weekend. The tripod rules worked a treat, providing support for scaling the mundane to the sorcerous heights, and gave us high impact conflicts that were resolved in a couple of dice rolls.

Maybe I’ll offer something next year?

Here are our groups for 2024.

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State of Play – June 2024

With the first half of 2024 in the rear view mirror, I thought I’d take a peek as to how my own ttrpg play is going.

 81 sessions.

As is customary there are a few stand out campaign games, with a swathe of one-shot fun, thanks to my convention attendances.

My online streamed game of Mongoose Traveller 2e – ‘The Borderland Run’ has been a continuous joy, with the first story arc reaching a conclusion in a few weeks, but with a new arc to follow, heading into the Pirates of Drinax Though fortnightly, it has run consistently, and I do what I can to prioritise my Sunday early evening to get to play. It’ll go down as one of my classic games and a delight to play. 

Trudvang setting, Dragonbane rules has been a core part of my GMing this year, and I have greatly enjoyed the combination. I have a lovely group, sized well to accommodate a couple of players who have been busy and not able to attend so consistently. I had hoped to stream the game, but one player doesn’t want to be live streamed (and fair enough), so I am private streaming the game to finesse the technology and get the volumes right. I hope the game continues to entertain as we head into the depths of Snowsaga.

Dom’s ‘Achtung Cthulhu’ continues with a breadcrumb trail of clues and encounters, as our heroes uncover Nazi meddling with things what should be left alone. I like this iteration of 2D20, which covers the action very well. It’s interesting that the group dynamic has encouraged me to take a more backseat and supportive role. Although I am being swept along, I am enjoying others play, and intrigued to see how it builds to an inevitable ending.

And thanks to Dom for using Tripod for the Longcon ‘Stormbringer’ mini campaign. It was great to play with this light and flexible game again, and so encouraging to see it effortlessly handle the scale of the conflicts, mesh in the powers of Chaos and Law, and resolve the intensity with exciting outcomes that resolve in a couple of dice rolls. Using Tripod helped us to enjoy the majority of the two pack scenario, and be well timed for a late afternoon ending on the Sunday.

I expect the doughnut will expand a little with different systems in the second half, with my top three growing in session numbers. As Age of Arthur wanders into early playtest, it should make an appearance in some measure. I sense either Shadow of the weird Wizard or Symbaroum may make some in-roads, but I am expecting to be surprised by what emerges. I will stream a mini campaign of something this year.

This is the most gaming in six months I have done, possibly ever. High quality too. Such is the way of retirement, desire, and a gaming community of great GMs filled with play opportunities.

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A Return to Role VTT and Streaming Settings

With Role VTT bringing back cameras, and making some progress on their integration with Owlbear Rodeo, for maps and tokens, I have made a return to use the platform in my own gaming.  There is now a subscription for the service, which is long overdue, and it is generous of them to offer a full year credit for backers. Role is now supported by just the two original creators, without any sort of team to back them up. I think it is likely that any development on the platform will necessarily be at a glacial pace, which is a shame, as it is a solid framework that could push forward to be a really compelling place to game.

As it is, one of the key features of the VTT is the capability to get a system up and running on it in a couple of hours, to get into a game as quickly as possible. Paul and I will be working on Age of Arthur 2nd edition, something i’ll talk about much more in other posts and places. Getting a workable sheet in Role to run the game, took about an hour. Most of the time will be spent getting some attractive assets into the ‘Room’ and working out how to manage them.

Here’s an early screenshot of the room:

The beginnings of a Role VTT Room

It’s been interesting re-acquainting myself with Role after a lengthy (and continuing) sojourn over to Foundry VTT. Foundry has a powerful and flexible journal system that enables the presentation of many assets onto a canvas at the same time. The journal system also has folders, enabling a tidy way to manage lots of assets.

I think the best way of displaying several assets at the same time is to create them as graphical tokens and place them onto a map (which provides more control over size) or a displayed image. Above is an example of what I’m doing. The NPC is presented as a card (actually a token) on top of a shared image. I can then create many cards and display them as we are playing.

Another thing that I will need to get used to (again) is that in Foundry everyone has their own view of the canvas and the position of their webcams. In Role, it is very much a shared space with a common view, like a real table. So, anything placed as a token can be moved by anyone. It really is like people picking up paper assets at a table. It’s fine, just a different mode of being.

OBS Input Audio Filters

My first streamed game was, largely, a success, and I think captured the fun of the session fairly well. It was a delight to have a number of the Dungeon Muser’s roster of players together with me for a game, including the Muser himself as a player. One enduring disappointment was my microphone volume, which is lower than the other participants, even though it doesn’t sound that way when actually playing live.

Some judicious YouTube surfing has found me a very good tutor for OBS settings. I am now running with a number of Input and Output filters, including ‘Gain’, which digitally boosts my volume. And yes, I really do think I have to turn myself up to 11, or at least by 11!

To afford me some more screen real estate, I am going to try and stream in 1440p 2k. This gives a better screen definition than trying to do the same thing by applying a zoom on the browser window itself. It does require me to have at least 6mb/s upload speed, and I can just about manage that (oh why can I not have full fibre!).  

I run a fortnightly game on Foundry. To check my settings, I am going to stream the regular game but to a private channel, as I have a player that does not want to be streamed. This will afford me a chance to test the settings, and my mic volume in particular. 

There is some enthusiasm for me to run some more D&D4e. I would stream that but using Foundry, as there is a very good system on there for that, including all the monsters. My OBS settings  don’t need to change. Perhaps I can squeeze that into the streaming schedule too?

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RPG Actual Play – a YouTube Streaming Test

I’m not a big watcher of live stream RPGs, but I do participate in a channel full of great games that are routinely streamed. The Dungeon Musings channel is an unpretentious ‘fourth wall’ channel, of gamers simply playing lots of games from back in the day and today (to coin a phrase). There’s no editing, and although the sessions are quite disciplined and well prepared, they also reflect incidental chat and mid session breaks. It’s been a real boon to my gaming to be involved.

Although not a prodigious consumer, I thought I’d try running some streamed games. I have managed one in the past, but not since moving to Linux, nor with Foundry as the VTT. In some ways the VTT is irrelevant as OBS is just pointed to a window on your system. As it happens, I’ll be running a Dragonbane game set in Trudvang, with players taken from the Dungeon Musing’s roster, including Kevin himself. No pressure then!

The basics can be setup quite quickly, but getting the screen to record well, and working out my own sound has been a pain. My voice input is at +350 milliseconds to get good synchronisation with the video. That took a lot of trial and error. Working out the optimal window screen resolution to record at also took some working out. In the end, good old FHD 1920×1080 seems to be the best for legible handouts, though I have gone for -90% on the browser window to enable me to squeeze a bit more in to the window. Maybe if I ever get full fibre to my house, will I be able to up the resolution.

I have ‘quiet’ mic input issues. This seems to be mitigated by having the output going through my earbuds from the Bluetooth speakers, which makes little sense to me.  I’ve increased my sound in OBS to +110%. On a test my voice is clear, but it may prove to be something else to keep an eye on, when I only have so many eyes. 

OBS running in Fedora Workstation

I’ve put a bit extra in for the game itself to make sure that it runs smoothly, and gives a good experience for the players. The adventure is simple and strongly routed, with some signature Trudvang moments to introduce players to the setting.

You can join me on June 15th at 19:30 BST on YouTube.

If this proves successful, then I might run a series of streamed games on my channel. The measure of success being that I technically can get it working, and that it proves enjoyable. I’ll be looking to showcase some games that perhaps don’t get such a lot of actual play, and my style will be relaxed and ‘fourth wall’.

Possibles include: DragonQuest, Heroic Fantasy, Shadow of the Weird Wizard, Alternity, The Chronicles of Future Earth, Age of Arthur, Gods, Keltia, Infinity 2D20. The muse may promote others.

It would be great to showcase games that are not widely known or that have apparently ‘had their day’.

Appreciating that not all my gaming buddies like the idea of live actual play, I suspect this will form just another string to the bow, rather than the main volley to my gaming.

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Keltia – a return to Arthur

 

I still wonder at the games that never made it to actual play. With more time on my hands I am looking to make that right, ad as i find it difficult to let any of them go, I might as well run them. Or so i thought…

Keltia sits in that group of ‘historical based’ Cubicle Seven presented games from the French company: Le 7ème Cercle. I have played Qin and Yggdrasil with great enjoyment. Keltia, their historical Arthurian game, shares mechanics with the Norse Yggdrasil, along with suggestions for a blend of the two. The games are still available in English, at least in PDF, though not all the lines were translated, leaving some gaps for the amateur book translator.

Keltia is a nice traditional skill based D10 dice pool system, Keeping the highest two and summing them to beat a difficulty number, with the D10 exploding on a 10. The Skill level is added to the result. The system has a heroic meta currency, a series of Gifts, Weaknesses and Combat Feats to spice things up. Perhaps not the most revolutionary engine out there, but it plays solidly for a heroic low fantasy game.
The setting is given a lot of book space, making it a trove whether you play out using the rules or not. The game focuses on the Arthur of Gwynedd, ad is well described. You’ve got more than enough here to give your game a distinct post-Roman flavour for the heroics to come. This is very much a historical grounded game with lashings of magic and old gods woven into the fabric.
Of course for me to run the game, it would either have to be a convention game, or put onto a VTT. At time of planning, Role had not returned with web cams, so I planned to put the game onto Foundry… 

A nice evocative splash screen, to get the players ready for the mysteries and dangers ahead.
Foundry doesn’t have a working system for Keltia. I forged ahead to build something that would give a full play experience using the ‘Custom System Builder’ module, allowing even someone like me to get a functioning, if not that pretty, character sheet up and running. It records all details and manages dice rolls.  
The Keltia game system on Foundry VTT

It was time to get some adventure ideas thrown about to enable a game launch to happen, as all other ‘obstacles’ had been put to the legendary sword. Really, it was only then that I stopped and thought: “Why am I not using Age of Arthur?”. I mean, I’ve actually written a full Arthurian RPG with my partner in rhyme, Paul Mitchener. This wouldn’t get Keltia played, but it would return me to a veiled place in history that I love to explore.

Then I got to thinking about an Age of Arthur second edition, refreshing the setting text a little, but mostly uplifting the game engine from our ‘Disapora VSCA’ inspired Fate to the ‘Cosmic Fate’ recently released by Sarah Newton and Typhon Games. This would also afford us the opportunity to refresh the presentation of the book and bring it back to peoples attention.
So, rather than run Keltia (oh look, I still might…), I have started work to bring the Age of Arthur text into a ready to update state. That’s a fairly major project, with a lot of steps to go, and yet I reflect that there are many Arthurs, so maybe there is some room for Keltia too…

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