#RPG – A Critique of ‘Privilege, Power, & Dungeons & Dragons: How Systems Shape Racial & Gender Identities in TTRPGS

#RPG – #My30dayWorld – #TTRPG – Who Opposes Evil and Injustice in Your World

jack_halfaprayerRather than ‘opposing evil and injustice’ I more want to explore the idea of youth, rebellion and change against calcification, order, age and tradition. This can be both good and bad. The typical adventuring party I would see as being young (in spirit at least), transgressive agents out for their own fulfilment but as a consequence of that self-indulgent quest, also tearing down the villains. You could frame this as morality versus ethics, or chaos versus order – if you wanted to get all academic about it.

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#AprilTTRPGmaker Favourite game you’ve worked on?

dd-35-eberron-city-of-stormreach-1-638.pngIt’s hard to pick just one and it’s also hard to decide upon what criteria I should judge which is my favourite. Some systems are a joy, some a chore. Some backgrounds, likewise. It can be fun to create something new and it can be fun to work on something with a lot of reach. It can be great to turn a property from its form as a book, film or comic into a game. Each game has its own microcosm of different factors and can be a favourite in a different way.

I’ve worked on Dungeons and Dragons and that’s quite a feather in your cap (at least when you’ve worked directly for Wizards) but the various incarnations of D&D, even 5th Edition, just really aren’t my cup of tea and while I enjoy Dark Sun and Planescape, the more vanilla fantasy settings and ideals typical of D&D are frustratingly hackneyed and cliche (not that that’s bad, it’s just hard and not that enjoyable to write for).

Breathing new life into BLOOD! was fun, an old, relatively obscure horror game that we always loved, but it wasn’t really ‘mine’.

Agents of SWING was a passion project, and I enjoy writing for FATE (though less so the current edition). Working together all the threads of the action/adventure series of the 60s and 70s was a fun challenge.

imageWorking on SLA Industries was great and I and Dave Allsop had good synergy and mutual understanding in the work I did for SLA. Unfortunately that joy has been lessened by falling out with one of the other people involved and the semi-butchering of the main book I did for them. A similar thing – editorial interference I didn’t like – happened in work I did for Call of Cthulhu.

Creating the semi-official Neverwhere RPG, adding to the lore and ideas, creating an innovative system and then giving the whole shebang away for free (terms of the agreement) was a huge amount of fun and that game – in its third edition – may be my most favourite, if least profitable, thing I’ve ever done.

But then, there’s still the tentacle porn…

Beelzeboob for 5e D&D

maxresdefault (1)Inspiration’s thin on the ground these days, but when Liana Kerzner went on a D&D parody tear on Twitter about her demonic alter-ego Beelzeboob, I got a wild hair up my arse to write up ‘Literally the devil’ for 5e.

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#RPG 5e D&D Monster – Glazarn

sewer-monster-800x480Glazarn are small, clammy, humanoid creatures that live in total darkness, deep underground. They are as translucent as glass and barely visible under any normal circumstances. They live in the icy waters of underground pools and lakes, feeding on the blind, white cave creatures that live in similar places. They have no culture, no language and operate on pure instinct despite their humanoid appearance and attack as a pack, their prey seeming to be suddenly assaulted by dozens of bites out of nowhere.

Other underground dwellers loathe these creatures and exterminate them on ‘sight’, but their spores seep through the rock strata and find icy black pools wherever they can, spawning new ‘tribes’ of Glazarn wherever they can take root.

They are always hungry and will eat anything they can find, silent apart from the tearing of flesh and the crack of bone.

Glazarn

Small Humanoid (glazarn), neutral evil.

Armour Class: 11
Hit Points: 9 (2d8)
Speed: 15 ft., swim 50 ft.

Str: 10 (+0) Dex: 14 (+2) Con: 11 (+0) Int: 5 (-3) Wis: 16 (+3) Cha: 5 (-3)

Skills: Stealth +4
Senses: Passive Perception 13, tremorsense 60 ft, Blindsight 60 ft.
Languages: None.
Challenge: 1/4 (50 xp)

Amphibious: The glazarn can hold its breath – essentially indefinitely – underwater.

Glass Skin: The glazarn are virtually invisible without needing the assistance of magic. Their skin and organs are virtually see-thru. Rather than the invisibility bonus it gains +2 to AC and to attack against enemies that can’t detect it, as well as ignoring any bonus they get to their AC from their Dexterity. Painting or otherwise marking a glazarn negates this ability.

Low Level Telepathy: Glazarn can communicate telepathically and can sense intent, they cannot be surprised or ambushed and always know when enemies are around – even if they can’t necessarily see them or target them.

Unique Ability: Glazarn packs exist in closed off caves and are usually only encountered when those caves are newly discovered or excavated into. Their spore can travel through cracks in the rock to find new pools, but different packs evolve along different lines with unique abilities such as venomous bites and so on. The Gamesmaster is encouraged to be creative and to steal an ability from another creature in the Monster Manual.

Resistance: Cold.

Vulnerability: Radiant, Fire.

Actions
Bite: Melee Weapon Attack +2 to hit, reach 5ft, one target, hit 3 (1d6) slashing damage.

fangs_by_vederant-d5l5qwv.pngSuggested Unique Abilities
Ambusher: (See Kenku)
Claws (additional attack, indentical to bite).
Constrict: (See Constrictor Snake)
Fetid Cloud: (See Dretch)
Natural Armour: +2 AC.
Nimble Escape: (See Goblin)
Pack Tactics: (See Kobold)
Slippery: (See Kuo-Toa)
Venom: DC11, choose a poison effect you like – paralysis is a good fit.

#RPG – Powder Monkeys RELEASED! SCHLOCKTOBERFEST

BUY IT HERE

Adventure gaming ideas have moved on a great deal. Our concept of what’s acceptable in fantasy has moved on from the medieval period more into the renaissance and restoration eras. That means firearms, which have often been eschewed in traditional fantasy for one reason or another, but in many ways firearms make a great deal of sense. Magic has already affected the changes that firearms did in the real world, reducing the effectiveness of armour and fortification, allowing ships to project force at great distance – even from off shore.

Like crossbows supplanting longbows, firearms democratised firepower. They didn’t require a huge amount of skill – despite being more technical and fiddly in many ways – and a man could be armed and fire en masse with other to devastating effect very swiftly.

Besides, guns are just fucking cool. Loud noises, clouds of smoke, devastating musketballs, the potential for new kinds of magic and explosives.

The mistake that seems to occur in a lot of games is making the guns too powerful, too close to modernity. Guns start to stop being appropriate to fantasy once you get to revolvers (discounting the Barsoomian influence) and the best balance seems to be guns no more advanced than those found in the sixteen and seventeenth centuries.

Rough as Toast
‘Rough as Toast’ is my imprint for ‘cheap and nasty’ products. Things that are a bit more experimental, silly or ‘hit and miss’ where a lot of money can’t be spent or risked on a bit of an ‘out there’ idea. If you see that marker, you know you’re getting something a little ‘whacky’ or uncertain, but you will probably get some fun out of it.
Schlocktoberfest
The Pulps were churned out at a massive rate of knots. Strange and silly ideas thrown at the wall to see what stuck. Occasionally some of those ideas turned out to have legs – legs that are still carrying them nearly a hundred years later. My intent with Schlocktoberfest (prevously just a sale some years back) is to just throw a bunch of monsters, ideas and other bits and pieces at the ‘wall’ and see what sticks. Maybe something will.

#RPG – Fifth Fantasy: The Brock RELEASED!

A whole new race for you to use in your 5e games.

The Brock are a reclusive, grumpy people with a pragmatic and dogged mindset. Fierce warriors they protect the forests and occasionally venture out into civilisation – usually to be disapproving.

This is a whole new race and culture for you to add into your games and comes with a set of Brock-centred magic items to use as well.

Enjoy!

 BUY IT HERE