Ep 1, Getting your Campaign off the ground, OSR Star Trek, and Lost Colony worlds.

Nothing too new here I just re-edited the three short podcasts I’ve made into a single long-format podcast with segments. This podcast goes into depth on getting your game up and running inspired by “Odyssey: The Complete Guide to Campaign Prep”, a discussion of the two main OSR systems for running Star Trek, and some plot hooks for space sci-fi games involving colony ships. Next month I’ll be tackling the Adventurer Conqueror King Roleplaying Game, as well as a Setting Idea I have for it. Please subscribe to get further episodes. Thanks

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Odessey: The Complete Guide to Campaign Prep PDF PRINT (Affiliate)

White Star RPG PDF

Five Year Mission PDF

Starships & Spacemen PDF

Metamorphosis Alpha PDF PRINT

The Starlost DVD

[Fate][Review] Shardlands

Shardlands: Muskets, Blades, Words of Power! by Judith and Christian Vogt Self Published Setting for Fate Core

I tend to think of myself as primarily a Basic/eXpert Dungeons and Dragons (1981) player and game master. Thinking of Elf as a class, descending armor class, and creating a rags to riches story at the table gives me a warm fuzzy feeling inside. Like a warm blanket on a cold morning, these utterly fallacious thoughts keep me cozy in my descending years. The truth of the situation is that I’ve played more Fudge than anything since the fateful day I found a certain text file on the AOL boards. Of all Fudges children Fate is probably the most successful, and I’ve played a bit of it in the last few years. Anyway, here are my thoughts on an English translation of a German book about a setting based on Russian myths.

Christian Vogt sent me a copy of he and Judith Vogts new book to review, despite the fact that I update my blog once a year and have no audience to speak of, I may also talk about it on my YouTube channel since that’s a thing I’ve been meaning to do. Its a PDF, about 89 pages (minus a few ads at the back), and chock full of info on playing a Wolf in Czar Koloy the Thirds Two Realms. The setting is based loosely on the latter days of Czarist Russia, incorporating fantasy elements from Slavic legends. IF you ever wanted to play a snarling special forces agent perched on the roof of Baba Yagas hut sniping at shadow demons, well, that is a thing you can do now.

In this setting you play a Wolf, a sort of Czarist special forces unit bound together by dark blood magic and used by the Czar to keep the peace, like the “Taking the Black” in Game of Thrones, your Wolf is absolved of his past life, but also required to abandon it. The rules give an example of a Wolf pack, and an example of a pack based stunt tree to get you started. One thing I would have liked to see is the wolf pack stated out as an organizational extra, one of Fates strong points is that everything can be a character and treating the wolf pack as one would really help flesh the idea out.

The setting is based on Slavic legends, which is a bit of a double edged sword. On the one hand Slavic legends contain alot of fantasy awesomeness, you have immortal sorcerers, three headed dragons, demented witches, and strange shadows stalking the darkness. On the other hand, most people (myself included) don’t really know alot about Slavic legends. The author does try to resolve the latter issue, but this is done through only a few examples and a long reading list. The work could have done with an additional section on Slavic legendary themes, cultural norms, and a bit of religious history.

Speaking of religion, the action in the game is centered around a religious schism. In the setting the dominant religion is a form of monotheism based on a 3 faced god which was forced to include quite a bit of folk religion and lesser spirits/gods. A schism in the main faith occurs when people decide that the god might just have a fourth face. This is actually a pretty simple way to introduce alot of plot complexity, I’m on board.

You can explore themes of religious interpretation, and the distinction between politics within a church and actual belief. Do all the supporters of the Four Faced God actually care about the dogmatic implications of the schism, or is it just a banner they are standing behind for political reasons? what seemingly minor reforms might be more important to some than the actual four faced belief? what other schisms might be hiding in the wings? When you read about the protestant reformation you see these kind of complex issues, with some lords throwing themselves behind the protestant cause because of political or personal reasons having nothing to do with the actual change in religion, and people fighting for it because of their changing faith. Its kind of awesome.

The magic system is pretty simple and strait forward. The Words system of magic is kinda vague for my tastes but the personal costs of casting spells fits the darker themes of the setting really well. Basically its skill based magic based on the idea that characters are using/learning words of power which draws magic from a dark shadow realm, and may allow things through from that realm. It means only a fool would ignore the promise of magic, but only a fool would use it freely. The system also has a crafts based Alchemy system which lets you create all kinds of compounds, potions, and even explosives.

I like Shardlands, I’d definitely recommend it to anyone who enjoys a little gunpowder in their dark fantasy. Its got its problems, some translation induced typos, and its a bit short for the huge subject matter its tangling. Still, there is just too much awesome in Slavic/Russian legends, and too few games trying to tackle any of it to say much bad about something like this. Muskets and Witches and Demons oh my!

[LL][BXΨ] Cambions

“Still, if some are occasionally begotten from demons, it is not from the seed of such demons, nor from their assumed bodies, but from the seed of men, taken for the purpose; as when the demon assumes first the form of a woman, and afterwards of a man; just so they take the seed of other things for other generating purposes.” –Thomas Aquinas

As near as I can tell Labyrinth Lord does not have stats for a Cambion, so even though the Race Class I present here isn’t anything like the Advanced Dungeons & Dragons race… I don’t care 🙂 Classic AD&D Succubi can be Psionic (as per the Monster Manual). Note that this class is for LL without the Advanced Edition Companion, strait up B/X goodness, and making use of PX1 Basic Psionics Handbook.

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Dwarves of Cera

This is for an ACKS setting I’ve been spitballing.


Amongst the Dwarves of Cera it is told that the earthen womb in which the dwarven race was born/reborn lies deep in the Talta mountains which encrust the northeastern peninsula of the same name. In the time before time the land turned against the forbearers of dwarf kind, and in this time the matriarchs led their families to safety deep within a vault of stone protected beneath the mountains. Under the guidance of the matriarchs, the Dwarven race dwelt in safety within the earth mother for untold centuries.

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Deck of Fate review.

[youtube https://www.youtube.com/watch?v=29Al4l4TQs8]

This is a short review, or first impression, of the Deck of Fate produced by Evil Hat. This is also my first youtube video so please be gentile. If your not familiar with Fate or Fudge the rules can be found by following the links on my Big Bad List of SRDs.

The Deck of Fate can be purchased here.

It came out of this kickstarter

The art of Kurt Komoda

The art of Claudia Cangini

You can buy blank dice here

I like Descending AC…

One of the key differences between OD&D and 3.5+ is the way the game handles Armor Class (AC) and Attack Rolls. Early Editions of Dungeons and Dragons (LBB, Supplements, Holmes, BX, BECMI, and Cyclopedia) make use of a simple chart based system for resolving attack rolls. You find the attackers row on the relevant chart, slide over to the defenders armor class, and you’ve got your target number (To-Hit) for the attack roll. Later editions of D&D (3, 3.5, 4, Pathfinder) utilize Ascending AC where the AC is replaced by the first row of To-Hit numbers on the Attack Table such that a first level PC’s To-Hit number is identical to the targets AC. The attack roll has to be ≥ the To-Hit number to succeed, Swords and Wizardry offers both systems.

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Labyrinth Lord, IN SPAAAAACE

I really love the D&D in Space one page from the Blog of Holding. Spelljammer has always, to me, been an awesome idea executed poorly. Well maybe Spelljammer wasn’t poorly implemented, but its certainly not to my tastes. I like B/X for the most part, and really don’t like the MU nerfing nature of helms, on top of this the whole Arcane story arc is kind of a “telling other peoples stories” vs “Telling my stories” dichotomy. What I hope to outline is an interesting way to run Spelljammer like Space Fantasy “my way”. So how would I handle it?
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