For whatever reason, this little game I wrote has suddenly become of interest around the world. Creators has translated the game into Portuguese, Czech, Italian, and now French!
Check it out here: https://mattjackson.itch.io/arneson-gaming
For whatever reason, this little game I wrote has suddenly become of interest around the world. Creators has translated the game into Portuguese, Czech, Italian, and now French!
Check it out here: https://mattjackson.itch.io/arneson-gaming
I got pointed to this game by my bro Bill and honestly I am just loving it. Western bounty hunter space zooming around space to apprehend criminals. What is not to love?
It is rules-lite, which means all you 5e/Harn/Gurps lovers will run away scared, but the way this runs appears to be quasi-FRK-adjacent so it is landing right on my doorstep at the right time.
Apparently this was a kickstarter that funded but the cards failed to materialize, so I am thinking maybe I should make some. Whatcha think? I dropped some words into MD and got some pretty cool images that fit the theme:
I have been thinking about this for quite a long time and though I am not an eloquent man, I thought I should put these random and chaotic thoughts down in pixels. A sort of 'My journey in creative endeavors' or some such. This is somewhat rambley and covers a lot of random thoughts/ideas. I feel my thoughts on gaming have come full circle in a rather strange way, but somehow I am back where I started (at least I hope so). Some may view that as bad, or some may view it as good. I think it is good. You can be the judge, but here I am. This may also piss some people off as they might view this as me attacking what they are doing. Maybe I am.
G+ ushered in a massive communal environment, where we were all creating and sharing, building lots of ideas and sharing them freely...excitedly creating things for the good of us all. This was a great time in the hobby and I repeatedly see people referring to this as a 'Golden Age' and I wholeheartedly agree.
At some point this turned in 'I can create and make funds from this', and suddenly everyone and their brother stopped creating for free and turned to creating for money. I participated in this and had a Patreon for about a year. I slowly became disillusioned by this as greed leached into the hobby and the majority turned from creating "because that's who we are" to "creating to make money".
Related to this, at this time our hobby took a massive turn in mentality.
Let me explain. When we were kids, back in yonder days, those who created did so for their game table which comprised of us and our friends who we knew very well. We made things we enjoyed making but also things we would use fairly quickly at our tables. Very few of us created things we thought we could sell, or even thought someone else might use/enjoy. None of that mattered. We created for us. But when money came into the picture, most of us created for others. I think this is important to note, as I think the hobby changed drastically.
The reason I bring this up is that I had an epiphany in the last couple of weeks when I realized part of what was holding me back from playing was that I was creating things for my game, always with an angle that I would share it for others to use.
While for some, this might be a tiny thing to make note of, but for me, this was significant.
The realization that I had changed my viewpoint on creating for the hobby for others and no longer for myself (and my table). I also realized this was holding me back from creating. I was putting others concerns, likes, wants, needs, ahead of my own. I was always creating things - even playing games - with the intent of sharing with others, putting their enjoyment equal or even ahead of my own enjoyment. Views, downloads, clicks, shares, etc were a driving motivator for what I was doing. When I approached a new idea, first and foremost was the thought "Will others find this useful?" Which was quickly followed by "How to present this so others can use it?"
In any case, I needed to say this, get it off my chest, if you will and I am going to try to play the games I like, in a way I like, but more importantly, for ME. Put me before others in my game.
Long time, no speak. Been busy, living life, working, etc. Not much time left for gaming stuffs. Recently chatted with a fellow I have known for a long time named Talon and he was telling me about his latest release, an RPG based on the old Sword and Backpack system, a decade old game that espoused the idea of rules-lite and GM-on-the-flyism that we all loved about Dave Arneson style gaming. Talon (link) took the system and created a d20 based setting called Arsenic & Old Lace (link) which I really liked. I have always thought S&B was cool, but as it is d20 based I never was really on board with it, my love of the d6 was just too powerful. So an idea was born while I sat bored at work. Thus, Blade & Haversack was sparked. Talon later informed me that had written Sword and Backpack Twin Cities Edition (link) for that exact reason! I took a slightly different angle, but still utilized the elegant d6 for my version. So, here you go, Blade & Haversack!
The below is just a sketch, barely thought out in-between goings ons at work last night, but I think there is enough to use. I have been doing tiny single-journal games when I have 15-20 mins here and there the last week (may post about that later) and I think this is just about the correct 'weight' of a system to use for this sort of adventure.
Blade & Haversack
Roll 2d6, roll a 6 or higher to succeed for Average challenge (or tasks), 9 for Hard, and 11 neigh Impossible for uber hard challenges. If it is related to your profession (be it fighting, trying to swindle an alien, casting spells, turning undead, piloting your space cruiser, etc) you roll an extra d6 and only use the two highest die rolls. If something seriously hinders you, roll 3d6 but only take the two lowest die rolls.
In a successful challenge (including combat) the obstacle will take 1 damage/stress point. Some instances will do additional damage/stress (large weapons, creatures, spells), the GM has final say. Some equipment will absorb damage (armor or special defenses). Enemies (or obstacles) will have a number of Stress Points, when all are exhausted by damage the enemy is dead/defeated. Treat obstacles in the same manner as ‘enemies’. A secured treasure chest may be secured with a Tough Lock [ ] [ ], thus it would take two successful checks to overcome the lock’s SP.
Example character:
Choad [ ] [ ] [ ] [ ]
Feral scavenger
Ruger 9mm - 4rnds
Sword
Flare
NetExample enemy:
Gath Necro [ ] [ ]
Ghastly Death Wizard
Black Blade of Doom
Special:
Death Blast: Black energy shoots out, if target hit it ignores all armor and induces a Hard challenge or target becomes paralyzed for 1 turn.
Ok, I have done it. I have stepped in the realm of YouTube. May Tyr guard my path.
Check out my channel here, subscribe today! ;-)
https://www.youtube.com/channel/UCHOO3zEIOmPRs73z02IvSTA
Episode one:
Episode two:
I guess FKR is suddenly cool because some dude named Ben started talking about it, now the little kiddos are fawning all over it. Welcome, we have been here for quite a while.
I made this (oddly) on September 11, 2019 and I honestly cannot recall if I shared it or not. I have uploaded it to itch so you can have it stored in your 'library'. This was my attempt to create something a modern player might accept that is still close to what Dave played.
So yeah, this probably isn't even close.
Check it out here: https://mattjackson.itch.io/arneson-gaming
Go watch Secrets of Blackmoor, might learn a thing or two.
Creating...still. Maybe I will make more for this. Pocket games? Print and play? Who knows, almost bedtime for me here. Maybe tomorrow.
I am bored with fantasy RPGs.
I know, I know. I get this way about once a year or so, but seriously, I am tired of the same old tropes and want something new. Something unique, something strange, something different.....
THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - as yet unnamed new character
*Steve - Dimzad Shatterstaff, a dwarf
*Bryan - Brad, human fighter
THE GRAVEYARD
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - ??? (Vance)
HIRED HELP
Bint (kobold)
Usee (kobol)
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names
This is sort of a recap, get you up to speed, sort of post. My general thoughts on how things are going, how I run my games in Roll20, etc. A bit of a ramble, but perhaps others might find it useful to some degree.
ON USING GoCC:
I have been running GoCC since early July, a full six sessions now (which is actually a pretty good run for me) using OSE. I tend to run a rather loose game so I am not a dead-stickler to rules....more of a 'what works in the moment' rather than stick to the rules raw method. I have pretty much stuck to the adventure as written, only adding slightly more treasure, a few traps, and adding some magic items to a BigBoss. I think this is actually one of the strengths of this adventure. It is pretty lightly written, affording a DM enough information that you could run as-is, but this also allows a DM to add bits here and there without effecting the main adventure but giving it enough to 'make it their own'.
I specifically chose this product to start my game for two main reasons:
1) It could be ran as-is, with only a quick read through. I am busy, have serious attention difficulties. I thought by using this lightly-written adventure I might be able to get past this. I have a notorious and dreaded history of starting campaigns and then killing them off when I get bored or the-next-big-thing catches my eye. I did not want to invest, or have my players invest, tons of time in a new campaign only to screw it up and kill it.
2) The reasons stated above about the adventure being just enough to run, but with enough space to add personal touches.
I think this adventure is 'deadly', and could actually be more deadly if I used everything in it. For example, my players have been very luckily with only one encounter between the village and the gatehouse (a 3-4 hour trip on foot). (more on this below)
With GoCC, you get quite a large play area. There is a regional area with five, FIVE, sub-areas that are all ripe with possibilities.The PDF says that it is a "mere 3 hour march to the gatehouse" from the village. Calculating this out with the average hiking speed (according to Google) of 2mph, that means the gatehouse and village site on oppose sides of a typical 6 mile hex. Plenty of space to drop in whatever your hearts desire.
/ matt's tangent on wilderness exploration
I know I have made this argument before, about how large a Six mile hex really is and how much land it encompasses, but I enjoy doing this, so here goes. I recently went hiking and whitewater rafting in the Blue Ridge Mountains in Georgia (yes, during COVID, sucks to be you folks that live in the big cities on the east and west coast). We went whitewater rafting just below the Olympics rapids used for the '96 Olympics. We put in at the white dot and got out at the blue dot, the captain of our boat said it was about a 3 mile route and it took us about 3 hours to cover as we floating down a rapidly moving river.
USING THE VILLAGE:
As I said in my previous post I have stuck to the early D&D mantra of "Keep them out of the city" (from B2 In Search of the Unknown) and strictly made the village of Kalynn a place to recoup, sell, purchase, pick up retainers, and then scoot them out of town quickly. However, I have sort of felt the hole left by little 'role-playing' this causes and am likely going to expand the interactions in the villagers because I have some ideas for expanding the play area of the adventure. The areas around the village, along the various routes to the gatehouse are chock full of opportunities for more adventure!
To accomplish this I am moving from David's map to my own. Here is his map. Adequate, useful, and great...if a bit square, next to my re-purposed map. A few more locations, and frankly, I am partial to my own work.
ON USING ROLL20:
DEADLINESS:
So this game has turned out exceptionally deadly. In a marked difference to most of my previous games, where -- don't tell my players this, I tended to take it easy on the and flub dice rolls occasionally so the game was not deadly -- with this game I switched to rolling in-game in Roll20. I rolled real dice off-screen and if I rolled a 6 on damage, I reduced it to 4 or something so PCs were not dying around every corner. Now, I stick to rolling in Roll20 with results visible to all. So, this campaign I have murdered a PC every single session we have played.
In my defense, and as the saying goes, "DMs don't kill PCs, players kill PCs through their choices". They made some silly choices. Why is that mage on the front row? You stood your ground as a ratling mounted on a giant rat charged you (together they have a HD of four)? Tossing burning flasks of oil in close company?
CURRENT STATUS:
We have been going strong for the last two months now with six (we think) sessions. We have had to miss a few session here and there but I have mostly had a strong, stable group of three players with an occasional one or two extra join us. I went into this with the mentality of "If two show up, I will run" because many of my campaigns in the last three or so years have died partially due to lack of player interest (probably due to my own lack of interest) which caused them to not be dedicated and show up to the game.
The current group of usual players seem to be enjoying it, as am I, and I hope we will continue for the foreseeable future.
Wow, that was a bit rambly, but maybe some will find it interesting.
I have been running GoCC by David Bezio now for about two months, a total of six sessions (or 8 depending on if you could the first two session when I used my homebrew system). I am using Old School Essentials and I thought I would toss up some of my thoughts on using this adventure and a few comments on using OSE as well.
The first important point to make is that, like any other Dungeon Master out there, I am making changes as we play through this, tailoring it to my group, my style, and how I like and think works best. I have reworked the various maps in the original PDF to my own style and for ease of use in Roll20, hiding the traps, secret doors, etc. I have also reworked the original village, regional, and the maps from David's other release, the Phoenix Baronythe Pheonix Barony. Below is my reworked 'barony' map, I redid the map because I wanted to be able to expand/edit the setting as we played. I contacted David regarding the placement of GoCC in this setting (there were enough hints in the PDF that I thought it might be located in the original Barony). David verified this but did not disclose where exactly he placed it. So I placed it in the northern mountains. I also renamed the village from Caoilainn to Kalynn (I think David was just making fun of the RPG fantasy trope of adding vowel to names and spelling it in the most difficult way possible, I got tired of trying to spell it or say it). I also renamed the Phoenix Barony to the Marshall Barony, I just did not like the name.
I also redid the regional map, it has not been completed but I did it for the same reason as above with the barony map. I planned a few other locations than the primary adventure location of the Gatehouse, adding a cavern/dungeon in the top left, as well as adding a mysterious island in the middle of the river.
For the first sessions I used the existing village map in the adventure, but I recently realized I want more locations in it as I want to expand the role-playing in the village a little (felt a little short to me). I have decided to repurpose an old map of mine from 2017 and populate with a mix of the locations from GoCC and my own write up for this village. This will be fleshed out in an upcoming issue of Old School Zine.
The second important thing is that I am using OSE for my game instead of White Box. Now, I LOVE White Box but most of my players prefer OSE, no big deal really as most things slide over nearly perfectly and are compatible. Any DM with a little experience should be able to convert on the fly.
I have also added some to the adventure in the form of different monsters, a few new magic items, and in the last encounter, I upped the big baddie's power and capability slightly. The main reason for this is that the players had 'carefully' avoided this encounter for a couple of sessions and I felt this had increase the tension, the payer seemed worried enough about the coming battle. So I gave the guy some magic items to give him a little more surprising power.
NEXT I will go over quickly how the sessions have played out and my thoughts on the adventure thus far....