Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Thursday, March 13, 2025

In the Shadow of the Cross, session 1

I began messing around with ChatGPT after chatting extensively with my pal Rob Conley about what it could do. I started messing around with it and it dawned on me that it could be something amazing. SO asked it to extract a ruleset I liked from a PDF to use as a base for devising a streamlined and easy to use RPG for this purpose. Then I asked it to create a setting based on Anglo-Saxon England around 850, with a strong lean into the pagan, Dane, and Christian religions. I want to be realistic but play on the idea of superstitions and supernatural but in the vein of religions in accordance with the beliefs and practices of the era.

What follows it the text from that point on. All conversations with the AI are here for visibility and so others might understand how to use it to great effect for solo play. For whatever reason ChatGPT was struggling rolling dice for me, so I used a die roller, I actually think this was better, gave me time to think, felt 'natural' for game play and amped up the anticipation for an outcome. A few times I stopped playing because I was nervous/anxious about what would happen after I rolled the dice. I am having a fantastic time playing the game. 

This is the sort of game I have always wanted to play but could never find the right people to play with.

Tuesday, November 19, 2024

Fool's Game Character Card

Further exploration on my silly idea. Testing to begin soon.

Friday, November 15, 2024

The Fool's Game

A dumb idea I had to get out of my head. Have a great weekend all!

Thursday, October 31, 2024

Coming soon... (for realsies)

 


Look at that alien thing on the last page, so awesome looking, I love it!

Still in the editing phase but a scifi hack of a game written by a friend, having a great time adapting this one! Coming soon....Blaster & Hardpack!

Thursday, June 13, 2024

Writing again...?


I had a good idea for an adventure using the map I previously posted, so I threw it into Affinity Publisher and started writing it up. So far I am liking where it is going and I thought I would share a few images of the wip (very early images, so lots of typos and such that need fixed.

I will likely be putting this up on my page on itch.io for free. To see all my games/adventures/tools, click right here!

Friday, April 12, 2024

The Evolution of Gaming, or Why My Thoughts on Gaming have Changed Drastically Over Time

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.


After all, this is MY table.

UPDATE:
If you caught Erik Tenkar’s video where Joe roasted me for about twenty minutes, you may have come to the same conclusion as they did, that my post is some sort of anti-capitalistic post, which it is not.

This was what I sent them:
I think you guys misunderstood the point of my post, I likely did not articulate it well. The point was not anti-capitalist, it was that the capitalist angle changed the way we approached and created things. The angle affected the approach, and in my opinion, the results.

 

Monday, April 8, 2024

Sir William's Delve


I occasionally go back and look at my previous blog entries and I came across the Goodnotes adventures I did last summer and I really enjoyed them. I love the mixture of media (images + written text + character sheets). I am using a very thin FRK-esque system based on Witch Dream (link) by Scott Malthouse but I plan on using essentially the framework without the magic as-is. 

I know there is not much here, just the one page, but those of you starting up a new solo game know how much of a pain just getting here can be, and by me putting this here, it will help push me to get back to the table and continue the adventure.

MidJourney images:

I know some of you prefer a PDF version:
https://drive.google.com/file/d/1EbiBYb7IXxEqAlcceA48UXcHoR9RR7ID/view?usp=sharing

Sunday, July 24, 2022

Notequest: First play through

If you read this blog you likely know that I have been messing around with solo games and trying multiple ones that I come across. I recently saw this one on the Solo Reddit page (a shockingly ok place actually). I've had this for about a week and simply been too busy to play. This morning I finally had a chance to try it out and I want to say I enjoyed this quite a bit! Link to purchase game.

While having a little breakfast I quickly made a character, a task that takes exactly two rolls and then began creating the dungeon I was going to explore, three more rolls. Grindor the dwarven guard was ready to plunge the depths of The Prison of the Dying Vow!  ;-)

I have read from other that have played that the game was deadly and I did have many close calls but honestly if you approach this from an OSR viewpoint, you CAN survive. Do not try to push the risks. Do not try just one more door. GTFO and rest, heal, and regroup.

Grindor came close to dying a few times but I was able to enter the prison twice, each time returning with just enough coin to rest, heal, and resupply. I watched a handful of videos on YouTube (see Lone Adventurer's videos and the excellent videos from Ithaquas Bane) and learned the basics, along with some thoughts on some rule clarifications. Using this knowledge and, honestly, my OSR mindset of not forcing every battle and knowing when to run, I left the dungeon multiple times. I had a couple of short trips to the dungeon which helped me gather a few extra coins and eventually a magic weapon. The fact that you have to reroll on the Monster Table when you go back but not the Open a Door table means there is less risk to sudden death but a better chance of Loot (see next paragraph), means you run less risk of dying while increasing resources. These short trips allowed me to gather enough coin to enter the dungeon with the idea of going down to the next level. I was able to get a magic weapon as well as a scroll with a pretty powerful spell that allowed me essentially two free attacks (entering the room through an unlocked door then the spell taking away the attack) and my magic weapon allowed me to quickly neutralize the boss monster, a medusa.

Edit, in answer to Steve's question below.
The rules state that is you leave, 'you will have to roll on the Monster Table for each empty room you enter'. Thus, when I returned I did not roll on the Opening a Door table but I rolled on the Monster Table for each room I entered when I returned. I did NOT roll on the Room Content table as I had already cleared the room. The Loot I gained was only for the monsters I defeated. I was very lucky in my return visits, rolling either the Orc Leader, 2 Orcs, or the Fungoids, each that come with Loot when slain. 

Looking at the rules, and taking them verbatim, I did not roll for monsters when I entered an empty room while leaving the dungeon, only upon returning. If you look closely on my map below, you can see I went back to room 5, 6, and 3 (which line up with the encounters on the left...marking each subsequent encounter (9,10, 12, and 11, I entered room 1 but found it empty so I continued to 3).

One house rule that Lone Adventurer mentioned he made in error (I did as well) was that damage rolls over to enemies. If you are fighting two goblins with 3 hit points and you do 5 damage, you kill one and the extra damage rolls over to a second goblin. This makes battles between your one character and groups of monsters a little more survivable. Sure sure, some will say that is cheating, but the game is still deadly.

I have only two improvements I would suggest. One, I would be to make the Reward Table a 2d6 instead of a d6. The shortness means if you return to the dungeon multiple times like I did, you tend to get repeats frequently, but that could just be a side effect due to my style of play.

The other improvement I would suggest is, well, I think a self-inflicted issue. In many of the fights you encounter you will find nothing. Many of the rooms are essentially empty, full of coffins but lacking any sort of reward. This meant winning a fight or clearing a room had no reward, and felt 'pointless'. I think this is simply a holdover from playing D&D for so many years. In D&D you get treasure, get XPs....get something for defeating monsters, so to get nothing made it felt empty. I have another house rule for this I am working on and will post it later.

Final thoughts. Overall, I thoroughly enjoyed playing this and will run a few more sessions. A couple thoughts on the game:
o Torches are the true economy of the game, use them, then leave the dungeon and resupply!
o Use torches smartly, use them to remove the chance of traps (one trap can kill you instantly)
o If you do not break the door down or not set off traps, peek into the room so you can make an informed decision and have a chance to run instead of walking into a deathtrap. Heal & resupply, then come back to the room!

Grindor's character sheet (you can find these in the Notequest FB page)

And the playsheet of The Prison of the Dying Vow. Map in the center, a quick 'key' on the right for room sizes, and a record of the battles on the left. I actually goofed at the end when instead of immediately encountering the Boss Monster upon coming down the third set of stairs, I immediately rolled a 4th set of stairs! Releasing there was nothing in the rules about this, I quickly backed up and went to the boss fight.

Friday, February 18, 2022

ICRPG - Star Wars!

I have found a new love for ICRPG, mostly from watching Kane's Kiln videos on YouTube. If you want to understand how ICRPG runs and works, I highly recommend these videos. Certainly changed my thinking on the game. Above is the KX model droid I made last night for the game.

I am going to be running a small game, what I call a mini-series, for a friend of mine set in the Star Wars universe, ripping off of Solo a bunch for the general concept. I will be using many of the ideas Kane discusses in his videos. One I particularly really want to give a go and see how it plays out is using art instead of maps in the VTT. 

Now, hold on. I know what all my OSR peeps out there are saying. What?!?! No map, Matt?? How??? What the fu...??? If you watched this video: https://youtu.be/hSD4CgY-yDM  there is a moment where Kane uses an image of a town and has the player move through the town, consulting with merchants here and there looking for Rings of Power.


Not finding them, he pushes on to another merchant.

Not finding them still, he pushes to a third merchant

The thing I really like about this is that you can convey a theme, atmosphere, or feeling for a location through artwork far better than a map. This works for encounters too and can really set up a scene beautifully. For an example, look at this amazing artwork he found online to use for an encounter at a waterfall.

I know what my OSR grognards are already thinking; "But..but...the tactical positioning...yadda yadda". I get it, I thought the same thing at first, how do players move around the map, how do you measure distance, range, etc. What it comes down to is "Does that really matter?" or does the dynamic feeling of the image matter more? Depends on your style of game I guess. 
Me personally, I really like the use of that image, and players can still drop their tokens/minis on there and move around. I do not see how the differences in measurements across that image would make that much of a difference. IMO if you are measuring inches on the map and determining if characters can do something based on a difference of a few inches or a foot....that sounds less than exciting, but maybe that just me. 

Another example of atmosphere being conveyed in ways that a map probably never could. I am actually not sure how one would draw a map of this location!

For example:
old school style
Player: I want to blast that ghost with my Fireball of Spookblasting spell!
DM: (gets out ruler, measures distance) Sorry, the range on that is 15 feet, and that ghost is 16 feet away.
Player: ....bummer

ICRPG style:
Player: I want to blast that ghost with my Fireball of Spookblasting spell!
DM: Looks like you are in Near range, blast that sucker!
Player: (happily rolls some dice)

I have always been a little loosey-goosey with the nitpicking of rules anyway, so I am starting to think this fits my style of GMing anyway.

A couple other interesting locations you could use that would be difficult to use in a map form and still get the atmosphere and feel of the place:



Saturday, September 26, 2020

Adventures in Marshall Barony, ep 10

THE CAST O' CHARACTERS:

CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Grey the archer, fighter stylized as a archer / Gordo the thief
Bryan - Brad, human fighter (out due to real life injury!)

SESSION 10
This one will be short. First, our game night was the day Google experienced one of its rare "shit stops working" days and everyone had issues. One could not log into Gmail to access Hangouts, Meet would not allow them to connect, ugh. I thought about suffering and trying to use Zoom but I would rather sacrifice my left nut. Second, well, not much happened.

Once we got everyone connected the group seemed quite skittish and chicken tonight. I had a special treat for them tonight, a unique creature I am sure none of them have ever seen:

It rose out of the green pool and studied the group. They immediately backed up and staked the door shut. I am glad I did not too much thought into this encounter....

Next they went back to the wailing wall and opened the false wall. Behind it was a large room with two altars and a deep moaning coming from a connecting room. Soon, two zombies - the likes (again) that they had never seen. While they were dark and ashen in color, a deep fire burned inside them, leaking out of cracks in the 'flesh'.
An arrow was fired at one, it stuck in its chest and being wood, immediately burst into flame. Then a spear was thrust through one's chest, it too burst into flame. Some Holy Water was tossed at them, the attack missed but covered the floor, the 'creatures' avoided this so another flask was tossed on one. It struck and seemed to put out some of the flames inside it, but then it roared back and the flames flared up as if in anger. Our troupe deemed this too odd, and backed out of the room, again staking the door.

Next was a flooded room. They had passed over this room at least four times, only returning when no other clear path seemed survivable. Opening this door revealed a tall altar with a tall curtain along the wall behind it. Rather than step in the knee deep water, they began using a grappling hook and rope to pull the curtain down, revealing three skeletons again the back wall along with two statues of a fancy knight in armor (which matched the mosaics on the side walls.  This room proved to be quite scary and the party refused to enter it as well. 

We stopped there for the evening.

DM's Thoughts: I guess looking back, this Barrow is pretty tough, with strange and new monsters that no one has ever seen before. It is kind of funny because all of old grogs all say "Running away is sometimes the smartest option" yet when it happens in a game it feels empty and hollow. After listening to Tim's podcast (click here to give it a listen) I realized that I may need to tone it down a little. I have been pretty hard on these guys. They are first level, I have killed a PC or NPC in every session except two. I will have to think upon this over a couple of hard ciders.

I will say, I wondered why they keep forgetting the many magic items I have given them. Oh well, lead a horse to water and all that....

THE GRAVEYARD
Misstep, wayward magic-user
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 - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
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


Thursday, August 29, 2019

throwback map: acid cavern of flemdrogoon


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Thursday, August 22, 2019

throwback map: caverns


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Creative Commons License

Saturday, August 17, 2019

map: cavern 02


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Thursday, August 15, 2019

throwback map: whyckham


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Creative Commons License
This work by Matt Jackson is licensed under a  

Tuesday, August 13, 2019

map: a cavern entrance

Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Saturday, August 10, 2019

map: scaldwater bay

Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Thursday, August 1, 2019

map: a small tomb


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Tuesday, July 30, 2019

map: the bandit hideout


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/

Thursday, July 25, 2019

map - Cartoony Style


Map made available to the public through the support of amazing backers on Patron,
for more information visit https://www.patreon.com/msjackson/