OK, first I should apologize. This episode is slow. Man, was I tired and I forgot a few things like names. Duh but that’s more fodder for future podcasts. Anyway, here’s the link. You know the drill subscribe and all that.
And oh yeah. This whole thing has gotten me thinking about Lamentations of the Flame Princess again and going through some of the rules for the second edition of LotFP. A fairly complete list can be found in Eldritch Cocks and just put some of those into an OSR game or heck convince the group to do some LotFP or Frankengame. I’m thinking a Frankengame.
So till next time.
Here’s a pretty lengthy rant about how I’m going about making my D&D/OSR/whatever world.
And here’s the “working” map of Zoong including mistakes and other sloppiness. But it works for a DM’s notebook. Where are the Elves and Halflings from? Hasn’t came so haven’t worried about it yet.
And here’s the zoom in hex map from the 5E Campaign. You may recognize some thinly veiled hints about what modules I had on tap.
And you know the drill. Subscribe to the podcast. I don’t always post every I say over here and vice versa. And if you’ve already subscribed. Thanks.
This is one of the things I love about new players. They ask questions like that. Sure there have probably been dozen of articles already written about the subject I mean since there’s been a Thief Class, there’s been Thieves’ Cant. All that stuff that I had read years ago just didn’t pop into my head when I was asked. So I let a little instinct and logic step in and come up with sort of good explanation.
First (according to Wikipedia anyway), the concept is based on reality. As spoken language, I imagine it to use “Common” but with meanings of some words changed as well as disguised much like rhyming slang. So the individual words may recognized by the uninitiated but their true meaning or their context won’t make any sense.More detailed meaning is gleaned from context and the use of hand gestures or sign language.
So yes a language with somatic components. It can be used to communicate covertly while others are listening to better disguise what exactly is being communicated. Plus it’s really handy when you’re sneaking around and trying to be quiet. You know like in every movie you’ve ever seen with commandos in it.
And what about a written form? Why, yes of course. Once again let’s dig into the world and there it is Hobo Signs. Thieves don’t want to leave behind incriminating evidence but it is a matter of professional courtesy to leave little bits of information behind to warn or aid the next thief who comes along.
So there you go. A little about Thieves Cant. Now go out and kill a monster and take its stuff.
Been thinking about the upcoming Sharp Swords & Sinister Spells game. And of course thoughts of mad elder gods entered my mind. So what the heck make random table for it. I know you’re smart roll dice and do as you will. Even crazier I have the idea to match this up with an additional class for the game.
So here you: Who’s Your Tentacle Daddy?
As regular readers well know I’ve been on a streak about running a space opera game. And I’ve done a couple of posts and talked to the FLGS group and looks like things will get off the ground so to speak. So in my copious free time, I need to do a little brainstorming.
First of all. Yes. Savage Worlds. I’ve already been asked “Why not White Star?” Heck, I love White Star and OSR stuff. But one of the players did mention they’d like do something that wasn’t d20 based. For me that left two choices. The good Star Wars d6 and Savage Worlds. I have fond memories of the d6 system and ran it a few times back in the day. However, I wanted to add a few gonzo elements that just didn’t quite work in my mind with d6. And (this is just my opinion) I think Savage Worlds is a better system. Not saying that d6 is bad, it’s just Savage Worlds edges it out here and there like initiative, character generation, and most importantly I’ve had enough experience with Savage Worlds I can tweak a bit and not totally break the game. Additionally, one player has had a less than stellar (no pun intended) experience with Savage Worlds due to some GM issues. So it’s nice to have a player willing to try a system again.
Now for some nuts and bolts. The SciFi Companion is cool and I’ll be using a couple of things from like some Edges, Hindrances and cinematic Ammo rules but the bulk of the inspiration is going to come from Daring Tales of the Space Lanes by Triple Ace Games and Slipstream. I really want to run with a pulpy space opera type feel. And these two fit the bill. As a bonus, there’s some good adventures and inspiration from The Last Parsec as well. And a similar to that there’s some great adventure ideas and inspiration from Bulldogs.
I’ll have some more posts in the future about the setting, alien races, house rules and few other things.
But for now here’s some freebies (This mostly for players.): Daring Tales of the Spaces Lanes (Just don’t look at the adventures. Looking at you players. 🙂 )
This should get filed under the “Ideas that I have but won’t get around to messing with for a really long time” category.
It’s pretty simple start off with Swords & Wizardry White Box then throw a bunch of the stuff by Barrel Rider Games then use a bunch of the great random generators like the d30 books by New Big Dragon Games and/or stuff like Wizardawn.
Then just roll up characters and start adventuring. Now predetermined ideas about anything just whatever comes up in play. Just worry about the places the characters are from, where they are at, and where they are going. That’s it. Let the dice and whatever random inspiration that pops up from the players and the GM take it from there and see what happens.
Yeah, you could use just about any game to do this but hey keep the game simple because there will be plenty of other things to put your mind to when the dice start rolling.
I’ve still been able to keep swinging away at my DCC campaign at the FLGS and a few things came to mind about some things that I’ve really grown to like about the game. Dungeon Crawl Classics is an awesome game. It’s solid and simple. While some disagree whether it truly is an OSR game, it’s close enough in feel and mechanics for me. Sure there’s page flipping when a spell is cast or there’s a crit or a fumble but these times are where the game really shines. In the sales blurb for a lot of games, there’s a plug that reads something like “the rules don’t interfere with the game”. You know things like not having the Walk and Chew Gum Feat (looking at you 3.x/Pathfinder). The rules for DCC don’t interfere with the game. They participate. It’s like having an extra GM and/or player at the table. Let me explain.
One of the player’s characters became a cleric. The character is Neutral. So I said of hand, “You could be a cleric of Cthulhu.” And the player jumped at the chance. Through the adventure (We’re playing Doom of the Savage King) The Elf went down. The cleric got there in time heal but nope. Disapproval. Later the dwarf was injured. Lay on hands. Nope. Disapproval. Again, heal the dwarf. Cthulhu says, “Hell no!” Disapproval. We get the point. Cthulhu doesn’t like demihumans. So here’s the setting house rule. Demihumans count as opposed alignment for clerics of Cthulhu. The rules helped add something interesting to the game.
While I’m on a little rant about there’s another one I’ve been using (lifted from Lamentations of the Flame Princess). No Weapon Proficiencies. Now I might add a penalty if a halfling tries to swing around a great sword. And I haven’t even mentioned this to players. Just letting them use whatever weapon they want. Fighters are already way better at fighting so it really doesn’t make any difference. Plus it makes for a neat story when it’s the Magic-User who takes out the big bad with a crit while wielding a hand axe. Yep, that happened last game session. It was a good thing too. The fighter couldn’t make the game. The dwarf couldn’t hit anything. And that Wizard was out of spells. That little quirk of fate made that fight just a little more memorable.
Remember folks. Have Fun. Roll Dice. Kill Monsters. Take Their Stuff.