When I originally started this blog, the idea was to do just content and put all the rants and every else on the other (now dead) blog. But since I’ve moved domains and consolidated, I figure what the heck. So the plan it to add in a weekly rant about whatever I happen to feel like ranting about. Don’t worry folks, I won’t completely loose my mind. So up first, there’s some folks that deserve your lunch money (in no particular order).
Maximum Mayhem Dungeons: Palace of the Dragon Princess: I’ve backed Dark Wizard’s other Kickstarters before. Yeah, I know I did miss a couple but each one has been cool and just right amount of crazy (sometimes bordering on gonzo). Now, $10 for a PDF may seem a little steep but their adventures have had a cool OSR vibe and their monster book, Monsters of Mayhem, is pretty darned awesome. Note to self, get a hard copy of this sometime.
Next up: There’s Solar Blades & Cosmic Spells. So if you’ve been to this old blog in the past, you know I like crazy stuff, I fell in love with this game’s predecessor, Sharp Swords & Sinister Spells. This going to be a fun and simple game. I’m so ready to go all crazy on it. For $15, you get the PDF and an “at cost” coupon for the soft cover.
And finally there’s Uncle Matt’s D&D Studio’s Patreon. Once again this is something that quickly ranted about before and it’s well worth ranting about again. First, Matt Finch is pretty darned cool guy. While I’ve only a few interactions with him online, each has been calm, cool, professional, entertaining, and educational. Yes, that sounds like I’m a gushing fanboy but there’s a couple things I may disagree on but that’s neither here nor there and not really worth going into or even worrying about. It’s nothing he did so don’t try to dig up dirt. It’s all me. Plus I would if there was one book that started my path to the OSR, I’d have to say that it’s Swords & Wizardry Core. After watching a few of the interviews and actual play episodes (Hey there’s OSR and 5E in the same world), I was hooked. It was enough for finally make a Patreon account.
Here’s the link to the Youtube Channel in case you want to see for yourself.
There go. Three folks who deserve your lunch money.
Yep, I keep making stuff for that upcoming game (which is supposed to happen after the current Dungeon Crawl Classics game). You know, I’m surprised that there aren’t more neat tools for this game so I made some. These aren’t any super special or pretty. I went for plain and useful.
First up we’ve got a GM Cheat Sheet. Not a full screen and has what I think I’ll probably need to refer to the most or just find handy. I’ve combined a couple of charts/tables into one. And I’ve added the “Medium” rest. It’s a house rules and I think someone previously had mentioned on the G+ Community.
I also made a little GM Log sheet to keep track of the key bits of information on the player characters. I admit, I don’t normally do this but it just might prove useful. So here’s the PDF’s.
GM Cheat Sheet
And yes, that DCC game is still going. It’s just that nothing that warranted a whole blog post happened. And I’ve started putting together some notes for a White Box game which will happen after the Sharp Swords and Sinister Spells game. Yes, I plan that far out.
So keep those dice rolling. Keep killing those monsters and taking their stuff.
So I did a little updating to the character sheet after some very nice and good feedback. It’s basically the same but looks prettier. I moved a couple of things around and tried to make the Attributes and such stand out a little more. After all, I’m not a graphic designer by any stretch of the imagination. I muddle thru the best I can. Enjoy and keep those dice a rollin’.
Here you go. My Character Sheet V2
Still working on all the bells and whistles I want to prepare for Sharp Swords and Sinister Spells. Today’s little project my own little character sheet. Since the rules are pretty lite there aren’t that many differences. The one thing I did want to add is a Luck Track plus this serves as a little cheat sheet for the die chain. I know it’s pretty simple but but some folks find that extra little bit of reference handy. Enjoy.
My Character Sheet
I said I had another class in mind a couple of weeks ago and well here it is along with a bonus class. OK, so your first questions is why?
Well I wanted something with a slightly different vibe than the magic-user but didn’t exactly want a replacement cleric. So enter the Cultist (which fits the whole Sword & Sorcery vibe). The magic-user seeks out knowledge and bends the universe to his will. The cultist seeks out arcane power for gain. Like a cleric, The Cultist can change spells giving them more flexibility. But that power is at the whim of whatever elder god that the Cultist has taken a liking to. And that power can be pulled away at any time and the character is going to have to do something (probably something bad) to get it back.
As a bonus, I had a quick bit of inspiration and threw together a Barbarian too. Yeah, I know there’s the Warrior. But I wanted something again with a different feel than the core class. I fully admit these are both in the bleeding beta stage. I may revision or even throw to them side when I finally get around to running a game. But in the mean time here you go. Cultist and Barbarian
Til next time. Roll Dice. Have Fun!
Getting back into the whole blogging thing. And one of the things I like to do is go back and find really cool stuff that isn’t exactly that new or the flavor of the day. So enter Sharp Swords & Sinister Spells (and it’s Addendum).
So what is it? First it’s a low magic game that leans more towards dark sword & sorcery than your usual high fantasy. There’s no non-humans or clerics and magic is dangerous and not a sure thing. So that’s the vibe. But if really wanted to you could add those.
Mechanically, it takes a lot from Black Hack (and its Hacks) as well as 5E D&D, DCC, and Fate. So it’s a simple light game that focuses on ruling not rules and “if you don’t like then don’t use it”. Those are two things that I just love.
There’s four Abilities: Physique, Agility, Intellect, and Willpower and three classes: Warrior, Specialist, and Magic-User. It uses the basic roll under an Ability score mechanic. Vocations are akin to “High Concept” in Fate and uses Positive and Negative Dice which is similar to 5E’s Advantage/Disadvantage mechanic. And the magic system becomes a push your luck type situation with player determining how powerful the spell will be and hoping to roll enough to pull it off. So yeah. That’s the basic stuff why I like this game and think it’s cool.
Now here’s the bonus content. Or at least that’s what I’m calling it. Because even if you don’t play the game, there’s some handy resources no matter what game you’re running a GM could use. From the core book, I plan using Complications for the upcoming resurrection of my DCC game. Plus there’s a pretty cool, Adventure Idea Generator in there. The Addendum is just filled with various charts and tables handy for a GM no matter the rule set they happen to be using.
All this goodness is crammed into a couple of tiny books. the Core Book is under 46 pages (plus character sheet and OGL) and the Addendum is 87 pages. But wait there’s more. The PDF’s are PWYW. The Core Book. and for The Addendum.
I don’t often do this but shortly after I grabbed the PDF’s, I just had to have some hard copies from Lulu. After lugging around various other tomes to play other games, it nice to have such robust but light and efficient game. It’s get a big thumbs up from me.