This tweet says it all really. Go get some free stuff! Link at end of post.
Here is the link.
This tweet says it all really. Go get some free stuff! Link at end of post.
Here is the link.
One of my criticisms of the Genesys RPG is the lack of official modules/adventures/scenarios for players to buy.
I appreciate that FFG made available their scenarios that they used at cons for the Terrinoth and Android books. I also appreciate that the Genesys RPG is a generic system that is intended for players to use to build their own.
But I can’t help feeling that with more support on the pick up and play front from FFG that the system might be more popular. That and cheaper dice.
I’m starting to feel that way with the Judge Dredd and the Worlds of 2000 A.D. RPG.
My counting may be out on this but there is now four short scenarios for the Judge Dredd RPG if you sign up for the publishers Patreon. One of those is the scenario the publisher uses at cons.
This is great. Don’t get me wrong. But I think they should be easier to find and promoted better.
I’m not a fan of the publishers website for Judge Dredd or the WOIN system. The design is a bit dated.
Giving them a higher visibility makes the game look better supported than it is. And to be fair I think the support is pretty good for the game.
Not everyone wants or uses Patreon. Wider availability and promotion gives the impression that the game is alive and not going away any time soon.
Yes Judge Dredd has three great campaign books available based on classic story arcs. Plus it has more in the pipeline, plus the rules for Strontium Dog and Rogue Trooper on the horizon.
Considering the appeal of the Judge Dredd licence is not only to gamers but to those outside the hobby. Having the scenarios hidden on Patreon is not helping promote the game.
Not every player wants to create their own adventures. Look how popular the campaign books are for D&D and other systems. Some want to purchase an adventure and run it.
I know there is fan stuff for both on DriveThruRPG, and both systems support and promote fan created content.
But once again not everyone is plugged into that ecosystem. I look on DriveThruRPG and Patreon as something hardcore gamers use. That casual or non gamer moving in probably doesn’t know or care about them. They look on Amazon or their FLGS shelves usually.
I’m not saying give these adventures away for free. Well except the one used at cons. But making them more easily available and easier to find would help the growth of the game.
I’m not sure how well last weeks US trade show for the gaming industry GAMA was attended. But with all that’s going on in the world currently it happened.
For fans of of the Genesys, Star Wars and L5R RPGs by FFG that was a good thing.
Since the New Year those RPGs have had an uncertain future. As we moved in to 2020 the news broke that the RPG team was part of the announced redundancies within FFG. Then the end of February saw rumours leak that FFG would no longer be producing them. That their current commitments of announced products would be met and that’s it.
It looked like this was it. They had run their natural course. They were deceased RPGs. They were no more. Ok I’ll stop trying to turn this into a Python dead parrot sketch.
Then last week Asmodee (the parent company) during the GAMA trade show held a keynote.
Like all things these days there were people in the audience live blogging the keynote.
It would appear that these RPGs are not no longer. That the development of them has been moved to a new studio based in Europe called EDGE Entertainment.
The existing books (and I’m assuming ancillary products of dice, game screen, and adversary cards) will still be printed. That new books will be developed. And that they will work with existing ones. They will not be new editions (ie second editions).
This is pretty good news.
Here is the post I was going to write yesterday, but got side tracked instead by a flash of inspiration for my campaign that had to be recorded so it wasn’t lost.
Over the last week or tad longer I saved one or two tips for being a DM/GM from my twitter feed. I know these tips are flagged as being for D&D but they are applicable to any system as far as I see it.
So that those pearls of wisdom from others don’t get lost I’ve put them in this post to share with the world, and make sure I have them in a safe place.
I do use index cards. But for initiative I use the cards that come with the Essentials Kit. For secret notes I use either post-it notes or more likely the dry erase index cards I have.
I really like the dry erase index cards. I track monster stats on them during combat, can quickly hand one out with a message on, write a players condition on one and give it to a player as a reminder. Plus they are great to also use for the next tip.
I don’t currently run theatre of the mind combat. It’s something I want to add to my tool box as a DM/GM. But I think I need a bit more experience and confidence as a DM/GM before I try it. But this is a great tip to tack on to the end of the first tip.
I need more confidence in my sketching ability before I try this one on the fly during a session.
Tip #4…
This final tip is a two for one that wasn’t originally a tip. It started off as an image on a post about combat (which is well worth the read btw).
Examine the above photo that I “borrowed” from that post.
The first tip I’m taking from it is to use a perspex (plastic) sheet, not glass to hold up broken walk ways and add a second level to a battle map. This works for terrain or as shown above and the next tip drawn maps.
The second tip is to print out you battle maps on paper and cut them out. This will require me to experiment a little to get the size right so that the squares come out as one inch squares. But it’s a cheaper option than using 3D terrain, and quicker than drawing.
Hope you found those tips as useful as I think they will be for me.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.
Today’s post was going to be some recent tips that Sly Flourish had shared on twitter over the last couple of days and my thoughts on them.
However inspiration hit me whilst I was in bed this morning. And I just had to record those thoughts before I forgot them. So you will have to wait for those tips and my take on them until tomorrow.
I can’t remember what sparked the train of thought off. The iPad was playing a podcast and I was semi conscious at the time. Drifting in and out of various states of sleep. Not quiet asleep but not fully awake.
But it came to me to use diaries scattered around the lost Ironstar mine to fill the players in on the backstory of the Ironstar clan. A standard video game tool in games like Bioshock.
From there my mind made the connection with probably my favourite book of all time Lord of the Rings.
I could use the diary and it’s discovery just like Tolkien had to act as a warning of something bad.
If the players recognise this borrowed scene from the book or movie then this will help ramp up the tension, especially if they think that I’m following the scene exactly.
Which I might then follow suit and have the group attacked. But there will be no balrog.
I get in my inbox on a “regular” basis an email from Johnn Four Playing Tips with usually a pretty interesting GM tip. There was one recently called ‘Back Pocket Encounter Idea: Planar Rifts’. Which basically involves opening planar rifts up for the players to encounter.
And that is the idea I’m going with instead of a balrog or some other big nasty creature from the under dark. While the Ironstar dwarves were alive they opened up a 1 foot square planar rift that bought about their demise.
I think the players will also jump to conclusions when they encounter the planar shift and think they are off to Avernus. Particularly after the conversation we had at the start of the previous session. I’m happy to have that bit of misdirection. More tension.
The one thing I’m concerned about at the moment is the mine big enough? The one I plan to use (see previous session planning post) is something I think could be completed in a single session, two at most depending on duration of the session. I’m leaning now to repurposing the lost mine from the Lost Mine of Phandelver campaign that is included in the Starter Kit.
Right I’ve captured the idea. What do you think?
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.
While the players negotiate the date for the next session I still need to start planning. The time between now and the next session will just fly by. Before I know it I’ll be staring down the barrel of the next session with very little done.
That’s the benefit of the way of the Lazy DM. You focus on the important things that you need to run a session, whilst keeping the workload to a minimum.
It’s also why I write these planning posts. They are my notes for the next session, and sometimes ideas for future ones. Which I do refer back to while preparing my notes for the next session.
These days often my first task after a session is the post mortem (which I share with the world) followed by an update of my mind map.
Which is then followed by one of these posts capturing early thoughts about the next session.
Having justified these posts (probably for the umpteenth time) I think I should get on with my thought process.
During the players time in Mintarn and their quest for information about the Ironstar mine I kept mentioning that they were getting looks, glances from those around them. I think that was me not ready for them to take on Angrath but to have them fearful that at any moment they could be surprised by him and his pirate crew. (That bit probably could have been in the post mortem.)
The party think they managed to dodge a bullet. They went back to Mintarn and avoided Angrath. Or did they?
The party are basically camping on a beach at the moment.
So my thinking is, and I think this fits in with the ‘create a strong start’ of having a handful of pirates crash out of the undergrowth and attack the breakfasting party.
After the encounter from the beach they will notice a much larger boat near theirs. They won’t be able to get to their boat in time and make an escape. They will have to go in land.
For this over land travel and the search for the lost Ironstar mine I plan to run it based on the group challenge that was used in the D&D Beyond encounter of the Week: Detour Past Dragonspear. I will make it clear to the party that they will find the mine whether they fail or succeed. However how well they do on the challenge will determine what shape the party get there in and what happens when they find the mine.
The map I am going to use for the lost mine is from the Essentials Dragon of Icespire Peak adventure. I like the Dwarven Excavation scenario a lot for this. It looks the perfect length for our sessions. It’s designed for level 2 characters. So the threat level will have to be upped a little.
I also like the idea of using the Circle of Thunder or Dragon Barrow scenarios as potentially something the party could stumble upon to and from the lost mine. Although these would make great mini islands for the party to discover also.
So that’s my thinking at the moment. Obviously more to follow.
Having successfully delivered the tribute to the Red Rage and a lengthy discussion about what to do next.
The party settled on hunting down a mysterious dwarven mine on the north side of the Mintarn island. Leaving Valdor heading towards the Whale Bone Islands as captive to some red robed wizards.
An unfruitful search of the northern Mintarn coastline meant the party were no closer to finding the mysterious dwarven mine.
They sailed back to Mintarn looking for information about the mysterious symbol that was on a scrap of paper that Kaibon (a dwarf wizard) had in his possession and clues to the mines location.
This excursion to Mintarn had an extra threat due to Angrath having been seen in the city.
Managing to avoid detection by Angrath or any of his agents the party managed to resupply and dig for information. Sadly the later did not prove fruitful.
Full stocked the party sailed off towards the northern side of the island once more.
We left the party of the west coast of Mintarn, making camp on a beach feasting on and preserving a giant swordfish that Khemed had caught.
SPOILER ALERT TO MY ADVENTURERS! The following part of the post contains spoilers for the up and coming campaign. You may want to avoid this part of the post and join me in a future one.
If the last session was all combat this one was the complete opposite. There was no combat encounter at all this session.
It was also a session where I had to make it up as events unfolded.
But first here are my hand written prep notes.
Where I had planned for the party to take one of the hooks presented to them during the first encounter of the session. They surprised me in deciding to do something I hadn’t expected!
I had discounted the Lost Ironstar Mine hook. Nothing had happened with it in the early sessions. Then Jonas hadn’t done anything with it when he and Jeff had joined the group.
During the groups discussion on what they would do having delivered the tribute I had expected them to pick one of the hooks seeded to them. It was completely unexpected when Jonas bought up the Lost Ironstar Mine.
Naturally it’s safe to assume from the above I had nothing planned for this. It would mean a lot of making it up as I went along, going with the flow. But I was confident that I could handle the session and whatever cropped up.
I think that’s the strength of the Lazy DM advice, and having a DM folder that not only has session and campaign notes in. But also (on the advice of Jim Murphy) dungeon maps used and unused that I’ve collected along the way. Plus with the Lazy DM Workbook also kept with my DM folder I had ten locations that could be used at a drop of the hat if needed. One of those locations was a dwarven mine.
Having that sort of stuff to hand did give me that feeling that if they located the mine and went in I had something I could use.
I felt that the players may have felt I was stonewalling them from finding the lost mine. There was no trace of it from the sea, no coastal paths, landing areas linked to it. When the party went to Mintarn they were unable to get any information about the mine from the local dwarf community. Why did the dwarves not know anything about it? I had the dwarfs on Mintarn as blacksmiths, they weren’t miners. They got the raw materials they needed from trading. It’s a port after all. The money for them was in making weapons for the mercenaries that the city was known for providing.
Besides the Ironstar Dwarves were not native to Mintarn but from the mainland. Plus it was a secret. So I felt that the Ironstar dwarves when on Mintarn would have hidden their identity, even from other clans when they came in contact with them.
Having no combat in the session was an odd feeling.
I was very hands off in this session when it came to the big discussion on what to do, and other group discussions. It didn’t mean I wasn’t listening, making mental notes, taking a pulse of what the group was thinking and had remembered. It was a useful thing to do.
Not happy with my role playing. It’s still pretty weak. The opening encounter particularly was poor.
I tried something new with this sessions start. We didn’t pick up immediately where we left off. But jumped forward a few hours to the delivery of the tribute. I think this worked well. I didn’t see a need for having to go through the whole travel bit.
Before we started the session I asked the players about how they felt about going to Avernus at some point during the campaign. It was a bit of a red herring. I wanted to gauged whether players would be happy with the subject matter, and all that would entail. If you remember I plan to use the diabolical contracts with one of the players. And I needed to know before progressing that twist if that was acceptable to all the players.
At the end of the session we discussed the duration of a session. Was everyone happy to keep it to two hours or would they like longer? The outcome of this brief discussion was we would move to a three hour session.
It thought both of the above was important to discuss with the group. I knew that certain subjects were off the table when Jonathan was playing. But now he had left I needed to know how the group felt about stuff I wanted to introduce.
Overall the session ended up being a social encounter focussed session and resupplying. Not entirely happy for it from my side of things. But hopefully the players enjoyed the change of pace.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.
It’s that time in the run up to the session that I visit the library to print out the bits I need for the session. I dread this bit because it’s so painful using the library computers. They are sooooo slow.
Luckily I only had two or three campaign related things to print. Plus some one shot adventures for the Judge Dredd RPG, along with a couple of pages that help with traits and descriptions (that is also useful for the WOIN system), plus using a d10 instead of the d6 dice pool. Yep I’m getting a Judge Dredd (/Strontium Dog) GM folder ready. Just on the off chance I get to run a session or two. I also printed off the pages from the Genesys FAQ that give the new power level values for the adversaries from all three previously published books.
I am trying to keep the amount of printing to a minimum (due to being economically challenged). So like the previous session my session notes are hand written.
The cost is one side of being a DM/GM nobody really discusses. Printing costs, miniatures, tiles, handouts, etc all add up. Yes you can go digital. But that doesn’t work for me! Yeah I know a geek like me saying that is shocking. Instead of the dudes on a map (whether that’s tiles or a battle map of some kind) could be replaced with theatre of the mind combat. From my limited experience the dudes on a map has been more helpful and easier for the newer players to D&D in the group. It is also easier for me a DM/GM too.
I suppose the expense has been higher as a new DM/GM that doesn’t have a collection of resources to use. And that a lot of the stuff I have now is reusable.
One thing I printed out was a table I “borrowed” from a resource some-one did online for a fishing mini game for D&D. I wasn’t interested in the mini game. I’m happy with whoever wants to fish while at sea to just do a foraging action, and make a roll for it. But the hard bit was deciding what fish they caught. I’m not a fishing person. The nice thing is that the table they created works for sea and freshwater.
The two dungeon maps I printed out have saved me time creating my own. Once or even if used this session they can go into the back of the DM folder with other maps I have printed as an instant adventure resource if needed. All I’ve had to do is populate the dungeons.
Tomorrow is the big day. Getting excited now.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.
It’s a hard battle with inner demons, but I’ve nearly avoided being distracted from planning session 7. The current minor detour has been about how they handle planeswalking in D&D. Something that players and DMs will want to do once the new MtG/D&D Theros source book comes out. Between that, Ravnica and the Plane Shift pdf’s there are plenty of MtG planes to explore. But more about this in another post.
Yesterday I did share on Twitter what I thought was a handy tip for DMs that I stumbled upon (yes I’ve not got round to fully reading it yet) while looking at the Infernal Contracts section of the Descent into Avernus campaign book.
Why am I mentioning this here?
A copy of that page from the book will be going into my DM folder for D&D and will be used within the current campaign. The monster table that is rolled against for monsters round Baldur’s Gate is something easily updated to match the ecology round the town in your own campaign.
Although the original plan, or thought anyway was that the Infernal Contract for the player I mentioned in the previous prep post was not something that would or could be done soon.
After watching this D&D Beyond video and reading this encounter from the D&D Beyond encounter series they did leading into the Avernus campaign. I think I should have something prepared in case the appropriate opportunity presents itself.
The suggestion by Chris Perkins in the video of a devil appearing after two failed death saving throws making an offer to save the players life is a pretty cool idea. But the idea of an imp following the party around constantly trying to tempt the party and in-particular the character I had the idea for originally seems pretty fun too.
The encounter also has a pretty cool contracts table that can be customised to my needs for the campaign as well.
So you can see having this stuff prepared and readily to hand for the session and subsequent ones is pretty important now.
I do love how organic this homebrew campaign is. Being able to react to player decisions is pretty cool. It allows me to do stuff like the above.
Off to prep more.
SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.
With just over a week to go before session 7 is a thing I need to be more focussed in my prep and not get distracted by the other stuff I’ve been writing about.
To be honest I have been feeling that a couple of the group haven’t had the spotlight shone on their characters yet during our sessions.
So last night I started to rectify that by messaging them and asking them about their characters and how we can spotlight them.
From our conversations I got extra background information on both characters that did indeed spark ideas and how to spotlight them within the campaign.
One of those ideas I can use straight away in this next session.
Previously I had seeded stuff to the player that has just left the group. That character the party will be finding out this session has been kidnapped and taken to the Whale Bone Islands by the Red Robes of Thay. Originally this was going to be a kidnapping tied in with the kidnapped characters backstory. However none of the rest of the group know about the stuff I had seeded. So it’s pretty seamless to appropriate this new plot line for my needs to spotlight this other character. It also presents a quandary for the group. The character I’m spotlighting now mustn’t be caught by these Red Robes because they have something the Red Robes want, however they need to rescue their friend. What do they do?
I nearly didn’t have any idea for the other player until their last sentence of the conversation. Their character wants information, wealth, power and to survive. Then it hit me diabolical deals! There are rules for these in the Baldur’s Gate: Descent into Avernus campaign book. This is going to take a bit more planning, but that character is going to be making a deal with the devil in the near future. Or at least have temptation put in their way.
This session is feeling like it will be seeding lots of stuff and advancing ongoing plots. For instance the group will also be hearing that Angrath has been in Mintarn looking for them. It’s going to be interesting to see how the party handle that bit of news. After all Angrath is probably the last person they want to run into.
Now to think more about the dragon liar.