Category Archives: RPG

Theros Coming To D&D

The website Comicbook is reporting that once more WotC are dipping into the crossover pool between MtG and D&D.

This new crossover is called Mythic Odysseys of Theros. Which naturally going by that title takes D&D players to the plane of Theros. Which just so happens to be the current set. Although by the time this new campaign book hits your FLGS MtG players will have said their good byes to Theros and moved on to Ikoria.

Theros is heavily influenced by Greek mythology. So it will be interesting to see how they handle the themes and tropes such as heroes, monsters and gods. Plus will they pick up the theme of the current set of the under world?

I’d still like to see a Plane Shift release for Eldraine, and an art book. But now that is just wishful thinking.

Read the original story HERE. (If you want to see the cover of the book they have a link to the archived web page with it on also)

Genesys The Expanded Players Guide

It’s sad that my “light” reading these days while having a soak in the bath (yep had to return that image to your mind) are various RPG books.

I find them (and I can’t believe I’m saying this) a relaxing and inspiring read. After reading a few pages whether it’s about character creation, running combat or some campaign/world background, I can’t help but have ideas buzzing around in my head.

And if it’s a system I haven’t managed to play yet, yearn to get it to the table. You can tell when that happens because I will post a hopeful call for players to try the game on the clubs Facebook page. A day or two later that enthusiasm and excitement is turned into disappointment by the lack of responses.

My current reading has seen me diving in and out of the Genesys source books. With a lot of that time spent in the latest volume for the Genesys system the Expanded Players Guide (EPG).

I really, really like the EPG. It’s such a great addition.

Let’s look at what the EPG brings to the table and why I like it so much.

The EPG is broken into three parts. Those being New Settings, Expanded Rule Creation and Expanded Alternate Rules.

In the New Settings we get three new example settings, ‘Age of Myth’, ‘Monsterworld’ and ‘Post Apocalypse’.

Unlike the Core Rulebook settings these new settings are not mapped to FFG IP. Like the other settings though these are broad overviews and meant as a starting point for building your own game worlds.

The ‘Age of Myth’ is slightly different to traditional fantasy. You are looking at Greek and Norse mythology and how they viewed the world. If you want a good look at this setting watch this video by Dael Kingsmill on the subject. But be warned her focus is more for using the setting in D&D. However Dael does a great job of explaining the difference between a fantasy and myth setting. I also like the job the authors of the EPG did.

‘Monsterworld’ is the gothic horror, setting. So think Mary Shelley’s Frankenstein, and Bram Stoker’s Dracula.

I think ‘Post Apocalypse’ speaks for itself. However reading and watching The Road by Cormac McCarthy would be a great piece to get inspiration from. Or playing the classic video game The Last of Us. Although if I was thinking of using this setting and it is covered by one of the four The End of the World books by FFG I’d be tempted to use one of them instead.

FFG also provide a handy table that maps skills and talents for the settings to those in the Core Rulebook.

Add these example settings to those in the Core Rulebook and I think FFG have now covered the majority of the genres that most people will ever want or need.

However if they have missed one, or you want to come up with your own based on one of the provided examples or some other source material, FFG have provided a whole chapter of Expanded rules for creating a setting.

For me this is an amazing chapter that is system agnostic. It has some great tables to roll against for the generation of ideas or you can just pick one of the entries. These tables cover common tropes, technology level, world structure, etc. There is an Expanded Setting Creation Sheet you can download off the FFG website to record things on.

In the second part of the EPG we get rules for creating our own vehicles. Additionally there are some stats for common vehicles for land, air and water. I’ve not gone through the creation part yet. But the new vehicle stats are useful, and can go straight into a lot of settings.

We also get rules for creating quick adversaries plus a new challenge level system in this section. I really like the quick adversaries creation. It was fun creating those dinosaurs in previous posts using these rules. The new challenge level system is a welcome addition for judging how balanced an encounter is.

There is also rules here for creating specialization trees aka skill trees using talents. I really like this and currently creating a specialization tree for a runner in the Android setting. This is very video game RPG like.

In the third and final section there are “…new talents and spells designed to work with our magic rules“. It also has “…some alternate rules for character advancement and social encounters, and new tones.”

I’ve not spent any time in this section apart from briefly skimming the new tones, Heist and Noir. Apart from the new rules they introduce for each tone. I think these are pretty applicable to any system, and also another great source of inspiration.

If you play using Genesys system then this book is a must have. It certainly ticks all the boxes for me.

Tales from the Loop Amazon Series

The trailer below dropped this afternoon. Took me a little bit by surprise because I wasn’t aware this was in production.

I believe this series is inspired by the RPG and it’s art with the same name.

Which is pretty damn cool.

We often see a film or tv series made into a RPG. But rarely do we see it going the other way. The only one that comes to mind are movies based on D&D plus the old cartoon.

The exciting thing is we don’t have that long to wait to see it. According to end of the trailer this will be dropping in 3rd April.

I think the trailer looks pretty cool. I’ve gone from zero awareness to totally excited for this.

Who knows there might even be an upturn in the sales and playing of the RPG.

Let me know what you think of the trailer in the comments below.

UPDATE: a twitter like person informed me apparently this is a book also. And that is the source of the inspiration. The Wikipedia page needs updating then.

Some timely twitter D&D tips via Sly Flourish

On Sunday there were a couple of tweets by Sly Fourish that I found timely reminders and great advice for DMs/GMs. Although aimed at D&D (hence the hashtag) they were both applicable to any RPG system in my opinion.

So without any sort of permission I thought I’d share them here below.

The Sly Flourish tip I’m totally guilty of. I need to take this into account more within my session prep. At the moment if they get to showcase them it’s more by luck.

The DnDTweets tip is a great reminder that stuff still happens while the adventurers are doing their thing. Plots of NPCs advance, stuff happens. It reminded me what is Angrath the Minotaur pirate currently doing? I could even throw Vraska into this thought process. I’ll write more on this and what I think is going on in a session prep post with all the disclaimers for my party.

I hope others reading this find the tips useful.

The Death of Genesys ‘Confirmed’!

It has been reported over the last few days that FFG are killing off their RPG department completely, and that they will no longer be producing RPGs.

The slight silver lining to the cloud is that already announced RPG products like the Keyforge campaign book will be published. But after the current commitments have been met, nada.

That means the Star Wars, L5R and Genesys RPGs will join the ranks of defunct RPGs.

It’s a shame that this is happening.

It kills off any hopes fans of the games had that FFG would be using outside contractors to produce new content for their favourite game.

There are other rumours or conspiracy theories floating around along with this news. These range from FFG are being sold off to Asmodee being sold off. But that’s just internet chatter trying to make 2 + 2 = 5.

I haven’t played the Genesys system but I do like it. Especially that it had the Android source book. The one drawback for me that applies to the whole group of FFG RPGs is the use of custom dice. Naturally these dice had the infamous FFG premium added on. They did produce a mobile app for the dice. Which was considerably cheaper than a physical set.

But we are about to get into the scenario I have for all modern board games that rely on an app for play. Support after the product is no longer published. It gets worse in this situation because the FFG software department went in the cleansing just after Christmas. So unless the Asmodee software team pick up the support and maintenance of the app. As soon as a future release of Android or iOS breaks it, that’s it. It’s a dead app. That’s assuming that FFG don’t pull the app.

The app was the only realistic option for players that want to use any of the RPGs going forward. The dice sets will get rarer and rarer, and more expensive because of this.

I suppose the only option left would be for players in the future to map the relevant custom dice to their regular versions. Not ideal, produces an overhead during play that could slow things down when doing checks. But still a work around.

The future of the licences that FFG have is an interesting one. I think some like the Star Wars one will be picked up. What the actual practicalities of that is I have no idea. Can a third party pick the RPG licence up? Can FFG sub licence those rights to a third party? I’ve no idea. But whatever the specifics we could be a few years off seeing a new Star Wars RPG.

As for seeing a L5R RPG. That’s a harder one to guess. I know it has it’s fans. But enough to warrant a third party approaching FFG about licensing it? I’m not sure.

I love the Android universe. An IP that it seems FFG are mothballing completely, joining Tannhauser.

I know Genesys is a generic system that players are meant to use to create their own worlds and adventures. However I felt it was under supported, especially the two source books they produced. Apart from the sample adventures they produced for conventions there was no other material produced for them. The Android source book was lucky that FFG had produced the Worlds of Android book for Netrunner.

I think Android and Terrinoth would both have benefitted from FFG producing adventures on a regular basis for them. As would the Star Wars and L5R games. They needn’t have been the multi adventure campaigns that WotC put out for D&D. But more single adventures along the likes that the Adventurers League gets, that form part of a season.

Yes FFG introduced the Forge for fan created content. But I’m not sure how popular that was or is. I do feel that was a little too late.

Regular official content helps sell a system. Not all GMs want to home brew. Some want to pick up an adventure and run with it. Being able to cater for both is important. Although you could argue that if that was the case then the Genesys RPG isn’t for them. But it should be.

I still hold onto the hope I can get an Android based campaign up and running. But the likely hood of it being Genesys based has taken a hit.

Update on planning session 7 #1

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.

First thing I needed to do was some house keeping. I updated how many campaign days had passed since the party left that jetty in Saltmarsh. We are currently Day 16.

Then I needed to update the mindmap of rumours/quests. I’ve also started to use some functionality of iThoughts app to mark which bits have been completed or finished with, and which ones are partially done.

I don’t think that the party will enter the liars of Hoondarrh. But I need to have something prepared. Just in case. I see the delivery of the tribute as a social encounter. There will be a surprise for the party when they discover the Tyrant sent a second boat to keep an eye on them. They will also get more information on the kidnapping of Valdor. But if there is one lesson you learn early on as a noob DM is to expect the unexpected.

The information I have on Skadaurak is limited, and I was reminded the other day there is a paragraph in the Sword Coast Adventurers Guide source book.

SKADAURAK

The Red Rage of Mintarn dwells in this mountain that rises from the sea north of Mintarn. I’ve never heard of any treasure hunters making it out alive, but those who give tribute to Hoondarrh say they sail into a sea cave and leave it on a sandy beach within. More caves are said to lead out from that bay, one even going straight up into the ceiling. Sometimes the tribute carriers can hear Hoondarrh’s breathing from one of the caves: great inhalations, exhalations, and deep rumbles of slumber. When they can’t hear such noises,you might think folk of Mintarn would be inclined to explore Skadaurak, but as it was explained to me, the lack of the dragon snoring might mean he is away hunting somewhere, but it could just as easily mean he is present, watching, and holding his breath.” Sword Coast Adventurers Guide

And the here is the bit from an old Dragon magazine (previously posted on here for those that think it looks familiar).

“… a vast complex of subterranean rooms — in fact, a recently-built “dungeon.” It has no less than three shafts where a large red dragon can fly in and out with wings spread; one of them turns back to angle almost straight up into a mountain peak, and there ends in the main treasure cavern.

The rest of the island is honeycombed with trap-filled false lairs. Some of these are even home to a few bold brigands, whom Hoondarrh suffers to live because they amuse him with their furtive diggings, and they have learned not to dare any open assault on his main caverns. From time to time he snatches one up and dumps the man in Baldur’s Gate or Waterdeep or Athkatla, to babble tales of the vast and rich lair that sprawls through the very heart of the isle of Skadaurak, and so lure more adventurers hence.

Though Hoondarrh is not known to possess any sentient servants, his lair seems alive with golems and gargoylelike automatons of various sorts — and even with captive monsters that are kept ravenously hungry.” Dragon Magazine

I’m only going to prepare something for the main larger of the two islands that make up Skadaurak. That is the one I think Hoondarrh would have used.

Based on the map for the Sword Coast below is how I imagine the profile of that main island.

Which means from the two descriptions those three entrances are basically caves with one being a sea cave.

As an aside to this what I consider a major bit of prep, I will need to revisit the Ghosts of Saltmarsh campaign book and the tables it has for sea travel. Those tables will prove useful on the longer sea based journeys.

One thing I need to remember is how much food that the party have. If they set off without resupplying then they are going to get very hungry. Especially if they fail to catch anything. They will be fine for drinking water because of the magic item they have.

I think I’ve mentioned briefly in a previous post how much I like the Pathfinder Face Cards. I’ve added a second pack to my toolbox to give me more options. I’ve also added a Pathfinder campaign pack. This adds mission cards, a small handful of face cards, and some item cards. Although tied to a specific Pathfinder adventure these are pretty cool, and could easily be used within a campaign/adventure.

You’ll also notice in the photo I also now have a hard copy of The Lazy DM’s Workbook. Something I can browse while having a soak, have to hand while prepping, and have behind the screen during a session.

When last we left our heroes… #6

After having a hearty breakfast our ” heroes” were escorted by the City Watch to their newly acquired ship. Waiting for them onboard was Hoondarrh’s tribute, complete with two knights guarding it.

Before setting sail the party were informed Valdor had been kidnapped, and that the Tyrant was in the process of finding out by whom and where he had been taken.

Our party set sail, and after a slight detour during the night, the ship was attacked by sahuagin.

The battle was long and bloody. Eventually our “heroes” won through.

The sahuagins “boat” was searched to no avail. So it was set on fire!

And that is where our “heroes” were left about to continue the delivery of the tribute.

Post-mortem

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.

I’ve had a week to brood on last Sunday’s session. To contemplate what happened during the session. I even got a chance to briefly check in with a player for their thoughts.

Let’s start with my notes for the session.

As you can see three pages. One to track the use of the patches on the robe of useful items. I think it’s important that I also track its use along with the player. Not because I distrust the player. But more things get forgotten or lost. So that if one of those two situations occurs the player can still use the patches.

The first page is a list of major NPCs the players will encounter during the session, along with how the sea travel will work. Finally page two is notes on the two major encounters of the session.

The notes were just about right for me. I need to probably improve the NPC notes a little with a description or film character of the NPCs character. For instance posh, snooty, or Obelix.

The mini large card sized whiteboards are proving really useful. Especially when running combat. They allow me to easily track current health of the monsters and group them. Which I did in this session. With the appropriate monster card out in front to refer to, and the use of my session notes to track spell usage. I great combo for me while running a combat.

The actual combat was dipping into the deadly side of things. So the most challenging one yet for the players. Especially after what was a rather easy combat the previous session. It was interesting that the player I spoke to considered this the first real combat that they had had. Which was an interesting point of view. He also thought their tactics and how they handled the situation was not brilliant.

At the end of the session I got the impression from one player that they had at minimum been frustrated with the combat, and at most had not entirely enjoyed it. Maybe because their character got knocked unconscious twice during the combat. Their comment at the end of the session when I asked for feedback was to remember the action economy. I can see that point of view. However with better tactics from the party. Plus I don’t think that the monsters had a very big advantage on the actions front.

Each player had at least one healing potion, plus the potions on the robe of useful items, and healing spells. So even with the encounter being deadly I felt the players had enough between them to not die.

The combat went on for the majority of the session. Which did surprise me. I was expecting it to go for about half the session.

I was happy with the way I ran the sahuagin. They were split into two groups. And each group had it’s own initiative. I still like rolling once for the attack of the monsters when it is a group. I also used the average static HP of damage from the stat block instead of rolling for damage. It does speed things up.

When the players were first introduced to the two knights on their boat I made it clear that their orders were to guard the tribute. There was a knight placed outside the cabin with the tribute in, and one placed inside. With them swapping over at regular intervals. They were described as being like the Queens Guard at Bucks Palace. So when the sahuagin attacked it wasn’t until the sahuagin baron boarded the ship and went and attacked the knight that they got involved. I handed the control of that knight over to the players.

The player with the deck of illusions had bought their own deck of cards to use as a prop during play. I had taken my own. But happy for them to use their own. However when they used the deck they created a golem illusion placed in front of the cabin door. And it was left standing there. I felt it wasn’t used to its best effect during the combat.

Finally after reminding the player that they had the luck stone the curse was triggered. They clicked then why I had been reminding them about it. I think the curse or an aspect of it could be used to their benefit. Yes it also has a downside. But with a bit of creativity. The players have already been taught that they need to be more careful when negotiating a dungeon of some description. This was a not all that glitters is gold lesson. That suspicion is a healthy thing to have.

The Tomb of Annihilation overland travel kinda worked. The lost mechanic kind of failed when the ranger ships captain was navigating. They had an ability that meant they couldn’t get lost. I need to think about this a bit more. We have a lot of sea travel in the future. Might try the group challenge next. After that I’ll take feedback from the players to which one they prefer.

I started in session 5 to use Pathfinder Cards: Wrath of the Righteous Face Cards Deck to represent the NPCs. Or the main ones they are interacting with. And continued to use them in this session. I think it helps having their card clipped to the DM screen so they players can have an image of what the NPC looks like. It helps bring them to life. It also means I don’t have to find a suitable mini but can get away with using tokens.

Overall I think the majority had a good time. I think the combat was challenging. Now to start planning the next session.

Lessons from the master

You all know by now when it comes to RPG stuff I’m more then happy to “borrow” ideas from other more experienced DMs. Especially those that are kind enough to make my life easy by sharing on various social media platforms.

So I was glad to come across the tweet below this afternoon.

Basically the post that the tweet is promoting is doing exactly the same as I’m doing here. With one major difference. I’m not going to repackage some of the original content.

But I will give you the link to the original article/post so you don’t have to go the long route to get to it. Here is the link to the original post.

Me personally I’m going to sit down and make notes from that post on 5″ x 3″ index cards to go in my DM toolbox.

Velociraptor Adversary for Genesys

This is a follow up post to the one yesterday where I created a T-Rex adversary for Genesys using the quick build guide from the Expanded Players Guide (EPL) Chapter 2 Adversary Creation.

In this post I’m just presenting the stat blocks for two velociraptors that were inspired by the ones in the original Jurassic Park movie.

In the first Jurassic Park movie the velociraptors hunted in a pack. The pack consisted of an alpha female velociraptor and two others. So that is how I envisage these adversaries to be run in a Jurassic Park style scenario.

Just like yesterday the disclaimer continues over into this post.

If you have any suggestions, improvements, please leave them in the comments.

Creating a T-Rex Adversary for Genesys

After the earlier post about a Jurassic Park RPG I was inspired to try and create a dinosaur adversary for the Genesys RPG.

There could only be one dinosaur to create first for such a setting and that is the poster boy for the movies, and arguably the most iconic, the T-Rex.

Creating a stat block from scratch is unusual for me. In D&D I usually cheat and reskin an existing creature/npc for my use. It cuts down on the work involved prepping considerably. It also helps that D&D has a pretty large menagerie to choose from also.

Sadly being a generic system, with at the time of writing two settings books (a third in the works), the available pool of creatures to use as a basis is a lot lot smaller.

I’ll be generating this adversary using the quick build guide from the Expanded Players Guide (EPL) Chapter 2 Adversary Creation.

I’ll issue a disclaimer at this point. This will be my first ever adversary for Genesys (a system I have yet to play). So there are going to be mistakes. At no point do I claim to be an expert on the rules or in creating custom content for Genesys. And to take whatever I say with a vary large unhealthy pinch of salt. We may differ on decisions made, and I look forward to discussing those in the comments in a respectful and polite manor.

Adversary Type: When creating an adversary we have three options available for its type. Those being minion, rival and nemesis. For me the T-Rex can only be a nemesis.

Characteristics: From Table II.2– 1: Characteristic Arrays I’ve gone with the Huge Creature array. This is for an Elephant, or dinosaur.

Soak, Defense,and Wound and Strain Thresholds: This uses Table II.2–2: Soak, Defense, and Wound and Strain Thresholds, and the advice is to choose two options from the table. I went with Armored Hide and Giant Body for the T-Rex. Armoured Hide for the T-Rex seemed a natural choice. I’m giving the T-Rex a silhouette of 3. This allows me to save 4 for the larger dinosaurs. The T-Rex is also going to get the adversary talent. Following the advice in the EPL side box about avoiding compounded defences this will be the only change made in making the T-Rex tougher in combat.

Skills: Using Table II.2–3: Skill Packages I went with choosing two skill packages. It should be noted I did have the option of picking a third. The two I chose were Ferocious Creature and Predatory Creature. I felt they fitted well with the T-Rex.

Talents and Special Abilities: For this I used the provided Table II.2–4: Adversary Talents and Table II.2–5: Adversary Special Abilities. I think the T-Rex could only have the Terrifying ability. It’s such a natural fit for it.

Equipment: I went with one of the pre-rolled equipment arrays. The large beast or creature array seemed a good fit. It’s designed for large creature like elephants and dinosaurs! I just removed tentacles or thundering hooves from the weapons because the T-Rex has neither.

Here is the final stat block for a T-Rex that I came up with.

I actually found the quick build guide easy to follow. Although it was unclear on how to generate the power levels. In the end I just added up all the adjustments provided throughout the chapter for the options I chose to get a final figure. With any final value that was a zero becoming a one instead as per the guide.