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Found 19 results

  1. EN World just published an interview with the writers of The Red Star, Nils Hintze and Erik Hylander. They discuss the campaign’s background, its theme and how the two upcoming books will deepen the mystery. ”The campaign starts with few odd ingredients but becomes stranger and more alien for each scenario. The player characters will probably also be changed by this journey, themselves becoming alienated from their former lives.” They also reveal what music they recommend for this desperate 1920s mystery. Read the full interview here: https://www.enworld.org/threads/the-red-star-interview.693929/
  2. Hi there! First time posting here. A colleague in another board asked me to post this. It's a recent creation of mine for a Delta Green campaign reframed as a sandbox in Arizona. If anyone dig it, feel free to use it. The campaign assumes the Cell/Team is holding station over a town or region. It uses Delta Green default rules with some small aditions explained in the document. I took inpiration from Night's Black Agents, Blades in the Dark, and Conspiracy-x for it. The Cell sheet is for the players. The Conspiracy Sheet is for the GM. https://drive.google.com/file/d/1HswOBnPA72JercUNiVKhDCt53POusQef/view?usp=sharing Any questions or feedback, lemme know.
  3. Six Seasons in Sartar, a coming-of-age RuneQuest campaign by Andrew Logan Montgomery, is available now from the Jonstown Compendium (144 pages, $19.95 in PDF / $39.95 printed hardcover). And it’s brilliant. If you are at all interested in RuneQuest or Glorantha, buy this book. It’s an introductory campaign to get new players into RuneQuest: Roleplaying in Glorantha, extensively playtested and beautifully presented. It contains episodes and scenarios that can be plugged into any game set in Sartar: you don’t have to be children of the Haraborn clan to use this book. It contains background on and fully worked examples of heroquesting, one of the more confusing aspects of Gloranthan games, fully integrated into the life of the Haraborn clan - which is presented in cult writeup format, because cult is culture, don’cha know? (Genius idea) It has neat tricks for presenting NPCs, inc. a Rune-rating based personality notation schtick I will shamelessly steal for my own future works, and is framed within a wonderful metafictional conceit that has liberated me to think the previously unthinkable. tl/dr: Buy this book. Thank me later. https://www.drivethrurpg.com/product/313871/Six-Seasons-in-Sartar?affiliate_id=392988
  4. Hi, I have a Southern Reaches campaign (currently in lockdown, sadly) where I have allowed the players a great deal of freedom with their characters. Of the five players, only one had extensive RPG experience, the rest were first timers. Most of the team are experienced wargamers. One character, for instance, found a polar bear cub, raised to adulthood and now rides it instead of a warhorse. Another has become Dean of the Lashingport school of magic (bizarre story), while a third has started his own cult. The fourth player is looking for one of the enchanted items in the rulebook, and the final player is gravitating towards an elite military unit. As a group, they have broken a slavery ring, a criminal conspiracy and a Fey-influenced cult. Their actions have taken me by surprise on several occasions and I've had to rewrite or ignore parts of the campaign and even write new stuff from scratch. Now the game is paused, I've had time to reflect a bit. I worry that I've given the players too much leeway and am wondering how to steer things back on track. Or even if I should "let the dice decide" and see where we end up. So, please, fellow GMs (not just in Magic World but other settings, too), share your stories of "railroading" (hate that term) versus ultimate freedom for the characters. I'd love to hear your ideas and solutions. Stay safe and well. Colin
  5. If I were to ask folks to give their five essential "things" to a Magic World campaign/setting, what would you say?
  6. Good day gents, I'm new to the forum but I've been planning on running a Pendragon campaign for a long time now, assuming I could ever get a hold of a group of players willing to play with me. Either way, due to my own research into my ancestry (I'm half Dutch with some alleged aristocratic roots dating back to the Middle Ages), I've been thinking of running a campaign specifically set in the Low Countries. It would probably begin at a somewhat later date than the traditional Pendragon campaigns (around 11th century AD, just before the start of the First Crusade), and would be less focused around Arthurian mythology and more around the politics of the the time in that region. So basically my main question is, what ruleset would be better suited to run the campaign with? My instinct says to go with Pendragon and leave Paladin (which I do not yet own) aside, since Pendragon allows for more generic character creation, with universal skills and passions, while Paladin is more specialized and focused around the Charlemagne arc. On the other hand, the landed nobility of the region are largely Frankish nobles as well, especially in the southern regions around Brabant and Flanders. Then again, you also have the Book of Knights and Ladies (which unfortunately does not include any information on Batavian character origins (other than the Frisians, but those are a different story entirely), let alone on the different provinces of the region, which were, and still are, very different from each other in many respects, but I'm sure I could make something up. What do you think. Do you have any other pointers on what I should be looking for?
  7. Unboxing in the Nook: Valley of Plenty by Shawn and Peggy Carpenter and published by Chaosium, Inc. https://youtu.be/HdT7Fzfk3-4 #reviewsfromrlyeh #rpgreview #rpgreviews #rpg #fantasy #Chaosium #RuneQuest #JonstownCompendium #JonstownJottings #UnboxingInTheNook #HeroQuest #QuestWorlds #Glorantha
  8. As I'm comparing different maps of Dragon Pass [Sartar, to be precise] I ask myself "what level of detail is the average Gloranthan campaign map?" Are you playing with the highly detailed maps and whenever your characters are pass through some tiny location you end up here on the forum or in some of the books and do your research? [e.g. map of Colymar Tribe from the GM's Screen Pack] Are you running your campaign with broad bushstrokes, so you only have the major, big places in mind; overland travel isn't very important and you put the characters in action without going into much details and whatabouts concerning villages and places on the way. [e.g. map of Dragon Pass 1625 ST from the GM's Screen Pack] Are you running your campaign in a defined and "closed" region, so that your characters aren't moving much and you can go deep in the details of the location [e.g. the 77pages long fanmade description of the Arfritha Vale] What type of using maps is your campaign style?
  9. Hi all, As one of the authors of this book I would love to hear any feedback, comments and discuss the book at more length. Has anyone reviewed this yet? People are buying the book, but I don't hear any chatter.... Simon Bray
  10. I'll be running the Horror on the Orient Express campaign at the Fantasy Flight Game Center in Minneapolis, MN starting in a few weeks. It's been a lot of fun so far just prepping for it. For those of you who have run it already in 7th ed., could you please share your experience and what went well and/or not so well. Thank you!
  11. Hello everyone, It is my first time writing in this forum. I am writing this message because I am writing diverse materials about Glorantha blending, adapting and developing different sources such as articles from the fanzines Ye Book of Tentacles, Tradetalk and Tales of the Reaching Moon with up to date materials such as The Guide to Glorantha or the Stafford Library. The thing is that I need someone to review my materials because I don't know if I am missing important details or not, so I need someone more knowledgeable to give me a second opinion.I inform you in advance that everything is written in Spanish, in case that may be a problem. Keep in mind that all are incomplete works that I update daily, well more like thrice a week. here's a dropbox link with all my materials:https://www.dropbox.com/sh/1bl6lr46ipfzfkm/AAAKveg8TITMuv08H-slDOdYa?dl=0These are the materials I am working on right now: Afinidades rúnicas: the set of rules I use for the runic affinities, including the use of the chaos rune.La tercera profecía: a campaign settled around the Kingdom of War in 1620 that tells events that precede the War against War.Los hsunchen: an article about the hsunchen with systems to make them more colourful and fun to play.Notas Glorantha: an adaptation of RQ6 rules for the Glorantha setting.Resumen magia: a mash-up of third and sixth edition rules I use for magic.El hijo pródigo (now a part of Cuentos apócrifos): a tale about the first owner of the Magic rune and how it ended up in the hands of Arachne Solara.
  12. D A R K V A L L E Y a basic roleplaying adventure by don jolly v.1.1 dark cedars climb the slope of somber hills. the passes ring with the calls of wildcats. Here come the warm spring rains, the gifts of dreaming Texas. Here come the trappers, through the dark, truding with strange pelts in tow. Dark Valley, Texas. Which men may never leave. Dark Valley is a campaign for Basic Roleplaying that I'm currently running for my group up here in Brooklyn. It's a western setting with a few interesting wrinkles and five intersecting storylines in which the player characters have a chance to intervene. I've run a few sandbox games before, but the flexibility of BRP expanded the scope of that sandbox tremendously. I don't want to give anything away, but I will say a few things: this module contains a giant feathered tyrannosaurus rex and a church where old issues of Amazing Stories are considered modern scripture. In terms of structure, I tried to emulate the better 1990s CRPGs -- think of the selection of quests and encounters that make up the original Fallout and you've got the idea. Check it out here: http://www.daggermag.com/darkvalley.html (Just click the map to download the module's .txt file -- easy to edit and manage at the table)
  13. colinabrett

    Bad Acid

    Version 1.0.0

    76 downloads

    A follow-up adventure for the BRP/CP2020 crossover rules.
  14. If you are going to Furnace, I'm running the following game on Saturday Evening. "Star Shine Chapter 1: Darius’ Seven Slot 3 Saturday Evening System: River of Heaven GM: Newt Number of Players: 4 You are on the run. If they catch you they will kill you. So you hid on the last planet that anyone in the whole Universe would want to find you – Earth. Burnt out Earth, Abandoned Earth, Lawless Earth. Where you hide in Kill City, beneath the Skyscrapers where the elites look down on the huddled masses of poor. Where the pollution is so bad, if you didn’t have a working mask you’d be drowning in it. Then a woman called Carla in a bar tells you that legendary Lord Darius, captain of the renegade Step Ship “Star Shine”, is looking for a crew. That he’s looking for people like you to offer a ticket off this hell planet to a life of freedom amongst the stars. All you need to do reach the orbital elevator on the other side of the city, while playing a deadly game of hide and seek with the Hunter-Killers of his rival Lord Algernon. River of Heaven is a D100 Science Fiction game set in the 28th Century. This adventure is the beginning of an epic series of con-adventures which will span the game’s setting. As well as the fiction of writers such as Alastair Reynolds, this adventure pulls heavily from TV series such as Firefly and Blakes 7." I'm very much running this as a 'Pilot' that if its successful will be an ongoing Convention Campaign, supported by myself and other D101 writers. Further details on that when it happens
  15. Hello, all... This is my first post on these forums. here's my question: I'm interested in playing in or GM'ing in a RQ game on Roll20. So, there are two sub-questions... first, are there any Roll20 RQ campaigns that have an opening? Second, if not, is anyone here interested in playing something I would start? Chris Klug
  16. I think it best to separate my emergent Magic World campaign idea from the "respect" thread. The campaign concept emerged after some chatting with Ben and Angelo, and shifting our system and setting focus. The setting shift due to the past few sessions (a few months ago) being as bog-standard fantasy as my current non-MW campaign with other players. This creates some challenges for me - working on two campaigns concurrently is no big deal ... having them be very similar in theme and such is where I get demotivated. My players were also tired of zero-to-hero play. That, combined with a side commentary with Ben re: treatment of MW, had me think, well, let's use Magic World then. Setting wise, I've been hankering for something more sword & sorcery, and definitely more pulpy weird. One idea I've had floating around a bit is to use the Dreamlands map, and various bits of the related book(s), as a "straight up" setting for a fantasy game. From there, it quickly became ... The Strange Tales of the Dreamworld. I'm looking forward to it - the session in a week has three (possibly four) players, all of whom are old hands at gaming (general and BRP / MW). I'm super fortunate in that I might have two of the folks behind MW at the table. Having players who have system mastery, are positive contributors, great roleplayers and know the source material is a heck of a gift. I'm thinking the initial spot will be The Six Kingdoms region of the Dreamlands map: "Well and Weirdly Met in Zakarion" sounds like a good and appropriate title for the kickoff. I'll look to post materials, commentary and such to this thread. Comments, encouragement, contributions, etc. welcome. Detractors may take their issues up c/o "Arioch, Dept of Caring ..."
  17. Realm Works - Streamlined RPG Campaign Tools Project by Lone Wolf Development (makers of Hero Lab!) Now with all THREE of the Gnome Stew books incorporated (depending on backer level)!! Streamline RPG preparation, spend more time focusing on the game, and increase the engagement of your players with Realm Works! From The Kickstarter Page "How many times have you struggled to keep your tabletop RPG campaigns completely organized? Have you ever lost track of what your players have and haven't learned? Is “real-life” limiting the time you have to prepare for games? Do you waste precious time during games searching for details from previous sessions, some of which occurred months or even years ago? These challenges, and others, are what we set out to solve with Realm Works. Realm Works takes campaign management for tabletop RPGs to the next level, making it faster and easier to prepare for games, and greatly enhancing the actual game experience. You can use Realm Works with any RPGs you play — it’s “game system neutral” and can be used no matter what type of campaign you run. GMs can create, manage, and share their world using a single tool, rather than trying to cobble things together with multiple, disconnected applications. Realm Works was built by GMs and players for GMs and players." Stats & Info Launched: Jan 22, 2013 Funding ends: Feb 24, 2013 859 Backers $72,920 pledged of $100,000 goal 10 days to go... I think this is going to be a SUPERB tool! I am really excited about the sharing on the cloud and the Gnome Stew books now included is going to make this thing sing.
  18. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust
  19. Val-du-Loup is a setting for medieval adventures using the BRP roleplaying system. It details a backwards, danger-fraught region of the dense, primal Ardennes forests, and is intended to serve for either an Early or a High Middle Ages setting. The Church wields little influence among the counties and baronies along the river Loup. Christian fervor clash with Frankish and Celtish traditions. Barons feud for land, while greedy princes grab the last tidbits left of the Empire. The monograph contains the following sections: • The Player Section: A primer on life in the Middle Ages - medieval society, knighthood, castles, military orders, medieval cities, universities and religion. Detailed information about the setting itself, i.e. the region of Val-du-Loup: the ruling families, assorted personalities (nobles, clergy and commoners) and a lengthy gazetteer of important and interesting locations. Character Creation with suggestions on how to involve player characters in adventures set in Val-du-Loup; and a character sheet designed for a medieval setting. • The Gamemaster Section: The Bestiary with random encounter tables, The Mythos Bestiary, secrets and background for the main personalities and villains in the campaign including game statistics for all major characters and some stock characters. • Adventures: This section includes two complete adventures: A Black Heart and Prelude to War; two adventure synopses; and finally a list of story seeds. By Guy Dondlinger. 160 pages. Published by Chaosium July 2009.
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