Links from about the interwebs - feeds, sidebars and discord conversations mostly. For more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Prismatic Weekly gives us They’re Eating the Blogs
Gorgon Bones shares Roleplaying Games are Wargames
Evan Torner on Rascal writes Combat in Dungeons & Dragons
Grumpy Wizard gives us How I Use Published Adventures In A Homebrew Sandbox
Seth Louis Game development writes How I Started a Cairn Open Table
Daily Illuminator shares The Reality Of Tariffs In Tabletop Gaming
House of the New Zodiac asks Are popular bloggers actually good DMs?
Save vs Total Party Kill gives us Negative Space Reprise
Fae Errant gives us In Defence of Mediocre Content
18 November 2024
16 November 2024
Deep Time Monster Groups - Adversary design notes from Hexcrawloween
Background to the hexcrawloween region that I cooked up was twists on classic monsters - taking the 'niche' of certain monsters and imagining their equivalents for other species and times.
I had a notion of what this patch of the world was - Land of the Dead, ruled by Theocracy of Kirianshalee, currently being invaded by dragon-blooded orcs from the north. After using the Wilderness Generator from Izirions Enchirdion of the West Marches to put some finer texture over that I got a patch of reality where clearly the veil had worn thin - lots of planar, fey and afterlife bleed through - souls not going where they ought to one way or another.
All this following on from the 'epochs' reading I had been doing for GLoGtober got me thinking of how this is the age of humans - or human-like things - but certainly there have been other ages dominated by other beings - and thus there must have been an ecosystem of predators, mimics and suchlike for those other times.
I had a notion of what this patch of the world was - Land of the Dead, ruled by Theocracy of Kirianshalee, currently being invaded by dragon-blooded orcs from the north. After using the Wilderness Generator from Izirions Enchirdion of the West Marches to put some finer texture over that I got a patch of reality where clearly the veil had worn thin - lots of planar, fey and afterlife bleed through - souls not going where they ought to one way or another.
All this following on from the 'epochs' reading I had been doing for GLoGtober got me thinking of how this is the age of humans - or human-like things - but certainly there have been other ages dominated by other beings - and thus there must have been an ecosystem of predators, mimics and suchlike for those other times.
13 November 2024
Review: Starlight Arcana
tl:dr; chunky, gorgeous book - great ideas, somewhat heavy to prep but has made it to my table where lots of other stuff has not
I spotted this on Kickstarter and tagged it as a kind of Spelljammer substitute - it was marketed as Voyage Across the Astral, Adventures Across the Starlight Arcana Astral Plane - I read that as something in the "Planejammer" space and was definitely on board for what I didn't get from Spelljammer - ship combat and actual planets to go to. With this coming out of Krakow, Poland I was also happy to support my local game developers.
It is a gorgeous book, the artwork and production values throughout are very very nice. This is a beautiful piece of kit with some great work in here. There is a tarot-themed sorcerer and there was a whole tarot deck with campaign appropriate art as part of the kickstarter. The tarot is also used for a tarot-driven divining of the fates and implementation of game effects while adventuring across planets in the sandbox part of the campaign. I like the idea but my shelves groan with tarot decks so I could not justify getting this one, even if beautiful.
I spotted this on Kickstarter and tagged it as a kind of Spelljammer substitute - it was marketed as Voyage Across the Astral, Adventures Across the Starlight Arcana Astral Plane - I read that as something in the "Planejammer" space and was definitely on board for what I didn't get from Spelljammer - ship combat and actual planets to go to. With this coming out of Krakow, Poland I was also happy to support my local game developers.
Art by Joanna 'Dusky Cat' Trzesniewska
First impression of Starlight Arcana is that it is a huge chonky book. About an eighth is the setting crunch, another eighth are the campaign mechanics, a third is the three acts of the campaign and then the back half-ish is the bestiary. It should probably be best conceptualised as a campaign book that comes with its own setting, bespoke mechanics and companion bestiary.It is a gorgeous book, the artwork and production values throughout are very very nice. This is a beautiful piece of kit with some great work in here. There is a tarot-themed sorcerer and there was a whole tarot deck with campaign appropriate art as part of the kickstarter. The tarot is also used for a tarot-driven divining of the fates and implementation of game effects while adventuring across planets in the sandbox part of the campaign. I like the idea but my shelves groan with tarot decks so I could not justify getting this one, even if beautiful.
Reference d20 for scale
There is a lot of content in here, that maybe could have benefited from a grizzled editor snarling 'kill your darlings' at the writers. The layout is two columns per page for most of the first half of the book, the bestiary varies from two column/two monster to single monster/stat block per page. Comparing it to something else recent - 5e Spelljammer - you get more for your page count - smaller margins, smaller font, more words on a two page spread. I spotted a couple of typos but overall for a first publication out of a new outfit, pretty damn good. I might have liked things boiled down more in OSR style but stylistically it cleaves to 5e house style.
Labels:
D&D,
dnd,
kickstarter,
planescape,
review,
Spelljammer
11 November 2024
Shiny TTRPG links #198
Links from about the interwebs, slightly late as I spent my day out in the fog. For more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
All Dead Generations shares GYGAX'S FORTRESS
Occultronics writes OSR Social Resolution Procedures
Tabletop Curiosity Cabinet gives us Animism and dungeons
Weird & Wonderful Worlds gives us Dynamic Reality Gaming
Throne of Salt shares Positively Unhinged Elden Ring Theoryposting: Part 2
Idraluna Archives shares Public Domain Illustrations on Project Gutenberg
cryptickeyway shares Make Ancestries Distinct By Giving Them Mastery of Their Domain
Personable Thoughts gives us Kickstarter FOMO and the Content Firehose
All Dead Generations shares GYGAX'S FORTRESS
Occultronics writes OSR Social Resolution Procedures
Tabletop Curiosity Cabinet gives us Animism and dungeons
Weird & Wonderful Worlds gives us Dynamic Reality Gaming
Throne of Salt shares Positively Unhinged Elden Ring Theoryposting: Part 2
Idraluna Archives shares Public Domain Illustrations on Project Gutenberg
cryptickeyway shares Make Ancestries Distinct By Giving Them Mastery of Their Domain
Personable Thoughts gives us Kickstarter FOMO and the Content Firehose
09 November 2024
Review: Macaronicon
tl;dr: adds cool species for the players, great adventures for the DMs, a solid expansion for Brancalonia.
So, here we have the Macaronicon. It is basically a collection of all the stretch goals from the initial Brancalonia crowdfunding campaign - which is where I got it originally. This was bonus content for me and I have gotten a ton of use out of it. Brancalonia is a "spaghetti fantasy" campaign setting for D&D 5e "based on Italian tradition, folklore, history, landscapes, literature and pop culture" that lets you be a band of roistering Knaves and ne'er do wells out for their latest job. I have reviewed the Brancalonia Core book and Jinx's Almanac before - both great books and the Macaronicon is a close third.
It begs comparison to Jinx's Almanac which are both books of mixed lore, adventures and mechanics. Macaronicon is the more expansive and free-roaming of the pair, coming earlier and being that collection of stretch goals. There is some good stuff in here and plenty of inspiration for DMs thought it has not yet gotten that extra polish to the adventures which comes in Jinx's Almanac, the later book. Not to say that this is not very worthwhile.
As with all the books in the range, the art is great and the book has an aesthetic of old paper ill-used. Pretty like the rest of the range, with great, consistent, evocative art and good clear lay-out.
So, here we have the Macaronicon. It is basically a collection of all the stretch goals from the initial Brancalonia crowdfunding campaign - which is where I got it originally. This was bonus content for me and I have gotten a ton of use out of it. Brancalonia is a "spaghetti fantasy" campaign setting for D&D 5e "based on Italian tradition, folklore, history, landscapes, literature and pop culture" that lets you be a band of roistering Knaves and ne'er do wells out for their latest job. I have reviewed the Brancalonia Core book and Jinx's Almanac before - both great books and the Macaronicon is a close third.
It begs comparison to Jinx's Almanac which are both books of mixed lore, adventures and mechanics. Macaronicon is the more expansive and free-roaming of the pair, coming earlier and being that collection of stretch goals. There is some good stuff in here and plenty of inspiration for DMs thought it has not yet gotten that extra polish to the adventures which comes in Jinx's Almanac, the later book. Not to say that this is not very worthwhile.
As with all the books in the range, the art is great and the book has an aesthetic of old paper ill-used. Pretty like the rest of the range, with great, consistent, evocative art and good clear lay-out.
06 November 2024
The Great Tabletop Roleplaying Survey - Initial Data Comb
All praise to The Scholomance who just released a delightful anonymised dataset of a big survey they ran at the turn of the year. Their initial write up is here.
They got a solid 1902 results and you can see a few direct results on the initial write up which I will not rehash here:
How many tabletop groups are you involved in that regularly play game sessions?
How do you usually play your sessions?
How often do you play tabletop roleplaying games?
How long do your sessions typically last?
What was your first tabletop roleplaying system?
Select your current main system.
How would you rate the importance of a system?
How would you rate the complexity of your current main system?
The huge value in this type of big survey is in the cross-referencing, not the raw numbers. You can test out hypotheses like 'people who meet less often will probably game for longer' - and you've got the frequency of meeting up and duration of gaming to check that. On a first look, it appears that for folk with monthly or more frequent games, that broadly holds true - more 3-5 hour games among the monthly gamers and more 1-3 hour games for the multiple-times-a-week folk. Folk playing less than once a month flip back to more shorter sessions - makes me suspect that if you do not have a regular monthly game carved out, you are taking whatever opportunitites you have, however long they might be.
There is another neat pair of 'what did you start as' and 'what are you now' for player/DM roles - as might be expected the player-to-DM channel is a one-way ratchet. A fair block of players become DMs, maybe half the DM's get to play sometimes but... ain't no going back to 'just player' for those who started as DMs...
Another one I checked was favourite genre against what people are currently playing - and it looks like a decent chunk are getting to play their favourite games - especially Sci-fi and Pulp games - and Fantasy but that is hardly surprising. Green in each bar below is the fraction of people currently playing in their favourite genre for each of those genres. For 'multiple genres across multiple games' the 'mixed genre' people are getting a partial nod.
Anyway - some quick cuts since the data got released - there is a ton of stuff in here that will merit more careful read through - perhaps using 'first game edition' to try and unpick the elder gamers into finer boxes, pull together a list of what games played and there are tons and tons of comments that will merit reading through in their own right. Lots to chew on, I will return to this.
They got a solid 1902 results and you can see a few direct results on the initial write up which I will not rehash here:
How many tabletop groups are you involved in that regularly play game sessions?
How do you usually play your sessions?
How often do you play tabletop roleplaying games?
How long do your sessions typically last?
What was your first tabletop roleplaying system?
Select your current main system.
How would you rate the importance of a system?
How would you rate the complexity of your current main system?
The huge value in this type of big survey is in the cross-referencing, not the raw numbers. You can test out hypotheses like 'people who meet less often will probably game for longer' - and you've got the frequency of meeting up and duration of gaming to check that. On a first look, it appears that for folk with monthly or more frequent games, that broadly holds true - more 3-5 hour games among the monthly gamers and more 1-3 hour games for the multiple-times-a-week folk. Folk playing less than once a month flip back to more shorter sessions - makes me suspect that if you do not have a regular monthly game carved out, you are taking whatever opportunitites you have, however long they might be.
There is another neat pair of 'what did you start as' and 'what are you now' for player/DM roles - as might be expected the player-to-DM channel is a one-way ratchet. A fair block of players become DMs, maybe half the DM's get to play sometimes but... ain't no going back to 'just player' for those who started as DMs...
Another one I checked was favourite genre against what people are currently playing - and it looks like a decent chunk are getting to play their favourite games - especially Sci-fi and Pulp games - and Fantasy but that is hardly surprising. Green in each bar below is the fraction of people currently playing in their favourite genre for each of those genres. For 'multiple genres across multiple games' the 'mixed genre' people are getting a partial nod.
Anyway - some quick cuts since the data got released - there is a ton of stuff in here that will merit more careful read through - perhaps using 'first game edition' to try and unpick the elder gamers into finer boxes, pull together a list of what games played and there are tons and tons of comments that will merit reading through in their own right. Lots to chew on, I will return to this.
04 November 2024
Shiny TTRPG links #197
Links from about the interwebs, fresh and time-seasoned. For more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Forsaken Garden launches the Haves & Have Nots RPG Blog Carnival
RPGFeed swears by this Super Simple Solo Oracle
Creative Wronging wrote Useful NPC, The Urbanite, Week 2: The Socialite
Of Gods and Gamemasters shared The Third Space
DIY & dragons gave us 5e - Alternatives to Darkvision
Forsaken Garden launches the Haves & Have Nots RPG Blog Carnival
RPGFeed swears by this Super Simple Solo Oracle
Creative Wronging wrote Useful NPC, The Urbanite, Week 2: The Socialite
Of Gods and Gamemasters shared The Third Space
DIY & dragons gave us 5e - Alternatives to Darkvision
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