For clarity, I don't mean characters in a fantasy world that have secret IDs and codenames and fight crime wearing costumes--though I think a Zorro or Iron Monkey sort of frame of masked fighters for justice could easily fit what I am thinking of. Mostly, though, I'm just thinking of comic books like Battle Chasers or Dreadstar (the latter is really space fantasy, but its basic setup is a useful example) and animated series like He-Man and the Masters of the Universe (2002, particularly). Epic fantasy stories featuring super-powered characters.
So what makes those examples "superheroic" in a way a 4e campaign isn't necessarily? In Superhero: The Secret Origin of A Genre, Coogan lays out his "MPI" definition of a superhero. That is, a superhero is a person with Mission, Powers, and Identity. He also has the fallback of "generic distinction" to catch characters (like the Hulk) that might fail by the initial test and to exclude characters that might seem at first blush to fit but are better accounted for in another genre.
Regardless of whether the fantasy heroes I'm thinking of would be superheroes in Coogan's estimation, I'm think about characters that:
The Delta has long been a dangerous place. Most citizens tend not to stray too far from the port city of Mirkell. When times were not so tough, barges, caravans and other travelers braving the wilds of the province would be well staffed with armed guards. However, as coin purses lightened, the extra expense couldn’t always be justified. Opportunists, both men and monsters, take every chance for an easy payday, or an easy meal.
This 120 page adventure presents a small region with about ten adventuring sites (taking about forty pages), a couple of towns, and a few other locations. I love the premise and setup of the region but the core dungeon locations are beset with clumsy writing and lacks a certain life to the encounters.
Ok, look, I’ll get to the review, but I need a moment to diatribe first. In this we’ve got a new king, a Good Guy” “He established a parliament, limiting his own powers, and fully recognized the citizens of the Delta as members of the kingdom.” Kings don’t do this. Well, they do, but only when their barons have quite strong armies and are not pleased with the king. That’s just not what the job of king entails, giving away your absolute rights derived from god. But, then, also “Recently talks of secession have been heard in the Delta. King Nicolai will not abide such murmurings.” Well king dipshit, what the fuck does your parliment have to say about that? After all, you ceded rights to them. We’re gonna ignore this little bit of contradictory realpolitik for the rest of the review; it’s really the only truly dumb ass thing the adventure says. Not being internally consistent breaks immersion. Pick a direction and go, for real reasons that are relatable, not this scattershot shit. But, again, not a big deal, which is why I’m leading off with it and ranting about it ?
The really strong point to this adventure is the factions and their timelines. You’ve got loyalists and successionists, anti-humans, researchers, nihilist death cult, and the Old Guard Rich & Powerful. Oh, look, the Teamsters (The Delta works best when we say Union Yes!) want more money and better conditions. Oh, look, the old boys club isn’t happy about changes to the status quo. Oh, and some agtators who think the Delta would be better without a remote king. And the kings men who disagree. Oh, and now there’s a death cult type thing mixing in with crowds and throwing firebombs, literally and metaphorically. This amps up feelings on all sides. And mixed in to this we’ve got some rc town assholes and dedicated researchers and the usual array of bandits. There’s a rough timeline of events that can kind of help set the tone during the game, such as “A police force, only answering to the Noble Stewards, is established in Mirkell. The Secessionists have a protest outside of Town Hall in Mirkell. The Cult of Saint Hideo will begin attacking and burning barges on the river. The Segregationists will begin importing mass amounts of arms and armor.” This isn’t a set of specific events but it does outline the general situation and the vibe. I SUSPECT thats enough. Just reading that I can think of a lot of things I can drop in to a game as little side things, and that’s generally what I’m looking for from a designer: enough to get ME going to create and drop in things. We can see crackdowns, brutality both accidental and intentional, accidents that are real and imagined. What do you do when a crate of bows spills out of a wagon? “Uh, it’s for fishing” says the fisherman hailing it. It’s a great little set up thing and a good way to use a death cult. “Yeah, there were death cult agitators in the crowd.” “Yeah, that’s what you WOULD say! Death cult! As if!” I love it when the party explores “Big Als Fireworks & Open Barrel of Gasoline Emporium.”
There are other tidbits here and there that are great as well. There’s a rival adventuring party that shows up form time to time in the wanderers table and in other places. “They are always kind and helpful unless given reason not to be. They travel with their mule, Bee,and little treasure (hoard type D).” Their mule, Bee. That’s a nice touch. Good grounding. And good job sprinkling them in to places to give the world that lived in feel. Good design. And, here’s a magic item “The Golden Eel Mouthpiece An exquisite, hollow golden eel. When held in the mouth, the wielder can breath underwater and swim twice as fast as usual. However, these effects only work in saltwater.” That feels real, yeah? The description, proper, is quite short but great, and while it mentions an effect it doesn’t belabour mechanics. Great magic item!
There are a few things that seem out of place, before I get to my major issue.
There are these graves of saints scattered around. Maybe twenty of them? Basically if you show up and do something for them then you get a magic item or boon or something. It feels a little … I don’t know, video-gamey? In that they are all basically the same mechanic? Or slight variations on the same mechanic? It’s like you’re touching all the totems on the map in Far Cry 19. And, then, one of them has a very specific morality test they ask you. “A poor beggar child is caught stealing bread. He is arrested by the town guard and hung for his crimes. Who committed wrong here? The child? The guard? The hangman?” Bonus test: this is a saint of the god Zakon, who believes that “cultural tradition and legal authority are inherently holy.” Make a guess. Did you guess? I SAID FUCKING GUESS! The child and guard are wrong but the hangman acted justly. I guess there’s room for interpretation in the holy tenets, even among the sainted of Zakon.
All of the intro and supporting information (and there is a lot of it, given that only about forty pages are dungeon) in this is either easily ignored or pretty decent. I wish, perhaps, it were trimmed back. A LOT. But, it is what it is and it’s generally inoffensive when its not great.
The dungeons, though, are something else. Maybe, I don’t know, about twenty rooms in each of the ten dungeon locations? There’s something weird going on with the entries, but, also, it’s hard to point to what exactly. Here’s an example “Bloody Hall The scrabble on the floor here
makes quiet movement nearly impossible. The stalactites here are smaller and are not dripping.
There is a bloody Drag mark here, leading to Room 4. There is also a Pile of stones along the northern wall.” (Bold has more information) So, this should be pretty chill. Bloody drag marks. The text above is the “at a glance’ information, so, not exactly read-aloud. It’s just … blah. “There is a …” repeated multiple times. The tites are smaller and not dripping. “Here makes quiet movement …” I don’t know. Here is a blah Here is a blah Here is a blah. Here is not a blah. The core here, though, I think you can recognize from what I’ve pasted in, is not bad. Hard to be quite, tites, and bloody tracks. Somehow, though, the language, and the follow up language, diminishes the interactivity in te room. Or the evocative nature? It’s weird. I’m not sure I see this too often.” It’s like having a decent idea and putting it down on paper in the most uninspiring manner possible while the concept still comes through. It’s not padded out in a meaningless way, maybe just in an … ignorant way? As in the designer didn’t know a better way to phrase what the room looked like in a more dynamic manner? And room after room is like this. The neato things going on are just so … BLEH. The follow on, for the bolded words, are fine, and the formatting is fine. It’s just all so, I don’t know, both padded out with pad phrasing and then, uninspiring? The formatting is fine. The interactivity is varied. I just have NO desire.
The dungeons, and the adventure might be fine but I’d rather run something else. It’s all just cumbersome. The NPC’s are listed in the back of the book, and are relatively terse, but there’s no way I’m flipping back there to run them. The dungeon are ok, but lack enthusiasm. Even something like the stricture of the regions and adventures. There are hooks for the ten adventures, or, perhaps, ways to get involved. I’d just list them all up front, rather than right in front of the adventure, as shit going non in town or the village or something. Everything all at once, or tied to the timeline. Cut a shit load of text and instead focus on putting the NPC’s together with the timeline together with the hooks, to make the entire regional flow together better as a cohesive flow.
This is, I think, the designers first real adventure/publication. And, given that, it shows. The rooms are not overly written, while the regions is perhaps a little excessively written. The rooms ARE padded out with simple language padding while the regional data has some decent specificity here and there. A strong focus on specificity in the region, trimming a lot of the boilerplate fantasy stuff, and reworking the rooms in the dungeons to eliminate padded out phrasing and bring in more adjective and specificity would make this pretty decent.
This is Pay What You Want at DriveThru with a suggested price of $7.77. The preview is 25 pages and mostly fluff. Page 19/14 has the factions and their timeline, which is the best of the more interesting possibilities with this. It should really have had a few dungeon pages as well.
https://www.drivethrurpg.com/en/product/569417/danger-in-the-delta?1892600
So for a couple of years, I've been slowly putting together an explanation of how I run tabletop roleplaying campaigns, and I finally got a good intro and summary that tie everything together and give me a foundation for organizing the details of what I do.
The Living World SandboxA Sandbox Campaign is a way to run a tabletop roleplaying campaign in which the players, rather than the referee, determine the campaign's focus. The referee creates the world, its characters, locales, and geography. During play, the referee role-plays the creatures and non-player characters and adjudicates the players' attempts as their characters. The players are free to pursue whatever catches their interest or go wherever they believe will further their goals.The party promises to get him back the manastone, if they can (though not the gold). Aelarion used his Naturecraft to figure out the goblins' trail. It was a good thing he was so skilled, too, because the goblins had laid false trails that led to pit traps. The party found the ox in one!
Further into the woods, they came upon a ridge, and they heard raucous laughter. A stealthy reconnoiter revealed a group of goblins playing a "dodge ball" sort of game with stones and one goblin on a giant rat. The party tried to sneak around the ridge and surround them, but they flubbed their stealth rolls and the goblins are alerted.
The party still held the high ground, and the goblins were at a disadvantage. Aelarion, Tamarra, and Pan blasted the goblins like proverbial fish in a barrel with spells. G'Mbalisto and Frea charged in for melee.
The rat rider managed to charge up the ridge and smacked Pan, knocking him prone. The other goblins hurled the rocks they had previously used in the game at the party.
In the end, the party wins with very little injury. They even manage to nab one goblin to interrogate. He confusingly asserts that the faerie is "a power source" that "Greb" plans to use for "the juggernaut."
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This adventure is still mostly the intro adventure in the Nimble's GM's guide, though I'm mixing in some other elements to make it more interesting (to me, at least!). We're still getting used to the system. Though its lighter on paper, combat is still taking us about as long as 5e. Of course, we had 10 years' experience with 5e, so no doubt there's plenty of room for improvement here.
Hello! Welcome back to my Sunday interviews, where I talk to artists and creators from Puerto Rico whose art or creative expressions are related to TTRPGs, gaming, fantasy, and sci-fi.
I must admit that I had wanted to interview Samuel for a while, even if he didn’t know it. Last September, I bought his fantasy comic at an event at the Cuartel de Ballajá. My son and I loved it; we read it and enjoyed it immensely.
We also bought two copies of his monster book, Saving Point: Monster Book Vol. 1 (one for me and another for my son). As a fan of RPG bestiaries, I found Samuel’s art and designs to be excellent. I want to use his creatures at the table soon. The stats in the book are very easy to drop into D&D 5e or adapt to any OSR system.
I highly recommend his published works, and I am eager to see the next installments in the series. Without further ado, I’ll share the answers that Samuel so kindly provided.
Introduce yourself! Who are you and what do you create?
Greetings, everyone. My name is Samuel Figueroa. I am an illustrator, graphic designer, and writer, originally from Cupey Alto, San Juan. If you go to my Instagram gallery (sadsamuart), you will realize that my passion and favorite subjects are creatures, fantasy, and science fiction. Since I was little, I have been a fan of nature and science, and as my decisions steered me toward creativity and illustration, it was inevitable that I would find joy in creating original worlds and strange creatures to populate them.
How would you describe your art?
Even though I would love to be a painter and create the kind of illustrations that often accompany fantasy stories and Western role-playing games (RPGs), my artistic development took me down the path of comics, manga, anime, and Disney. Comic artists like Joe Madureira, Mike Weringo, and Yukito Kishiro formatted my mind, and although my style is distinctive, a very personal mix, I always seek to connect with those who find those styles appealing.
How did you discover TTRPGs?
In high school, I had a friend with “advanced” knowledge of RPGs. While the only thing I knew was Zelda, he already knew about D&D and a long list of RPGs from that era, like Lunar and Final Fantasy. What he brought to school was what got me hooked on RPGs. From then on, it was the only type of game that interested me for many years, until it became clear that the genre was transforming and expanding with series like Mass Effect and Halo, among others. Very beautiful times.
Today my tastes are “set,” so it’s obvious that games like Pathfinder: Kingmaker and Baldur’s Gate 3 were purchases that took zero brain cells to add to my collection. Beyond what I learned in high school, my fascination with fantasy creatures and stories set in a medieval environment led me to collect books on creatures and mythology, including the D&D Monster Manual, Pathfinder books, Magic: The Gathering, and lore books. Now I am also soaking up the Warhammer 40K universe, to the horror of the characters in my own worlds. They know things will get complicated, having Warhammer as an inspiration.
Do you play actively? What are you playing right now?
As for games like D&D, I would love to say yes, but all the groups I have played with promise a campaign, and then it just ends up being one-shots. I have bought dice and books galore, but I haven’t found a consistent group to play a story from beginning to end. That pushes me toward digital, which is why the games I have played recently are Baldur’s Gate 3, Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, Dragon Age: Inquisition, and Fallout 4.
What is the next thing you want to play?
Since I haven’t been able to have a complete D&D and/or Pathfinder experience, I think I would focus on getting that. I suppose D&D or Pathfinder is “vanilla,” considering all the variety out there today in RPGs and homebrews, but well… I want to enjoy the worlds that drove the industry and bounce ideas off players immersed in those worlds. I love seeing memes and videos from influencers who obviously play D&D frequently and offer a glimpse of their highly imaginative adventures.
What projects do you currently have available, and what are you working on right now?
Right now, I am developing the Saving Point series, a fantasy comic whose adventures center on a group of adventurers trying to recover a “lifesaving” sphere stolen from their village. Without it, warriors who die cannot be revived by magic, and in a world where humanity has few tools to compete with monsters and mythical creatures, being able to return to fight another day is essential. But that quest is just the beginning, and the group of adventurers couldn’t be more wet-behind-the-ears, more immature, or more vulnerable to the machinations of evil already in play.
The comics Saving Point #1 and #2 and Vol. 1 of the Monster Book are already available. I am working on the script for the 3rd comic and, simultaneously, developing creatures for the Saving Point Monster Book Vol. 2. I already have enough creatures to fill the book, published as previews in my Instagram gallery (sadsamuart), but I keep designing to include the most interesting ones in the final book. I would love to do a selection of minifigures, perhaps inspired by the classic Bandai “M.U.S.C.L.E. Men / Kikenshi,” but for now I am working on the project by myself; I won’t be able to move it forward until I finish comic #3.
Where can people find your projects?
Right now, what I have left online is available at the Tripleta Studio store. The first two comics were developed and illustrated in partnership with Rangely García, a talented Puerto Rican artist whose comedic sensibilities and art underscored the series’ beginnings. Once I finish comic #3, I will be preparing a selection of products to participate in convention activities again. Previously, the series lived alongside the Tripleta Studio selection, but due to events out of my control, I will now have to move it on my own until it picks up steam. It’s a big challenge, but I don’t see it as impossible.
Any final comments?
These past few years have been challenging for me personally, and economically for the island, and I must admit they have affected my plans for this year. But if no other unexpected blow comes along, I hope to fully invest in the comic and other Saving Point products, perhaps by bringing in a compatible artist to publish faster. My guiding star is the ambition to create a Latino Wizards of the Coast and to bring the imagination and local flavor of fantasy and science fiction to the world. If Japan can do it, so can we. Hopefully, the series’ success paves the way for much more.
Thank you again, Samuel. I am looking forward to seeing your upcoming projects and hope to promote them when they are available.
Thank you all for reading. I will see you next weekend.
Links where you can follow Samuel and see his work:
Art of Bayul on Facebook: https://www.facebook.com/bayularts
Instagram: https://www.instagram.com/sadsamuart
Saving Point at Tripleta Studio: https://tripletastudio.myshopify.com/collections/saving-point
(A Spanish version of this interview is available on Sunglar’s Musings.)
Continuing from this thread, here's a few more random RPG pulls and my off-the-cuff thoughts on how they handle setting.
Anyway... setting. In this book, the setting is strongly implied by the tone and themes with the names of locations and kingdoms scattered in random tables, such as a list of languages. There is no default map or specific setting details. Instead, you invent the setting as a group, using the setting elements of the game. For example, there's a "dusty, crumbling empire" called Askavian and a little set of events that could happen in relation to it. But that's about it. The rest is up to you.
The book includes a nice little example setting by Evlyn Moreau.
It's a good approach. If I remember correctly, Orkworld did a similar thing. In that game there is a map without names and you put the various setting locations wherever you want. Either way, these approaches are a hybrid between a written setting and tools for creating your own setting.
So that's a pretty straightforward way of handling setting. But since this is a storytelling game, they aren't overly concerned with laying out every street and dive bar. It's pretty open ended, I think. There's a lot of descriptions of motorcycle gangs, clubhouses, and so forth. Fun.
Quick note: This is something I do every Saturday on my Facebook Page, Sunglar’s Musings. Since I know not everyone is on Facebook and I wanted to close out the week here on the blog, I’m sharing my post from FB here.
To close out our week here on the blog celebrating Vampire: The Masquerade’s 35th anniversary, let’s look at my recommendations for playing VtM and exploring the World of Darkness (WoD).
(Note: The links below are DriveThruRPG affiliate links!)
The Classic World of Darkness
First, most obviously, Vampire: The Masquerade. I own the current 5th edition of the rules in digital format, but I feel like I would probably run a game with the 20th-anniversary rules. For those of you who have played both, which do you recommend?
Like I said earlier this week, if I were to run VtM, I would keep it an all-vampire affair. But if you want to mix your games, I have played Werewolf, Mage, and I really like Demon: The Fallen (I never actually played Changeling or Wraith).
My absolute favorite book for VtM, other than the core rulebook, has always been the lore-heavy Book of Nod:
A Savage Alternative
For something COMPLETELY different, I could easily see myself running a Vampire and World of Darkness campaign using (say it with me now!) Savage Worlds.
What would I need? The core rulebook, of course, and the Horror Companion. The rules in that latter book have most of what I need, including rules for Vampires, Werewolves, Demons, Ghosts, and magic for Mages.
Finally, Contagion Savage Adventures is a setting for Savage Worlds that proposes a world not unlike the WoD—a world where mythical creatures fight a once-secret battle now out in the open. It is a very interesting setting, fully compatible with the Horror Companion above, and something I would definitely mine for a possible “Savage World of Darkness” homebrew:
(Bonus tip: If you look online, you can also find a fan-made Savage Worlds conversion for Monte Cook’s World of Darkness. While it’s not exactly the original WoD, it has rules for the creatures in that book that give you great ideas for additional tweaks!)
Thanks for reading along this week! It’s been so much fun doing this themed week on the blog. Is this something you enjoyed? Let me know in the comments, and if it proves popular, I may try doing another themed week soon!
In the delta city of Portic, the heralds walk the bridges and call for the brave to save the settlement from the pernicious Thieve’s Guild. Papyri offering rewards in the thousands of gold pieces are handed out to the armed, the weaselly, and the wise. Advertising had its effect and dozens of applicants turned up at the Lighthouse. Even after describing the undead infested island, and the underground trap maze expected to confront them, four groups of adventurers drew lots to select which night they enter. The party is assembled, with retainers in tow, as the sun sinks west on the third day. No one has yet emerged from the Odd’s Sink (the Island of the Death). Straps are tightened, supplies checked, and holy symbols kissed as the guards move the barricade on the pontoon bridge.
This 26 page adventure uses about sixteen pages to present forty rooms in two tomb/undead themed dungeons. It is … obscure? In a good way. Full of tomb encounters that are familiar and yet not boring old vanilla tomb encounters. This feels like a lived-in world. That needs an editor in charge of formatting and layout.
You’ve read the marketing blurb, above, and it sounds a little early days to me. Like, 1972 early days. But, let’s back up a minutes and cover what has lead to that marketing blurb, above. We’ve got an old city. The nobility want to revolt cause they don’t like the current .gov. Revolts cost money. They get a loan from the local Guild Bank. This is a legitimate front for the thieves guild, which the current .gov kind of telerates. Revolution successful, there’s a new .gov in charge. Oh, the nobles have a VERY large sum to pay back to the Guild bank. And don’t want to. And the new .gov HATES thieves. Thus starts a pogrom against the thieves and the guild bank, which has an air of neighborhood watch death squads to it, an/or citizen checkpoints/militias. The last of the guild has been tracked to the Isle of the Dead, a funerary isle for the city. Chill during the day for burials, at night the undead walk about and giant beam of blue light shoots up into the sky. And the last of the guild was seen descending in to a tomb tha the light shoots up from. NOW you can go to the lighthouse and apply to root out the last of the guild … and you’re third in line to do so after drawing lots. Needless to say, your turns pops.
There are two dungeons to explore, each with about twenty or so rooms with a “tomb” or catacombs theme to both of them. Supplementing this is a small handful of other encounters nearby. A ship anchored offshore that could be aligned with the guild. Another, with a letter of marque, bringing in smugglers and pirates. Not exactly an adventure locale but more support for play AFTER the tombs are entered and the party returns out again, either successful or taking a break before they reenter. IE: things to support downtime, and such. This is further supplemented by eight or so “events.” Each takes up about a quarter of a page and details some things that could happen to complicate things. If the party returns out of the dungeon then maybe they get approached by someone and a conversation is had and an alternative entrance is offered, or bribes, or so on.
I’m hoping, from all of that, you take away of a kind of context tha the designer has provided for the adventure. A context that all directly relates to things going in the adventure that a DM can use to add interesting things going on in the real world, to riff on and further enhance play. Specifics. It gives the world a kind of lived-in feel. The dungeon encounters, also, have a kind of lived-in feel to them, but its done in a different way. One room is kind of partially flooded. Below the water, is a grate that shifts if any step on it. (That, alone, is pretty nifty room feature. The use of a shifting grate implies things that a static grate does not.) “The Red Tree brigade, who entered the vaults first, are still here. They move through the water, their mail and robes torn, the wizened and twisted shapes no longer alive. They thrash through the water toward the warm meat of the party. – Red Tree Brigade Ghoul (3) “ The flooded room. The grate in the floor. The SHIFTING grate, and then the former party. It’s layered, and feels real to me. And the adventure does this over and over again. I think tomb dungeons can usually feel boring. But this has more of an undercity vibe, with tombs, vibe thing going on. Not completely, but there’s enough that it does bring a freshness to it. Ye Olde Slamming Locke Door is present as a trap room in this, but the room fills with smoke, a real life hazard that is quite seldom used. And this in spite of the twenty-ish room size of each of the dungeons.
And this thing is a PAIN. I mentioned “obscure”, yes?
It’s like, all over the place. Sometimes we get a “you” in the descriptions. “A set of creatures clunks toward you, heavily decayed, skull domes showing. …” Sometimes there’s a random monster stats in a room that IN NO WAY mentions a creature. The rooms are inconsistently written, not clear in many places, or similar features described different ways, in the same room, making you wonder if you’re missing something. The text is … obdurate. Lengthy, maybe with a touch of self-indulgence, but not falling in to any clearly recognizable sin, like backstory, trap and door porn, or explaining why. Maybe a little of the if/then style. It’s just hard to dig through it all. Hard, but not unrewarding.
I am waffling, back and forth, on the Tarichan adventures. Best. No Regerts. I’m going to Best this one, I think. But, also, you know what I really wish? That Daley keep writing. Keep working on his products. And every day go back and edit the manuscript to this adventure for ten minutes or so. Every day. Not with the intent to publish it again but just to rework it and try to clean it up. Call it a daley trip to the adventure formatting and writing gym. Just to kind of get in the practice of seeing what’s possible, without any pressure to produce.
Anyway, good little necropolis adventure. and, frankly, I think Daley is about at the point in which he’s on an auto-buy list.
This is $3.50 at DriveThru. The preview is fourteen pages, more than enough to get a sense of the piece.
https://www.drivethrurpg.com/en/product/570696/wmc-vaults-of-urpiram?1892600