A mage sits in a cemetery, sipping tea while his diggers excavate Lady Veshra’s grave. He must speak only in rhyme lest his lungs collapse. His murdered wife possesses the living to assist his ritual. The cemetery fights back with sentinel crows and grief wraiths. Veshra’s descendant wants the Soulstone inside the coffin… her last asset. Tonight he joins his true love in life or in death.
These twelve pages describe the idea for an adventure rather than adventure.
I don’t even know what’s real anymore. I don’t know how I got here. Somehow this made it on to my list. I THINK that means someone had to specifically ask me to review it. I know itch is worse than DriveThru and so I don’t go clam digging there. Maybe while I was drugged up?
It’s just twelve pages outlining the concept of an idea. A dumb ass mage who has to sip tea is digging up a grave to get some magic thing. There are undead in the cemetery, and a ghost-thing, and some other chick shows up with mercs who wants the same thing the mage is digging for. That’s the outline. And it takes twelve pages to do that.
Look, I’m not saying all of the ideas here are bad. One of the hooks has you showing up, as relatives, to rob the grave. “You arrived early to claim it before your “dear cousin” and her hired thugs “ That’s good writing and a decent hook. Or the local official sending you to deal with some chick who he thinks is batshit crazy who insists her ancestors grave is being robbed. As “hired hands” goes at least its got some life.
And, thus, some of the framings in this are fine, or more than fine. But it never does anything with them. It’s just a collection of motivations and ideas. Heavy on art and whitespace. I can’t emphasize this enough: this is not an adventure. It is a collection of ideas that one could build an adventure from.
Whoever asked me to review this must have been trolling. I see that the system, Yarn & Bone, is variously describe as world-first, conversation heavy and solo. Who knows. But it also says its compatible with all RPG systems. In the sense that this is just a collection of ideas, yes, it is certainly compatible, just as the OED is as a roleplaying adventure.
Gentle reader, why have you not shit in a box and charged $5 for it?
It’s Name Your Price at itch, with a suggested price of $5.
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Like last Sunday’s post, today’s feature focuses on someone I met through the Puerto Rico Role Players community. Angel and I have crossed paths in a couple of different fields; since we both work in the education sector, albeit in very different roles, we’ve always had plenty of ground to cover.
He is a longtime gamer who, much like my own compulsive homebrewing habits, absolutely loves tinkering with systems and creating his own rulesets. Let me share my interview with him so you can get to know him and his work a little better.
Introduce yourself! Who are you and what do you create?
I’m Angel Miranda, better known as Enyol. I’m a full-time teacher and part-time TTRPG designer.
How would you describe your creative endeavor?
I design all sorts of things for different TTRPGs. I’ve designed 4 different game systems and published one. I’ve designed monsters, classes, and rules for Pathfinder 1e and D&D 5e; most of these have been self-published.
How did you discover TTRPGs?
I discovered TTRPGs in college, when I saw a group of people playing at a table. I was immediately interested in it. I’ve been playing and running games since 2006.
Do you actively play TTRPG? What are you playing?
I’m actively playing at the moment. I’m running a Paradigm Odyssey campaign (a system of my design and my baby), and I’m a player in a Daggerheart campaign and in a D&D 5e Campaign.
What do you want to play next?
Next, I’d like to keep playing and polishing my Paradigm Odyssey system with friends and strangers, and I’d love to test out Fabula Ultima and Vagabond.
What projects are available, and what are you working on next?
I’m currently working on a Spanish-language TTRPG YouTube channel for my local audience, and I’m always looking to take Paradigm Odyssey to different stores across the island.
Where can people get your project?
People can find me on YouTube at: Roleplayers de Boriken and on Instagram at @Paradigm.Odyssey.
Any closing thoughts? Final commentary: Remember rule #1, always have fun
Thank you, Angel, for sharing your time and your creations with us. You can check Angel’s DriveThruRPG page here: https://www.drivethrurpg.com/en/publisher/31128/enyol
The Daleks have been on their quest to become the masters of the universe for over 60 years. This month’s Doctor Who Magazine looks back to their origins with interviews with those that helped bring them to life in the 1960s.
It’s also the 30th anniversary of the TV movie starring Paul McGann. There’s a preview of the new 4K remaster, out this month, and an interview with the man behind its incredible look.
Dalekmania this issue!
Three decades of the Eighth Doctor
Also this issue:
Doctor Who Magazine 630 (c) Panini Doctor Who Magazine 630
DWM Issue 630 is on sale Thursday the 28th of May from the online Panini store, TG Jones and other retailers priced £8.99 (UK). Also available as a digital edition from Pocketmags for £7.99. You can also save with a subscription, as well as receiving exclusive, text-free covers.
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Going on 10 years ago I got inspired by various sword and sorcery things to create a game called Dead Wizards. It's set in a sandy desert city. Very much a "sand and sorcery" idea inspired by mummy movies as well as Lankhmar and Conan and a bit of Al-Qadim.
My first pass at it was a hack of Swords & Wizardry where I think the main difference was that spells were cast by burning hit points. I ran that a couple of times.
A bit later I revised it and ran it again, briefly. Then I changed the whole system to be based on the image above, using the old to-hit matrix as the core mechanic of the game. Partly, this was a grognard response to anti-THAC0 folks. Just a bit of tongue in cheekiness.
I sometimes went hard to defend descending AC...
The idea shifted in 2020 and became a "let me see if I can make this a game based on those animalistic goons from the movie Heavy Metal." So I did. And it was called GOZR. I say all this because I've been working on Dead Wizards again after a lot of years in limbo. I want back to the last and fullest draft of the game, which was pretty good, actually. The rules in that version are essentially GOZR. I've abandoned the THAC0 matrix, mostly. But there is a small "to hit" matrix on the character sheet. Much simplified, it has 4 categories of difficulty (Basic, Arduous, Grueling, and Epic) with target numbers for each of them for only 2 basic skill areas (Cunning and Prowess). I think this is a really nice amalgam of GOZR's simple target number system and the old to-hit matrices. It's easy on the eyes and intuitive. You're trying to do a daring leap to grab a sacred relic off the giant demon's head? Sounds like an Arduous task, at least. You roll 1d20 vs. your Arduous Prowess target. Once set, the targets never change. But you can pick up various benefits here and there and acquire situational boosts. The idea here is to keep it player-facing and as math-less as possible. Target is 9, you need to roll a 9. You have an advantage? +1 to the roll. Oh, the demon takes notice and now is actively protecting the sacred relic from your grasp? It's now a Grueling task. So those are just some thoughts about the game in development. Clever observers will note that I still haven't produced that space fantasy game, ZSF. Hell's bells, West... you already playtested it, you already have Troika! based books about the same setting. What's the hold up? Yeah, I'll get to it. Inspiration is fickle, you know.If legends of the Golden Gargoyle are true it could mean infinite wealth for any who possess it. Trouble is, nobody has a clue where to find it. That is, until a goblin falls out of the sky with a pouch of gold dust and a map to a hidden cave, high in the mountains. What you can make out amongst the blood splatters is very promising.
This forty page adventure uses sixteen pages to describe eight rooms in a low-conflict cave full of goblins. It’s meh, mostly because it uses forty pages to describe eight rooms in a low-conlift cave full of goblins.
Great looking little pdf. And I assume print book? Nice cover. Pretty little isometric map inside that is itself an art piece, like you might see as a two page special insert in Dragon or Mad Magazine. Nice illustrations and a layout style that looks pretty with its use of word color and boxes and highlights and so forth. And not garish, in spite of its use of pinks and purples. Nice accomplishment there!
Did you want to buy a coffee table book? Cause this is an awfully nice looking coffee table book.
It’s just real hard to take this seriously as an actual adventure given the page count to encounter ratio. Forty pages. Eight rooms. In spreads, of course. What is it that the designer wanted to do? DId they want to write an adventure or did they want to make a great looking book? Room one. This is all of the text on the first page of room one: A large rectangular chamber. In the centre a stone gargoyle statue sits atop a tall pillar with the word ‘umop’ roughly carved into it. The word ‘uado’ is scratched above each of two sealed stone doors to the north and west. The ceiling (30′ up) is covered in spikes. The floor is littered with broken bones. Searching the floor yields 10gp in assorted coins and a silver ring (40gp). It bears the image of a human figure immersed in a river.” There’s some line breaks in there. The second page has open and down in normal and reverse print. Yeah, the words are mirrors and one opens the doors while the other does an anti-gravity. Two fucking pages. Two fucking pages for this. And this is the norm for the adventure. Simple rooms, spread out over two pages.
We can, I suppose, ignore this. We can simply accept that the designer decided two pages per room. What we get, then, is eight (or nine, for an A/B room) are some relatively simplistic rooms. The interactivity here is basic. I’m pretty sure there’s one ‘fight’, with Vampire Kinght[sic] Armour. Nobody present really cares that you are nosing around in the caves. I can’t help but think that this could have been much better i it were larger. The goblins, cultists, bats, tomb, all with zones in the dungeon, expanding the thing to something with more going on and room for the adventure to breathe.
The language used, for the room descriptions. Is rather plain. A large rectangular room. THis is not the height of language use to evoke imagery. The exception is the isometric map. It’s a pretty great art piece, harkening back to all of those Bat Cave and Hall of Justice isometric pieces from comics, or, the Starship Warden piece I have hanging on my call. Very evocative, but not exactly something you can run from. (There is a more traditional map as well, to run from, the isometric piece not being the most clear on room connections.)
I can’t say it’s true or not, but it certainly FEELS like the isometric map was the starting point of this adventure. As if it were created and then the rooms followed on. Like the adventure, proper, was secondary to this and/or inspired by the art piece. That doesn’t have to be bad, but in this case the adventure just doesn’t feel worked enough.
It remains interesting to me the many ways that the various subcultures produce bad adventures. Starting from bland, or assembly line, or wordy, or mini combats, or rote, or art, or layout, or, or, or.
https://pocket-sized-perils.itch.io/grotto-of
This is $5, Aussie, at Itch.io
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