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Novels vs Comic Books

Look, there’s plenty of ways to run a game and the only wrong way is what doesn’t work for you and your players.

I know I talk a big game about player agency and avoiding railroads. But hey, if you want to send the players along a linear path from A to B and they are into it?

Don’t listen to me. Go have fun, you rascally kids.

That’s all to say, make of this upcoming advice what you will.

There, disclaimer placed. Onward with the show.

Cheap used mass market fantasy paperbacks are an absolute joy of mine. There’s a book chain here in the midwest (which is probably larger than the midwest, but I never noticed it in the PNW) called “half priced books.”

It’s pretty much all used book. It’s where I got most of the Black Company series from and some of the Kushiel novels.

I LOVE a novel. I love that long term escapism that dives deep into a fantasy world with slow character arcs and much world building.

But hey, you know what? I love comic books too.

I’m not even saying just the “serious” comic books. I love trashy, no continuity super hero stories too.

It all depends on what I’m in the mood for.

When it comes to RPG campaigns, I like to think of them on a sliding scale that exists somewhere between the two of them.

There’s the years long D&D campaign with an indepth story and lots of world building. There’s plenty of time to construct an epic story with all kinds of emotional ups and downs.

And then there’s the meat grinder one shot dungeon with aliens riding dinosaurs. 😂 And they are every bit as fun.

But take Call of Cthulhu – I only really run it as one shots, but it’s also pretty serious. I just feel horror often lends itself better to those shorter runs. Keeping the tension up gets more difficult the longer the campaign goes.

That’s why my zines like “Tower of the Devil Born Magister” are relatively short. It’s certainly more toward the comic book end of things.

For it’s size, it packs a punch. All the random tables makes it deceptively long.

But all in all, it’s just a lil guy. These fourteen pages of adventure won’t last you more than a few sessions.

And that’s the point. Use the Mork Borg character generator, grab some snacks, and get the crew together for a low effort game. Get into absurd situations and roll some dice.

It’s what comic book games are good for.

Talk soon,

-James

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.