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Crumbling UpKeep: A Penny for My Thoughts

Sometimes I like to buy RPGs without knowing a thing about them. I love when stores have sales on their old stock for this reason. It might be the gambler in me, but I don’t mind dropping ten dollars on something I might not ever play. It could turn out to be awesome and that in and of itself is a fun game to play. It could also turn out to be a ten dollar waste, but…. meh.

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Professional GMs 0

Star Trek Adventures

To boldly go where no human has gone before…

The Star trek Adventures RPG is a great mashup of everything that makes the property great. At it’s heart is the serial solving of mysteries. Players must piece together clues to figure out how to cure the mysterious illness or what the aliens really want. Characters are encouraged to use reason, diplomacy, and the James T. Kirk signature charm. When all goes south, there are always the phasers…

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Things from the Flood, the 90’s Sequel to Tales from the Loop

“Tales from the Loop” won all sorts of ennie awards when it was released and for good reason. It uses a simple system that focuses on keeping the game going and the 80’s kids on bikes weird science vibe is really hard to resist. With the popularity of shows like “Stranger Things,” it’s really not a surprise that it’s popularity took off.

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Crumbling UpKeep: Campfire XP

Player’s have this long and elaborate backstory. They have 20 some years of tragedy written out, just waiting for that moment their character can be vulnerable and explain what dire straights have forced them into this life of adventuring. Normal well adjusted people don’t want to go sleep on the ground in the cold woods to save the world from whatever abominable threat has reared it’s head this time. Hell, I get cranky if I just skip breakfast.

But what if that moment of vulnerability never comes? What if the heroes are so busy running around killing the baddies and solving the mysteries that they just don’t get that opportunity? Sometimes I want to know about a character’s first love, what their favorite smell is, what keeps them awake at night, and their best drinking stories. The players generally want to share that with you if you just give them an opportunity.

Enter Campfire XP.

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Crumbling UpKeep: Elements of Horror

Once upon a time, I was a young DM playing Dungeons and Dragons 2nd Edition. Yes, that does date me a bit. Long before Curse of Strahd was a thing, there was the Ravenloft box set, which contained all the world building and additional rules you need to play in the demiplane of dread. Vampires, ghouls, zombies, and mists that would wrap you up and take you away. It had all thing things it needed to be scary.

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A Traveler's Guide 0

A Traveler’s Guide to Samsarras: The Del Harun

I do not fear them, as they are simple merchants. I do, however, fear their dreams. I am almost certain that demons visit them during the night. I have heard their screams upon waking. I have seen one kill another over a slight she had suffered in a dream. They believe their nighttime visions to be real!

And yet… I have spoken to a Del Harun woman who knew things of me she could not possibly know. She claimed to have seen them in a dream. I am not one to be given to superstition, but what else am I to think? My stomach tightens as I remember her words and I forever await the assassins knife she foretold. Yes, I value their trade, but truly, their nocturnal journeys make it hard for me to sleep.

Selid Quazar, Patriarch of house Quazar in Zan Zan Turina.

Del Harun claim to have ancient dragon blood in their veins. While there are none who can prove or disprove this, it is obvious to those who travel with them for any amount of time that they are not mere humans. These desert nomads ride their horses across the burning sands of Qua’Lorn, resting each night to dream. They carry what they see at night into the day.

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A Traveler's Guide 0

A Traveler’s Guide to Samsarras: Samsarras.

Before all things, there was the void, the realm of Sribinet. It would become the demon realm and birth the first of its kind. Braxult, Queen of Death and Peace, would create the world below, the Isles of Samsarras. They would torture the races of their making and bask in their screams. The songs of agony floated into the heavens. Continue reading “A Traveler’s Guide to Samsarras: Samsarras.”

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Crumbling UpKeep: Better Random Encounters

Personally, I love random encounter tables. RPGs are games of mitigated chance. Characters make dice rolls to hit monsters, negotiate deals, and fly spaceships. Why not have the GM make them to see what’s around the corner? The element of randomness gives both the players and GM something to play with, as the unexpected happens.

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A Traveler's Guide 0

A Traveler’s Guide to Samsarras: The Ankhor’s Dive Inn

History

Perched upon a rocky outcropping over the sea, Ankhor’s Dive is a  haven for the less than reputable visitors to Dane Caelen. This lively tavern and wayside inn draws an eclectic mix of dwarven sailors, human nomads, and elves doing business best not done inside the city proper. It is located on the outskirts of the city, along the northern coast. A torched lined path draws patrons in and, with luck, helps them find their way out again after imbibing fine imported dwarven spirits.

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A Traveler's Guide 0

A Traveler’s Guide to Samsarras: the Beacon of Markkhesh

The world of Samsarras is vast, and, much like our world, most of it is covered in deep oceans.  Seafaring is a necessity for travel between the many islands.  This artifact, a blessing of the sea god, Markkhesh, allows a strong leader to more easily navigate those treacherous waters where many ships have foundered.

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