While we work on site upgrades and other super cool stuff, here’s a little something to tide you over: a hand-crafted playlist for general wilderness adventure and encounters.
Stay posted for next week, as we have some big news and changes coming up. Us knights in the island fort have worked hard for the new things coming up, and I can barely wait to reveal the new stuff!
This week we’ll present you something different: a playlist we’ve optimized for peak creepiness and creating a pressuring, dangerous atmosphere, perfect for dungeon and cave exploration.
This piece is a part of a series we’ll release every so often between our regular articles: the playlists are in constant use at our own play table, so we figured that we’d share them with our readers as well .
AMP & JK
Drawing from years of experience working at different nursing homes, as well as being inspired by games like Battle Brothers, Blood Bowl and Darkest Dungeon to name a few, I have tried to create rules that are both realistic and fun to use, adding a level of madness and gore to my favorite RPG.
Coming in effect only after a character has been dealt a fatal blow, I have found them quite manageable and don’t feel they bog the game down with too many rules or decisions during combat.
In my current campaign, none have died so far, but have been saved from bleeding out quite a lot. One of the PCs are now carrying three permanent injuries, giving him ample ideas for playing his character, without rendering him useless, but wearing his scars with some pride. At least the physical ones.
Try them, you might find you like it!
DCC Rules – Permanent Injuries
Article illustration: Theodor Kittelsen – Fattigmannnen (the Pauper), 1894-95.
“Sometimes the time is right and stars align, casting a fortuitous path before a traveler.
At others, the time is wrong and stars are miscast, bringing despair and misfortune.
Mostly though, nothing special happens.”
I’ve always quite liked the birth augur and lucky roll system in DCC. We’ve more or less always just applied a bonus into the lucky effect (either +1 or 0-level Luck modifier, whichever is higher).
We did try out just applying the raw Luck modifier as is, but that created the problem of the lucky roll not meaning anything (if Luck mod was set at +0) or significantly hindering characters (in the case or negative Luck modifiers). I don’t like making meaningless rolls, and I find that player’s get more excited to start roleplaying a character with a minor bonus to some obscure thing.
Last summer I took part in a Lamentations of the Flame Princess -campaign which used a background table to flesh out characters to begin with: the gamemaster asked us little questions, the answers to which determined small bonuses and gave us an idea about the character’s nature before we started properly adventuring. In the “steal, beg and borrow” tradition of game design, here’s my take on a similar system. The rules in the PDF are intended to replace the birth augur table in the DCC rulebook.
DCC Alternate Augurs
“Did’ja see the guys coming back from the Wild? They had scars, like thiiis long, an’ were covered in a weird sorta glow! All’a ’em!
Go check ’em out, I dare ya! They’re all holed up in tha Sweaty Pig, on the bad side o’ town. I’ll give ya a copper if ya dare!” Continue reading “How to fill the time between delves?”
“There’s a shady alleyway, hidden in the backstreets, beyond rowdy bars and other questionable establishments. In this alley, there’s a little door. If you know how to knock just right, someone might open it, and let you into a warehouse full of odd contraptions, vials, satchels and bottles.
And, provided your pockets are deep enough, you might even walk out of there with a sortiment of odd items, surely useful in your next foray into the wild.
Where is it you ask? Buggered if I know!”
Here is a comprehensive specialist list of all sorts of tools and tinctures a delver might need: contraptions and gear, alchemical concoctions, healing equipment and poisons. Continue reading “Kestrel’s Tools & Tinctures”
“For those who died, we never shed a tear. But we remember them…
…every time our own heads are close to be pulled of by squalid maw-bats, in the deep regions of a dead wizards tomb! HAR HAR HAR!”
I went through my old papers and archives recently (and spent today making back-ups of my articles for this blog), and came across some old papers: the Halls of Lame, from the days when we played a Runequest-based system, which was prone to cause splatter, lost limbs, and various sorts of amputation (hence the LAME).
Whenever a character died, I had the player update the graveyard. I even made a special sheet for the purpose. And here, as a lighter article, I provide you with the same option (translated, and slightly polished).
I’ll be bringing the tradition back now, to all of my games, no matter the system.
The only downside of this particular article is that I now really want the DCC “DEAD!” stamp….
Cheers, despite everything,
System Agnostic – The Hall of Lame
System Agnostic – Hall of Lame extra sheet