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  <id>https://save.vs.totalpartykill.ca/</id>
  <title>Save vs. Total Party Kill</title>
  <updated>2026-06-03T19:58:36-04:00</updated>
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  <author>
    <name>Ramanan Sivaranjan</name>
    <email>ramanan@funkaoshi.com</email>
    <uri>https://save.vs.totalpartykill.ca</uri>
  </author>
  <generator>Hugo</generator>
  <rights>© 2026 Ramanan Sivaranjan</rights>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/john-blanche-19482026/</id>
    <title>John Blanche 1948–2026</title>
    <updated>2026-06-03T19:58:36-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/blanche.webp" alt="Sister of Battle by Blanche"></p>
<p>I am sad to learn about the passing of John Blanche. <a href="https://www.wargamer.com/warhammer-40k/john-blanche-obituary">My friend Tim has written a nice article about him for Wargamer</a> and <a href="https://kelvingreen.blogspot.com/2026/06/blanchitsu.html">Kelvin remembers the time Blanche sent him a postcard</a>. The documentary The Grim &amp; The Dark has posted the entirety of <a href="https://www.youtube.com/watch?v=bqNLBQ17wlA">their interview with John Blanche</a>. It’s quite lovely listening to him speak.</p>
<p>I don&rsquo;t know if I really understood who Blanche was and his impact and influence until I got into the OSR and every other person was obsessed with the grimdark. As a child I would have encountered his artwork in Fighting Fantasy, alongside some of the other greats of British fantasy illustration, but I don’t know if I was cultured enough to dig into what I was seeing beyond thinking it was cool. Getting into Warhammer exposed me to even more of his art and who he was as a creator. He was an incredible artist. There are so many drawings of his I love, but this one of a Sister of Battle is one of my favourites. What a legend. A real loss.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/john-blanche-19482026/"/>
    <published>2026-06-03T19:58:36-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/horus-heresy-squads-pack/</id>
    <title>Horus Heresy Squads Pack</title>
    <updated>2026-05-24T21:40:40-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/horus-heresy-squads-1.jpg" alt="A Horus heresy fights"></p>
<p>Last summer Games Workshop released the 3rd edition of Horus Heresy. For those keeping score at home, <a href="/play-report/horus-heresy-age-of-darkness/">I managed to play three games of 2nd edition before they moved on</a>. I find their urge to constantly churn their rulesets annoying, but that seems to be how it goes with their games. I probably don’t play enough Horus Heresy to justify all the boxes I have bought, but I have bought some boxes. The heart wants what the heart wants: <a href="https://www.goonhammer.com/goonhammer-reviews-horus-heresy-third-edition-saturnine-launch-box">I love those weird looking terminators</a>.</p>
<p>I have managed to play a few games of 3rd edition now with <a href="https://gamepieces.blogspot.com/">Evan</a>. We discovered that <a href="https://www.youtube.com/watch?v=ngOBcye7IUg">the Honest Wargamer shared some house rules for low point games</a> that are kind of perfect for the amount of models we want to think about. The house rules for this format he has dubbed <a href="https://docs.google.com/document/d/1daVDBYMx1ktHrCb-5y2pRnNDdc5EkpeDPEGVZHzVM7o/edit?tab=t.0#heading=h.fkc7rrxzfboc">Squads</a> restricts the game to 750 points, with further restrictions around the sorts of models you can bring, and some small changes to scoring. The house rules pack also includes some sample missions. The tweaks are quite small, but work well to scale the game down.</p>
<p>That said, with Heresy a small game can still feel quite big. My 746 point list was:</p>
<ul>
<li>Centurion</li>
<li>Tactical Squad (10 models)</li>
<li>Tactical Squad (10 models)</li>
<li>Tactical Support Squad armed with Plasma Guns (10 models)</li>
<li>Contemptor Dreadnought armed with Gravis Chainfist with in‑built Heavy flamer, Gravis Melta Cannon, and a Havoc Launcher.</li>
</ul>
<p>32 models across 5 units still felt like a lot of minis on the table. Evan’s AdMech included even more models.</p>
<p>We are pretty out of practice playing the game, and unfortunately the rule book doesn’t make the game particularly easy to quickly pick up. The rule book has some of the most dreadful rules writing. So much word soup. Everything feels more complicated than it needs to be. Of course we are playing because <a href="https://www.goonhammer.com/goonhammer-reviews-horus-heresy-third-edition-core-rules/">there <em>is</em> still a lot to love about the game and how it works.</a> The rules encourage a lot of flavourful situations—once you manage to parse what those rules are trying to say.</p>
<p>It took us a little under 3 hours to get through the game. I can’t imagine how long it’d take us to play a full 3000 points game. A lifetime, presumably. We would probably be better off playing with some experienced players. That’s what made my first experience playing at the tournament work so well.</p>
<p>This is currently the game Evan and I have been focused on playing. There is time for us to figure it all out. I need to name all my guys and figure out the narrative for these games. That’s where the real fun of playing lives.</p>
<p><img src="/assets/img/horus-heresy-squads-2.jpg" alt="My dreadnought fighting"></p>
]]></content>
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    <published>2026-05-24T21:40:40-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emergence/</id>
    <title>Emergence</title>
    <updated>2026-03-25T21:38:40-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/emergence-1.jpg" alt="Emergence zine on my bed"></p>
<p>It is our patriotic duty to buy Canadian <a href="/tag/mothership/">Mothership</a> modules. Emergence is a funnel adventure—like you remember playing in <a href="/tag/dccrpg/">DCCRPG</a>. Emergence takes place Henko Acquisitions Correctional Complex. Players play inmates who wake up after some unknown accident has damaged the facilities. They must try and escape to the surface. There is a whole lot more going on, some of which I’ll discuss below, so if you are thinking of playing stop reading now!</p>
<p>The game was written by <a href="https://ssto.press/">Carson Brown</a>, with art by the always excellent <a href="https://chaoclypse.carrd.co/">Brandon Yu</a>. This is one of the books I grabbed at this years Breakout Con, which was honestly mostly me shopping. Brandon’s cover is amazing. You can almost always judge a book by its cover.</p>
<p>The prison complex is quite dynamic. Carson has done a lot to make prison an interesting space to explore. To start, it’s flooding! The rooms in the prison will fill with water as the players explore the space, eventually ending up mostly submerged. Every 30 minutes of game time the players will roll a d10 and increase the flood level of the location by 1. (There are 10 locations that can flood within the subterranean portion of the prison.) The power in the complex is also fluctuating. The adventure begins with the power barely functioning. Certain locations and actions by the player can move the power level up or down, which also impacts what the players can do in various locations.</p>
<p>The prison map is presented abstractly. Because of the flooding and damage, the route the players took to get to the starting location of the module, at the bottom of the facility, isn’t one they can follow back out. To model the confusion and unknown, each path between two locations passes through an additional location, which is determined randomly. Once determined this new location is fixed. Four of the locations in the prison are cell blocks, and a random table is used to determine what are two notable locations with the cell block. You would likely roll up these cell block locations before play, so you can figure out what’s up and which factions control them. The map in the book is nicely put together, with space to track the connection locations, cell blocks, and the the flood levels of the rooms.</p>
<p><img src="/assets/img/emergence-2.jpg" alt="Portion of map"></p>
<p>The descriptions of the connections and cellblocks are more my speed, a handful of sentences, easy to quickly read. The descriptions of the ‘proper’ locations in the prison are longer: not walls of text, but also not the quickest to parse. Some room descriptions talk about the geometry of the space, where entrances and exists are located, or how one location relates to the others in the physical space of the prison. I personally don’t love this when the maps are all abstract. In this module you don’t even know what new location players will find while travelling between the spaces.</p>
<p>There are 6 factions described in the module, each highlighting one aspect of the prison. They are flavourful, but as presented it’s not often obvious how each would feel about one another, or about the players. To my mind, the descriptions would also be better if they focused on how the factions are reacting to current drama at the prison. Before running I would probably flesh this out more.</p>
<p>The rules for creating simpler funnel characters for Mothership are featured early in the module, after introducing the DM to the events taking place and the nature of the prison. Each of the characters a player creates is a prisoner. You roll 3 sets of d100 to determine their 6 digit serial number. These numbers will be used to help determine stats, and also tell the DM the truth behind a characters crime (eg: they did it, they were framed, they had a sham trial, etc). There is a new “Cohesion” stat specific to these funnel characters that begins at 3 and moves up and down during play. Players won’t know what this stat is actually for initially. The adventure includes your classic 4-up funnel character sheet.</p>
<p>Cohesion is tied to the underlying secret of the module, a fun twist that will help make this funnel feel like a funnel. The players are all clones! They will turn into mindless fungus monsters if they don’t find stabilizer drugs. These drugs are littered throughout the complex here and there, but certainly not enough to keep all the characters alive. The players may end up having to run away from the fungus zombie monster version of themselves. A character that reaches 20 cohesion is free of the curse.</p>
<p>The module ends with some suggestions on what concluding the adventure may look like, and possible future adventures. The back interior cover page is a search the room table. Something the players might do often so it’s handy to have there. The front interior cover page has stats for all the monsters, and sums up what the flooding and power levels mean. The map of the adventure is found dead centre in the module, so it’s also easy to find. Good job team!</p>
<p>I really liked this module. It seems like a great way to get introduced to Mothership: it’s kind of bleak, there are weird monsters, corporations being dirt bags, etc.  There will be lots of chances to sacrifice one of your characters to save the rest. Also lots of chances for ignoble deaths. That’s what you want in a funnel adventure.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emergence/"/>
    <published>2026-03-25T21:38:40-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/webrings/</id>
    <title>Webrings</title>
    <updated>2026-03-23T21:58:45-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I find it hilarious that there are two OSR blogging webrings you can join if you are so inclined. The 90s are back, in webring form. <a href="https://dsell.me/">Daniel Sell</a> of <a href="https://www.troikarpg.com/">Troika</a> set one up first, <a href="https://dsell.me/join-the-new-old-gaming-blogring/">the New Old Gaming Blogring</a>. Shortly after, <a href="https://elmc.at/rootring-is-live/">Elmcat</a> created <a href="https://rootr.ing/">rootr.ing</a>, which serves the same purpose, but felt easier to customize, so you can its widget at the bottom of this page. If you dislike both of these options, <a href="https://allium.house/garden/onionring/">Daniel shared the tutorial he followed to create his blogring</a>, so you can make your own for you and your friends. The world needs more webrings.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/webrings/"/>
    <published>2026-03-23T21:58:45-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/apoologia-for-plain-paragraphs/</id>
    <title>Apoologia for Plain Paragraphs</title>
    <updated>2026-03-13T21:33:44-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Once <a href="/microblog/prose-vs-bulletpoints/">again</a> the <a href="/blog/keying-dungeons/">keying of dungeons</a> is the topic of day. <a href="https://samsorensen.blot.im/apologia-for-plain-paragraphs">Sam Sorensen writes in defence of the humble paragraph.</a> In doing so he pits the paragraph against the bulleted list, a false dichotomy. In his post the examples of bulleted bolded lists are bad because they are word soup, not because they are lists. There is nothing precluding people from writing strong prose while also leaning on structure. Silent Titans and Gradient Descent both do this well.</p>
<p>Sam believes people consume text with more patience and thought when it’s presented in prose: bullet points and styled text encourage the reader to zip around skim. I can see that argument, but it’s almost certainly the case different people consume information effectively in different ways. A while ago <a href="/review/deep-carbon-observatory-storytelling-as-information-design/">I wrote about how Patrick’s approach to writing is a form of usability</a>, which I think relates to this core point Sam is trying to make. Orthopraxy’s <a href="https://orthopraxy.bearblog.dev/eating-the-book-a-response-to-we-need-to-talk-about-goodman-games/">Eat the Book</a> remains a great recent read on this topic.</p>
<p>A lot of caveats and comments on a post I’m sharing, but I’m sharing it because I often dislike the same sort of writing Sam does! We can do better, whether you choose to do better with a paragraphs or bullets.</p>
]]></content>
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    <published>2026-03-13T21:33:44-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/crawl-mega-edition/</id>
    <title>Crawl Mega Edition</title>
    <updated>2026-03-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The <a href="https://crawlfanzine.blogspot.com/">original DCC RPG zine</a> is back, bigger than ever. (Literally.) You can help Dak Ultimak publish <a href="https://www.backerkit.com/c/projects/straycouches-press/crawl-collectors-edition-no-1">a new edition of Crawl&rsquo;s first issue</a>, with an alternate cover by Doug Kovacs. Long time readers may recall that <a href="/review/crawl-fanzine/">Crawl! was the first thing I wrote about on this blog</a>. I was lucky enough to receive one of the limited edition black-on-black versions of the zine. Maybe one day I can sell it and buy a Kia.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/crawl-mega-edition/"/>
    <published>2026-03-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/tephrotic-nightmares/</id>
    <title>Tephrotic Nightmares</title>
    <updated>2026-03-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/tephrotic-nightmares.jpg" alt="Part of the Tephrotic Nightmares Cover"></p>
<p>Is <a href="https://lukegearing.blot.im/">Luke Gearing</a> too powerful? Joined by <a href="https://nohr.se/">Johan Nohr</a> and <a href="https://spacepenguin.ink/">Jarrett Crader</a>, Luke has written a hex crawl adventure for <a href="https://morkborg.com/">Mork Borg</a>, <a href="https://www.exaltedfuneral.com/products/tephrotic-nightmares"><em>Tephrotic Nightmares</em></a>. That’s a solid posse of RPG people. I had impossibly high expectations for this book.</p>
<p><em>Tephrotic Nightmares</em> is about the sea of ash, a region that was ruined by The Arsonist. <a href="/tag/darksun/">Dark Sun</a> had a Sea of Silt, so perhaps I am already biased towards liking this book. The very first thing we learn about this place is water is the currency of note, letting us know what is important and valuable up front. (I was reminded of light in <em>Veins of the Earth</em>.)</p>
<p>The order elements of an adventure are presented in is something I find intriguing. After the introductory page explaining you are exploring a sea of ash, we jump straight to rules for sailing this silt sea in Mork Borg. Luke writes about the various modes of transport available to the players, Mad Max like boats, and the various weapons and defences available to trick them out. The book came with a map and chits so you can play a wargame. Hells yeah!</p>
<p>Factions come next. There are several. Their bases are placed on the hex map of the region. Each faction is described briefly, with a goal, their current challenges, offerings and rituals. These are a sentence or two, and hint at how players may end up interacting them. None are presented in a way that they are explicitly in conflict with one another. The typical units that make up the faction are described, with stats for Mork Borg, along with the vessels each faction uses for travel. Between Luke’s writing and Johan’s art, we get a vivid picture of these groups without too much faffing about.</p>
<p>A bestiary follows. Everything is flavourful, starting with a small and vicious dog, the ash mink. Luke lets you know people are harvesting bodies for water, like Dune. Johan draws some cool witches.</p>
<p>The back half of this book are locations of varying sizes found in the ash sea. There are 22 places in all, starting with the headquarters of 5 of the 6 factions. The region is fairly large, most hexes aren’t described. As this is a sea, that makes sense. Ships move 1-3 hexes per days, so there will be a fair bit of multi-day travel to get from location to location. There are random encounter tables, but I think a GM would want to think about how they want to run the parts of the game that are sailing between locations.</p>
<p>The Bloodhunter Fortress has NPCs who can let the PCs know where to find various monsters. Perhaps the campaign becomes a monster hunter game for a while? The Urniversity will pay PCs to go map a region of the sea. Perhaps the its a game of exploration for a while. The Pyromancers of the Cold Hearth, home of the Burnt Offering faction, will reward players if they find the holy book secreted away within the hidden fortress of the Arsonist, the person who created the ash sea. The Necromancers of the same faction want that book as well. More adventure for the PCs. Locations can feel a bit disconnected from one another, but I found them cool all the same.</p>
<p>The first big dungeon detailed is the faction headquarters of the Cannibal Count. His mount-manse is detailed over 12 pages, with art and maps by Johan. Maps are repeated so you don’t need to flip pages when running, a nice touch. Room descriptions are short and punchy, <a href="/blog/keying-dungeons/">as I like them</a>. Luke informs the reader that unless the players are hostile encounters should be social, but these people are cannibals: there’s gonna be tension there. These are strange bureaucratic cannibals. Lots of departments and assistants to assistants, working despite their boss seemingly being long gone.</p>
<p>Hex 11 describes a shipwreck, a creature within may take a character hostage and demand the captain of the boat return. But where is the captain? I thought this might be an exercise for the reader. The GM will make something up, maybe some random NPC in one of the faction bases is the captain. Reading ahead, we learn he is a prisoner in Hex 18, The Grinding. So this is still an exercise, just not the one I thought: make note of where they are!</p>
<p>The book concludes with another big dungeon, which takes up 20 pages of the book. The “big boss”, the Arsonist, is found here. As with most everything in this book, there is nothing pushing the players here, though I imagine through the course of play they may find their own reasons.</p>
<p>I was reminded of a False Machine joint based solely on the amount of cannibalism in this book. It feels like every other group you meet eats people.</p>
<p><em>Tephrotic Nightmares</em> is interesting object: the spine is exposed: you can see the stitched binding and it will lie perfectly flat. The other pages aren’t cut, you need to peel them apart as you read. Your first encounter with the book is a bit of an experience. The hardcover book is genuinely lovely, and if you can afford its price I would recommend it wholeheartedly over a boring PDF. Johan has done an incredible job with the art and graphic design—unsurprisingly.</p>
<p>It was interesting to read this book after reading <em>His Majesty the Worm</em>. In contrast to the exposition and support in HMtW, <em>Tephrotic Nightmares</em> really doesn’t hold your hand. Here are rules for sailing around, here are a bunch of weirdo factions, here are some monsters, here are some places. How you thread it all together is left up to you. Proper OSR nonsense! I really love books like this. A sandbox of stuff. The writing is strong. The art is great. It’s all very atmospheric. But is it too static? If there is criticism to be had, I suspect it will fall here. I think this sort of adventure is perfectly fine. The GM will figure out what’s up, along with the players, through play. From running adventures like this, stuff gets messy when the players get involved.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/tephrotic-nightmares/"/>
    <published>2026-03-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/moving-to-hugo/</id>
    <title>Moving to Hugo</title>
    <updated>2026-03-10T21:44:31-04:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I’ve migrated this site from <a href="https://jekyllrb.com/">Jekyll</a> to <a href="https://gohugo.io/">Hugo</a>, something I’ve wanted to do for ages, but haven’t been assed to do till now. I’ve been running the Hugo version of the site on <a href="https://beta.save.vs.totalpartykill.ca">beta.save.vs.totalpartykill.ca</a>, which I may keep around as a place to muck around in public. I think I’ve caught all the issues that arose with the migration, but if you spot anything let me know. I’m curious if the change is seamless for feed readers.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/moving-to-hugo/"/>
    <published>2026-03-10T21:44:31-04:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/his-majesty-the-worm/</id>
    <title>His Majesty the Worm</title>
    <updated>2026-03-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/hmtw-cover.jpg" alt="His Majesty the Worm Cover"></p>
<p>My friend moved to New York City for work. A weird time to head South, I suspect most people want to travel in the opposite direction. I’d rather he was still here, but there is one perk from his being away: I can mail books to him. On his last trip back he brought with him a copy of <a href="https://www.hismajestytheworm.games/"><em>His Majesty the Worm</em> (HMtW)</a>, by <a href="https://riseupcomus.blogspot.com/">Josh McCrowell</a>. HMtW is an OSR game designed for dungeon crawling. The expectation for the game is you’ll create a megadungeon that your players will explore over many sessions. Unlike most dungeon crawlers, it borrows very little from D&amp;D. Grab a tarot deck, because this game doesn’t use any dice. Wild!</p>
<p>There is probably no world where <em>His Majesty the Worm</em> is someone’s first game, but the book does all the work of introducing itself to a reader new to RPGs all the same. A little later in the book Josh presents a player’s manifesto, which serves as advice to the players for how to approach the game. I love RPG books that approach teaching their game without making assumptions about the audience and their past experience and competency. The books has the games principles up front, setting expectations for the reader. I have lots of experience playing OSR games, but HMtW is quite different, so I believe these sorts of first principles introductions can still be broadly useful.</p>
<p>Character creation feels far heavier your typical OSR game, there is a bit more to do, and Josh encourages you work through the process during a Session 0.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> As part of session 0 players will flesh out characters together, narrating snippets of their past to settle on scores for their character’s attributes, and fill out other parts of their character sheet. I kind of hate anything that feels like it’s adjacent to backstory, but at least this time you’re coming up with it together with your friends. I also find more involved character creation can put players at odds with the “your character can die at any time we will make a new quickly” ethos of OSR play. I think part of the social contract when it comes to killing player characters is that if it takes a long ass time to make a character it’s a little impolite to kill them. Josh does provide a new adventurer checklist for players to use to jump back into the game after a character dies, or if a new player joins. I haven’t actually tried making a character, so me imaging how fast or slow it might be is all you get.</p>
<p>Characters have Bonds tying them together, charged when acted upon, those charges spent for benefits in play. Bonds feed into the mechanics for camping. This is a part of <a href="https://www.torchbearerrpg.com/">Torchbearer</a> that I thought was interesting, but I am not that big a fan of how Torchbearer actually works in play. It’s nice to see other games try and do something meaningful with this activity that feels like it should be a bigger part of play.</p>
<p>Moving past character creation we get to an explanation of the crawl phase of the game, where you go adventuring in dungeons. Josh does a great job of breaking down tropes for the unfamiliar. Another example of building something that’s broadly accessible. There are rules for social encounters, and far more involved rules for combat. There is lots going on with how combat works. It seems like bluffing would be a big part of the game since it’s card based, everyone has a random set of 4 to work with, some cards are played face down, etc. There is <a href="https://www.hismajestytheworm.games/playing-online">advice for playing online</a>, but I suspect the game would be far more fun in person, with physical cards. (I suppose all RPGs are more fun in person.)</p>
<p>Shopping, the scourge of all RPGs, is handled in a nice way in HMTW. You pay for upkeep when you return from the underworld, deciding on an impoverished, common, or luxurious lifestyle. To buy new gear you select anything from gear lists that match each lifestyle, limited only by what you can carry. I love this idea, something easy to steal for other games.</p>
<p>HMtW is a very procedure heavy game. Play is structured into 4 phases: the City phase, the Crawl Phase, the Camp Phase, and the Challenge Phase. During the City phase you’ll make preparations for your dungeon crawling, deal with any events that may be taking place, and perform any downtime actions. The Crawl phase is your typical dungeon crawling session, moving through the dungeon in search of adventure. The Challenge phase is this games name for combat: you’ll fight monsters of the underworld. Finally the Camp phase is where you will rest and recuperate in the dungeon, bonding with your fellow adventurers.</p>
<p>The game&rsquo;s structured play loop (city, crawl, camp, challenge) will likely feel familiar to those of you who have read <em>Torchbearer</em>. Of course, <em>Torchbearer</em> itself was modelling the play loop of old-school D&amp;D, so there is some about of the snake eating its own tail here. Both camping and downtime in the city are given some mechanical heft uncommon in many OSR games. When I asked Josh if he was inspired by Torchbearer he said not really, he was far more inspired by OSR blogposts. My theory is that a lot of the OSR’s obsession with procedures around the time Brendan wrote <a href="https://necropraxis.com/2014/05/22/proceduralism/">his seminal post on the topic</a> is all from people borrowing ideas from Torchbearer, but I have no real evidence to back any of this up.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> There is perhaps a layer of distorted inspiration?</p>
<p>We get GM’ing advice at the midway point of this chonky book. Like Apocalypse World, time is spent articulating what the GM is even supposed to do, what doing a good job will look like. It’s funny this feels like an obvious section to include in an RPG, but it is one that is often glossed over. Josh covers most everything a GM will need to know to run the game effectively. It’s a well written GM section. There is practical advice for each phase of play. That’s what I like to see in these sorts of GM guides.</p>
<p>The book ends with some fantastic appendices. I really like the city creation rules and sample districts that are Appendix D of His Majesty the Worm. (Appendix C was Dungeon Denizens. Josh could have swapped those two: a real missed opportunity.) Each Tarot card details a district ready to be used. Another things you can steal for other games. The next appendix is advice on how to create a megadungeon: again, eminently stealable. The book concludes with some dungeon seeds and a sample dungeon to put everything you have learned along the way together. Everyone should include an adventure in their game.</p>
<p>It’s interesting to read a game that is trying to hit the same notes as other OSR dungeon crawling games, but that is coming at it from a totally different place. You can’t carry forward assumptions from other games when it comes to the rules, there is no d20 roll high to fall back on. That said, a carousing table is included so no one will question the game’s OSR bonafides. HMtW isn’t the sort of game I typically play nowadays. I often reach for games with almost no rules, and then struggle to run them all the same. This is a game I do want to run or play, though. It’s so unusual and different. It’s also clearly <em>the</em> option if you want to run a <a href="https://en.wikipedia.org/wiki/Delicious_in_Dungeon"><em>Delicious in the Dungeon</em></a> game.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Session 0’s are for cowards. People should dive right in and figure out their friend Rebecca is the most annoying player in the world during the crucible of play.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I suppose I can ask Brendan next time I see him.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/his-majesty-the-worm/"/>
    <published>2026-03-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/bloggies-2026/</id>
    <title>Bloggies 2026</title>
    <updated>2026-02-16T20:10:37-05:00</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.explorersdesign.com/">Clayton</a> has done an amazing job organizing the <a href="https://www.explorersdesign.com/bloggies-2026/">Bloggies</a> this year. Everything is neatly organized on his blog, with little infographics to help you follow along with what&rsquo;s happening and what you need to to participate. The first round of voting is happening <em>right now</em>. As before there are four main categories: advice, reviews, gameable, and theory. He&rsquo;s added a new &lsquo;meta&rsquo; category, to highlight posts that are a little bit meta. There are too many good blog posts, and Clayton has done a great job making some thematic and Sophie&rsquo;s Choice match ups? How are you supposed to choose between <a href="https://dododecahedron.blog/2025/11/22/the-osr-onion/">The OSR Onion</a>  vs. <a href="https://thegardenbelow.blot.im/what-is-an-osr">What is an OSR?</a> That was my hardest pick this round.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/bloggies-2026/"/>
    <published>2026-02-16T20:10:37-05:00</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/dominant-mechanics/</id>
    <title>Dominant Mechanics</title>
    <updated>2026-01-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.explorersdesign.com/dominant-mechanics/">An interesting post from Clayton</a> discusses what he calls Dominant Mechanics: “<a href="https://www.explorersdesign.com/dominant-mechanics/">Dominant Mechanics</a> are rules that cannot co-exist in a system without monopolizing play and overriding other rules.” My favourite example of this would be skill checks in later editions of Dungeons and Dragons. This idea relates to one of <a href="/blog/4th-edition-powers/">my big complaints about 4E</a>, where your characters various powers end up being the sum total of play.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/dominant-mechanics/"/>
    <published>2026-01-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/how-to-not-do-zines-wrong/</id>
    <title>How to Not do Zines Wrong</title>
    <updated>2026-01-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The man that brought you <a href="https://todistantlands.github.io/2022/05/30/fk-you-design.html">Fuck You Design</a> brings <a href="https://todistantlands.github.io/2026/01/15/how-to-not-do-zines-wrong.html">you a rant about fancy-ass zines</a>: “Am I language policing here? Sure, why not. I think the original sense of the word matters and is worth preserving, worth insisting upon. I think zines, as a non-luxury print media are important.”</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/how-to-not-do-zines-wrong/"/>
    <published>2026-01-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-osr-is-trapped-in-hexes-it-is-addicted-to-jaquaysing/</id>
    <title>The OSR is trapped in Hexes it is addicted to Jaquaysing</title>
    <updated>2026-01-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://pressthebeast.bearblog.dev/the-osr-is-trapped-in-hexes-it-is-addicted-to-jaquaysing/">Press the Beast shared a criticism I enjoyed of some parts of the OSR, and the obsession with products as the output of the hobby.</a> The post is a bit of a rant—to put it mildly—but I also think it&rsquo;s good advice all the same. When I was posting <a href="/tag/mocrecap/">my Carcosa session recaps</a>, notes, and <a href="/blog/advice-for-running-a-hexcrawl/">advice</a>, I was trying to highlight just how little I had done to make that game go. It shouldn&rsquo;t take much to start playing!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-osr-is-trapped-in-hexes-it-is-addicted-to-jaquaysing/"/>
    <published>2026-01-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/my-first-mythic-bastionland-session/</id>
    <title>My First Mythic Bastionland Session</title>
    <updated>2026-01-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mythic-bastionland-session-1.png" alt="session 1"></p>
<p>I spent a little bit of time over the last two days getting ready to play Mythic Bastionland. <a href="/blog/making-a-mythic-bastionland-realm/">I made a map over the holidays, but didn’t finish filling it with stuff at the time.</a> I was writing down NPC names, rolling on spark tables, and getting enough notes down so that there was some solidity to the world the players were going to explore. Mythic Bastionland encourages some amount of improvisation with its structure, but if you lean too deeply into that games can start to feel meaningless. (Chris has a small blurb about this risk in the book as well.) There was more I wanted to prep before this game, but my personal brand is not doing that extra work. Honestly it all worked out.</p>
<p>I asked some friends I hadn’t played games with in a while if anyone was free to play, people from back when G+ was a thing:</p>
<ul>
<li><a href="https://todistantlands.github.io/">Alex</a> is playing Sir Creed, The Masked Knight</li>
<li><a href="https://questingblog.com/">Ben</a> is playing The Pearl Knight</li>
<li><a href="https://textgolem.blogspot.com/">Ian</a> is playing Renard of Red Velvet, The Hooded Knight</li>
<li><a href="https://noisesanssignal.blogspot.com/">Kyana</a> is playing Sir Turquoise, The Turtle Knight</li>
<li><a href="https://www.patreon.com/zzarchov">Zzarchov</a> is playing The Fanged Knight</li>
</ul>
<p>A few of us had played the game when it was being play tested, but no one had played recently, so it was all new to all of us.</p>
<p>The engine of the game is exploration. Mythic Bastionland is a game about exploring the wilderness, travelling from hex to hex in search of adventure. A day is divided into three phases: morning, afternoon, night. You roll for a wilderness complication at the end of each phase of the day. On a 1 you encounter  an omen for a random myth in the realm. On a 2-3 you encounter the omen of the nearest myth. On a 4-6 you’ll stumble upon the landmark inside the hex, if one exists. As you move through the world you should expect the myths causing trouble in the land to bubble up. The game should create situations for the players to resolve.</p>
<p>In theory, half the time the players should be bumping into something weird like they are exploring <a href="https://www.jeffvandermeer.com/book/area-x/">the Southern Reach</a>. This session the players rolled too well: they encountered an omen for a myth with their first wilderness exploration roll, and then never rolled a 1-3 for the rest of the session. Sometimes that’s how it goes. The result was a quieter session, but I used that as a chance to better introduce the world they were exploring.</p>
<p>It can be tempting to try and inject some drama into a game when the dice and your notes say otherwise, but I generally like to play things straight. You need quiet sessions or moments so that there is real contrast when the drama does arrive. I am not a fan of trying to manicure a perfect story up front. It’s almost always more satisfying when these things happen organically.</p>
<p>We played for 2 hours, ending our session in one of the holdings. I actually had good notes for the holdings, having rolled up many NPCs and other drama about the places. (This was easy thanks to all the spark tables and online generators.) I forgot to roll for the local mood when the party arrived at the town. A lesson for next time. That might have been the only rule I forgot today.</p>
<p><strong>[Update]</strong> When I shared my experience with running the game online, I mentioned that I had the players rolling the wilderness event rolls. This is normally how I play. I like to have the players roll the <a href="https://necropraxis.com/2017/11/22/hazard-system-v0-3/">hazard dice</a>. In this game that’s likely not the right approach. Knowing that you have encountered an omen seems fine to me, I normally run games where I try and be clear and telegraph what’s happening. But knowing it’s a random omen versus the nearest one maybe tells the players a little too much about what’s going on. That knowledge may make the myths and omens feels a bit less mysterious.</p>
<p>The plan is to play for the next few weeks. An enjoyable start to a new campaign.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/my-first-mythic-bastionland-session/"/>
    <published>2026-01-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/keying-dungeons/</id>
    <title>Keying Dungeons</title>
    <updated>2026-01-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I have written about keying dungeons in the past, <a href="/blog/room-descriptions/">when discussing Dwimmermount</a>, and <a href="/review/deep-carbon-observatory-storytelling-as-information-design/">when talking about Deep Carbon Observatory</a>. This topic seems to be in the news again, after <a href="https://www.youtube.com/watch?v=s9w8YVqYs5I">Ben shared an enjoyable video of his dislike of Goodman Games’ house style for their modules</a>.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> <a href="/tag/dccrpg/">DCC RPG</a> is quite text heavy, and uses simple two column layouts reminiscent of old TSR modules. They are essentially the best version of an old TSR module. I love many of the DCC RPG adventures, but I don’t love all the walls of text. On the flip side, I am not a big fan of the Old School Essentials house style Ben advocates for either. I find the excessive bolded text and bullet points harder to parse than straight forwards sentences. I also think it’s much more enjoyable to read plain prose.</p>
<ul>
<li><strong>All the room keying hacks you see really aren’t necessary if your room keys are short and quick to read.</strong></li>
<li>You should start room descriptions with the things players will notice right away. Don’t bury the lede.</li>
<li>You should cut anything extraneous. You could take the time to list out all the torture devices found in the torture room, but I would only bother if there is some value in letting the GM and players know about the particulars. A GM can likely ad-lib there is a rack and iron maiden if those things are simply there to provide colour.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></li>
</ul>
<p>To me, there is more value in trying to write something short and evocative, than try and turn it into a deconstructed sandwich.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="https://orthopraxy.bearblog.dev/eating-the-book-a-response-to-we-need-to-talk-about-goodman-games/">Orthopraxy has written a great blog post in response to Ben’s video, defending Goodman Games’ approach.</a>&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Of course, once ad-libbed into existence, they become part of the fictional world, something players can take advantage of in play.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/keying-dungeons/"/>
    <published>2026-01-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-lonely-fun-of-mythic-bastionland/</id>
    <title>The Lonely Fun of Mythic Bastionland</title>
    <updated>2026-01-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Long time readers may recall I had started an Arthurian Dark Souls sort of setting I never finished called <a href="https://save.vs.totalpartykill.ca/gygax-75/">Misericorde</a>. A year or so later <a href="https://www.bastionland.com/">Chris</a> started sharing his work for <a href="https://bastionlandpress.com/products/mythic-bastionland-hardback-book-plus-pdf">Mythic Bastionland</a>, and it was more or less exactly what I wanted to do, but better in basically every way. (I mean, for starters, he finished it all.) So anyway, I want to play Mythic Bastionland. The first step is making a realm.</p>
<p>Chris outlines how to create a realm on a single page in the book. <a href="https://elmc.at/running-mythic-bastionland/">Elm Cat has an incredibly thorough post about getting started with Mythic Bastionland that also discusses making a realm.</a> They expand upon Chris’s advice with their own, based on their experience having run the game for a while. <a href="https://www.youtube.com/watch?v=VKLYaBLi6hs">Chris’s video of preparing a realm for play is also great.</a> He walks you through his process. You can watch how he uses the spark tables to flesh out a setting. <sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>  Chris preps his realm in an about an hour. It took me longer—but not that much longer! These two resources are well worth reviewing.</p>
<p>I started by making a map in <a href="https://cone.itch.io/hex-kit">Hex Kit</a>, a fun activity in and of itself. I decided to start a fresh map rather than continue off the one I had made a few years ago. In my head this campaign could be a prequel to the game I had thought of running, where the king is dead and knights wander the wilderness as transformed monstrosities. I can come back to that idea later, perhaps informed by how this Mythic Bastionland campaign unfolds.</p>
<p><img src="/assets/img/mythic-bastionland-player.jpg" alt="Mythic Bastionland Realm"></p>
<p>With the map done, I got to populating the realm with some holdings and landmarks. I followed Chris’s advice and examples. The system works! I enjoy the act of building something out of random seeds, trying to figure out how everything could fit together. My first ruler was interested in gambling. So was my second. And so was my third. I thought of re-rolling, but the fact that three of the four leaders in the land are gamblers feels like the seed of a story. These sorts of connections bubble up as you work through the tables. I think our brains are just wired find a way to make everything make sense.</p>
<p>I need to actually play Mythic Bastionland, so will try and avoid being overly effusive, but even in this lonely fun of prepping the game it feels like Chris has made something really spectacular. I don’t consider myself particularly creative, but the book will make sure you can build something weird and interesting. Making a realm and figuring out what’s going on before the players show up was fun. Will it all work in play? I gotta assume so, since everyone else can’t shut up about how great the game is. Stay tuned!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Another excellent resource is the <a href="https://mythicbastionland.a-dark-place.io/">Mythic Bastionland Referee Companion</a>. All the spark tables are available online, and it can roll on all the tables for you in one go, which can speed up the process of building a realm. I just used the book, but I can see how this could be useful. It’s cool seeing other people making digital tools for RPGs.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-lonely-fun-of-mythic-bastionland/"/>
    <published>2026-01-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/2025-in-blogging/</id>
    <title>2025 in Blogging</title>
    <updated>2026-01-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The past year ended up being the biggest year of blogging on this site. At the start of the year I shared my thoughts on blogging in the post <a href="/blog/blogging-is-forever/">Blogging is Forever</a>, a reminder that social media is transient and you should own and control the writing you care about. I was posting fairly consistently throughout the year, but kicked things into high gear in November. This is almost certainly motivated by seeing <a href="https://elmc.at/mapping-the-blogosphere/">Elmcat’s blogging map</a>. It’s incredible seeing the web of people that contribute to this scene. The map is a nice reminder of what makes blogging fun and cool. I visited my brother in the UK at the end of November, and blogged more or less every day through to the New Year.</p>
<p>I had wanted to get my <a href="/tag/mocrecap">Carcosa session recaps</a> back online for some time, and decided to do that for the month of December, using it as an opportunity to talk about running the campaign at the same time. After posting them all I finally wrote a post I had intended to write back when the campaign concluded: <a href="/blog/advice-for-running-a-hexcrawl/">Advice for Running a Hexcrawl, A Decade Too Late</a>.</p>
<p><a href="/review/">I also wrote 10 reviews in 2025.</a> I haven’t written this much about games since 2013. I ended up reviewing as many war games as RPGs and modules last year. Wargaming has ended up becoming where I spend a lot of my time and energy. Those games were: <a href="/review/xenos-rampant/">Xenos Rampant</a>, <a href="/review/trench-crusade/">Trench Crusade</a>, <a href="/review/mac-attack/">MAC Attack</a>, <a href="/review/space-gits/">Space Gits</a>, and <a href="/review/blood-bowl/">Blood Bowl</a>. For RPGs I wrote about: <a href="/review/skorne">Skorne</a>, <a href="/review/constant-downpour-remastered/">Constant Downpour Remastered</a>, <a href="/review/nirvana-on-fire/">Nirvana on Fire</a>, <a href="/review/wandering-blades/">Wandering Blades</a>, and <a href="/review/wandering-blades/">Crown of Salt</a> to close out the year.</p>
<p>There was one post I wanted to write before the clock ticked over to 2026 that I didn’t manage to get in under the wire: a comparison of Carcosa with Mythic Bastionland. I feel like there is something to say about both those games, I just need to think a bit more about what exactly.</p>
<p>Hopefully 2026 continues the trend of more blogging: for myself and for all the other people I see starting blogs and returning to their old ones. 2025 feels like it was a big year for blogging.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/2025-in-blogging/"/>
    <published>2026-01-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/2025-in-minis/</id>
    <title>2025 in Minis</title>
    <updated>2025-12-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/2025-in-minis.png" alt="My 2025 mini painting stats"></p>
<p>Back in 2024 I decided to track all of my purchasing and painting of minis. This was an attempt to buy less and paint more. <a href="/blog/2024-in-minis/">It was a nominal success.</a> This year, not so much. Whenever my life becomes too busy I find I channel my hobby output into pure consumerism. I ended up buying box sets that will certainly be fun to paint, but that remain unpainted (and often unbuilt!) as we come to the end of the year: Kill Team’s new Tomb World set, the Horus Heresy 3rd Edition Starter Set, the Dark Oath Slaves to Darkness army box, and the Fangs of the Bloodqueen box. Those last two I really only bought because Meeple Mart was having an “everything needs to go” sale. I ended up with 161 new models between those boxes and a few other small purchases. That’s a lot of new models!</p>
<p>My painting happened in small bursts: the Stormcast at the start of the year so I could play Spearhead; my <a href="/review/trench-crusade/">Trench Crusade</a> Heretic Legion in the spring, when the minis arrived; some orks from Slade, which I thought I might use for Space Gits; the rest of the Stormiest in the summer to finish painting the Skaventide box; the Wildercorps Hunters so I could use them for a <a href="/review/warcry/">Warcry</a> game. I managed to play a lot of games this year, but nothing that required me to do a lot of painting. I played lots of Spearhead and Warcry, but primarily using minis I had already painted.</p>
<p>I’m disappointed with how the year ended when it came to my painting. It’s a hobby I really enjoy, so I should make more time for it when I can. It’s often easier to play video games or watch TV, which are also enjoyable activities, but ones I probably put more time into than I should.</p>
<p>My goal to start 2026 is to start painting the Darkwater boxed set. The game looks like a lot of fun, and I managed to get a good chunk of them primed when the weather in December was a little bit warm. My friends and I have started playing <a href="/review/blood-bowl/">Blood Bowl</a>, so I’ll need to get my team primed and painted as well. Hopefully getting those things out of the way will serve as some motivation to keep going.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/2025-in-minis/"/>
    <published>2025-12-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/crown-of-salt/</id>
    <title>Crown of Salt</title>
    <updated>2025-12-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I have wanted to buy a copy of <a href="https://tania-herrero.itch.io/crown-of-salt">Crown of Salt</a> for ages. Nova wrote <a href="https://idlecartulary.com/2024/11/04/bathtub-review-crown-of-salt/">a pretty glowing review</a> some time ago. Months later Jason and Tom talked about it on <a href="https://foabd.libsyn.com/website/crown-of-salt">Fear of a Black Dragon</a>, and were both so euphorically enthusiastic I knew I needed to check it out. I came close to buying it several times, but getting it from abroad with shipping always felt too pricey and decadent. And then I saw it at the <a href="https://www.melsonia.com/">Melsonian Arts Council</a> shop at <a href="/blog/dragonmeet">Dragonmeet</a> and that was that.</p>
<p>Crown of Salt is an adventure for <a href="https://morkborg.com/">Mork Borg</a>, written, illustrated, and laid out by <a href="https://tania-herrero.itch.io/">Tania Herrero</a>. <del>This is seemingly the first adventure she has written, which is kind of bananas. This is such a strong first showing.</del> Update: Tania let me know this is their second adventure! I&rsquo;ll have to check out their <a href="https://en.wikipedia.org/wiki/Bottle_Rocket">Bottle Rocket</a>, <a href="https://tania-herrero.itch.io/the-pit-of-blasphemy">The Pit of Blasphemy</a>.</p>
<p><img src="/assets/img/crown-of-salt-1.jpg" alt="Crown of Salt cut scene"></p>
<blockquote>
<p>The book has these little cut scene moments. I love it. — <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3m7bmmqs2bc2s">Me on Bluesky</a></p>
</blockquote>
<p>The intro to the adventure is prose and art, luxuriously spread over several pages. A nice bit of story telling that is very reminiscent of video game cut scenes. We learn about an arrogant king, cursed by the gods to become a monster. I wonder if he will show up later? Tania isn’t going to tell us right away. But if you’ve read a book no doubt you’re aware of foreshadowing.</p>
<p>I don’t think I’ve seen another module approach breaking up the various sections that make up the adventure in this way. It’s very dramatic: it really help demarcate the various points in the adventure. Each section has these pages of bridging art and text that reorient the reader for what is to come. I really enjoyed the graphic design of these sections.</p>
<p><img src="/assets/img/crown-of-salt-2.jpg" alt="The crow from Crown of Salt"></p>
<blockquote>
<p>A different sort of module would tell you if the crow’s master is lost in the rifts or not, rather than leave it as a hash tag no spoilers mystery for the GM. — <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3m77g4l6nn22c">Me on BlueSky</a></p>
</blockquote>
<p>The module opens with a description of the small town of Saltburg, where the adventurers can meet some hirelings, the crow above, and get ready to venture out into the wilderness. There isn’t too much to this town, which is fine, it’s not the main event for this module. The hirelings are interesting and dynamic. They feel like the main reason this town is described at all. We also learn what makes them particularly interesting on the page <em>after</em> they are all described.</p>
<p>Tania’s approach to writing Crown of Salt reminds me very much of the work of <a href="https://falsemachine.blogspot.com/">Patrick Stuart</a>, especially <a href="/review/deep-carbon-observatory-storytelling-as-information-design/">Deep Carbon Observatory</a> and <a href="/blog/silent-titans/">Silent Titans</a>. Not so much in terms of the modules content, but more around how the module is structured.  Patrick often hides details from the GM, so that the act of reading the module comes with a sense of discovery that is mirrored by the players. Some people find this annoying, they have a vision of maximum table utility that demands tidy summaries of everything that’s going on. Certainly one way to make an adventure, but I think it’s reductive to think a more creative approach won’t work.</p>
<p>In the case of the crow mentioned above, knowing its backstory likely won’t impact how the encounter is run at the time the party first meets the bird. (And if you read the whole module, you’ll perhaps recall its deal.) With the hirelings you are a similar position. Even if you slavishly flipped from page to page only when required, you could run the encounter where the party does their recruiting, not knowing the hirelings share a dark secret. Tania’s approach makes for a much more engaging read of the module, and in general I think she avoids some of the issues that arise from being coy with all the details.</p>
<p><img src="/assets/img/crown-of-salt-3.jpg" alt="Crown of Salt Flux Space rules"></p>
<blockquote>
<p>We in the business might call this a Flux Space™. I can see why Jason enjoyed running this with Trophy Gold, it feels like a great fit for how that game works, and its vibes. The exploration rules remind me of climbing from Veins of the Earth, perhaps an inspiration. — <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3m7amc6rkp22k">me on bluesky</a></p>
</blockquote>
<p>The start of the module shares d12 reasons to risk ones life, each pushing the players to search for the fallen king (the Cantigaster), his temple, etc. I generally don’t care if an adventure includes hooks or not. I think the only hook you need is the social contract, “I bought this module so that’s what we’re doing,” but the hooks included in this book are good all the same. They do a good job tying the party to the adventure, and also help speak to the larger world. Regardless of how it comes to pass, the party will venture from the town to the rifts, in search of the adventure.</p>
<p>The rifts are presented as a sprawling unmappable space. My friend <a href="https://www.paperspencils.com/">Nick</a> calls this sort of site <a href="https://www.paperspencils.com/flux-space/">a flux space</a>. Tania shares her rules for exploring such a space, which are very reminiscent of the climbing rules from <a href="https://falsemachine.blogspot.com/search/label/Veins">Viens of the Earth</a>. I’m curious to see how they work in play. Reading them I like them. She manages to capture a lot: how much time passes while travelling, if the players are injured along the way due to the route, the loss of provisions, the loss of equipment, and random encounters. To reach the temple, where they should expect to find the fallen king, the players will need to experience 4 exploration events. This approach is meant to simulate travelling through a weird messy underworld.</p>
<p>The encounters here are all pretty fantastic. There are 4 types of events, and 6 possible encounters per event. When you explore you will roll a d4 and a d6 to see what the players encounter. The encounters are all really engaging. It’s hard to pick my favourites. Many will lead to fun situations during the course of a game. I can see how this adventure would work so well with <a href="/review/trophy-gold/">Trophy Gold</a>. The module’s loose structure lends itself well for the similarly unstructured exploration rules of Trophy Gold.</p>
<p>There are a few places where the challenge of the module feels like it veers into rocks fall you all die territory. For example, one of the monsters has a random power that increases gravity in the area: the players must pass a DR12 test or die. There isn’t really anything the players can do to prepare for this situation, it’s a random power that might occur on a random round of combat. There are a few places where it felt like the module was challenging in a way that might not be fun.</p>
<p>This section has some layout choices I found a bit confusing,  or places where the placement of information is a hinderance. There is a mini dungeon within the rifts, the Tomb of the Promised Princess. Instructions for finding the tomb are included with the description of the temple, and those are found well after the instructions for exploring the rifts: “only reachable by the guidance of the Latrofax or by rolling a repeated result in an exploration event.”  It’s not unreasonable to imagine someone running the rifts portion of the adventure, unaware they need to watch out for duplicate entries. (Earlier, there are instructions on the page following the instructions for exploring the rifts, “Roll a d6 before determining the Exploration Event. On a 1, skip directly to the Promised Princess event. The chance increases by 1 each time.“ Is the intention to use both? I’m not so sure.)</p>
<p><img src="/assets/img/crown-of-salt-4.jpg" alt="One last cut scene"></p>
<blockquote>
<p>Crown of Salt concludes with a small temple dungeon. You are stalked by the Cantigaster. Tania suggests he shows up when convenient or interesting, but offers up some simple random chance rules if just having him jump scare the players offends your no quantum ogres OSR sensibilities. — <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3m7djqdbw5k2g">me on bluesky</a></p>
</blockquote>
<p>The adventure ends with a small dungeon. The cut scene that introduces this section explains more of the background for the whole adventure. One last twist: a primordial god! The adventure really leans into Mork Borg’s vibes. Like Deep Carbon Observatory, the players will be stalked by the main antagonist of the dungeon, the Cantigaster. This dungeon is flavourful, like the rest of the module. Tania switches to a more straightforward layout at this point. I find the keys a little long to my taste, but I am a fan of tweet sized room descriptions.</p>
<p>We have made it this far and I haven’t even talked about the layout and art. Crown of Salt is beautiful. A lot of people try (and fail) to ape <a href="/blog/art-by-nohr/">Johan Nohr’s</a> style when it comes to making modules for Mork Borg. Often books just look messy and half assed, they don’t have the graphic design chops to pull off what Johan accomplished with Mork Borg. With Crown of Salt, Tania’s made a really lovely book. There are are occasional missteps, but in general I think she’s made something where the graphic design contributes to the story telling. Her art is fantastic. Like <a href="https://alldeadgenerations.blogspot.com/">Gus</a> or <a href="https://www.wizardthieffighter.com/">Luka</a>, it’s always impressive to see someone who can do it all.</p>
<p>I really loved Crown of Salt. One of the coolest modules I’ve read this year. I regret not grabbing it sooner. I wanted to make sure I talked about it before the year was done. Telling you about it feels like a good way to close out 2026.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/crown-of-salt/"/>
    <published>2025-12-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/blood-bowl/</id>
    <title>Blood Bowl</title>
    <updated>2025-12-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/bloodbowl.jpg" alt="Blood Bowl rulebook at a pub"></p>
<p>Whenever I say <a href="/review/warcry/">Warcry</a> is the best game Games Workshop has made, <a href="https://kelvingreen.blogspot.com/">someone</a> always chirps up to reply that I am wrong, that title belongs to <a href="https://start-warhammer.com/blood-bowl/">Blood Bowl</a>. It was hard to argue about a game I have never played. Blood Bowl is Games Workshop’s skirmish fantasy football game. You are basically playing <a href="https://en.wikipedia.org/wiki/Jervis_Johnson">Jervis Johnson’s</a> take on American Football. Now having finally played, I have to admit it is pretty wonderful.</p>
<p>My friends and I decided to get start a league. I grabbed the Imperial Nobles team, and a rule book. I more or less instantly regretted not just grabbing the starter set, as I could have sold one of the teams, gained a pitch and tokens, and come out ahead price wise. So, don’t make the same mistake as me. The Third Season of Blood Bowl has tweaked the composition of all the teams so you can field a reasonable team from one box. This small change is what got my friend excited about playing. It’s really what sucked us all in.</p>
<p>My friend had played Blood Bowl in the 90s, so helped the game move along. When I first looked at the rule book I felt there were a lot of rules to make the game go, something I mentioned to my cousin who played in twenty years ago. He scoffed and replied the game was easy! Now having played, I would agree. It’s all quite intuitive. It does feel a bit like football. There was some looking stuff up here and there, but we got into the swing of the game quite quickly.</p>
<p>Blood Bowl is played over two halves. One team will kick the ball to the opposing team: place the ball on a square and roll to see where it ends up and bounces. It’s then up to the other team to grab the ball and move it up the pitch. If you make it to the end of the field, the end zone, you score a touch down. You activate all your minis one by one until there is a turnover. There is a long list of cases that can cause you to lose your turn, but they all eventually boil down to: one of your models falls down or you lose the ball. When this happens play flips to the other player and they take their turn. Each half is composed of 8 turns in a normal game of Blood Bowl.</p>
<p>Your players can move, pass the ball, hand-off the ball, catch, block, secure the ball, and foul players who are knocked down. The actions do what they say on the box. Because you are trying to avoid turnovers, you will generally attempt safer actions first, before riskier ones.</p>
<p>Movement simply has you move down the pitch (a grid) a number of squares as dictated by your move stat. You can rush up to two times, letting you move an additional square each time on a roll of 2+ on a d6. But if you roll a 1 you fall over. In our game my fried Dylan’s catcher fell over getting into position. Play turned over to me, and my turn ended the exact same way. We somehow rolled 1s back to back when rushing. That’s Blood Bowl.</p>
<p>Adjacent players can block, attempting to attack the other player. There are custom block dice to roll that tell you what happens. Hopefully you push the person out of the way and/or knock them down. It’s possible you might get knocked down yourself. Like typical skirmish games there is an advantage gained by having more of your players adjacent to the combat. The offensive players gains strength for their friends, similarly for the defensive player. You roll one block dice if you match the opposing players strength, two if you beat it, three if you more than double it. The player with the higher strength choose the result. (So tackling stronger players is a bad idea.) A lot of the game is positioning to try and gain extra dice for your block roll.</p>
<p>Moving the ball down the pitch will involve passing, catching, and hand offs. The further you attempt to pass, the more difficult the dice roll required. Players have a pass stat, and need to beat their attribute score. Catching and picking up the ball require making an agility score roll. So you could make a perfect throw, but still fumble the catch. You could run to pick up a ball off the ground and fall over. That’s blood bowl.</p>
<p>The secure the ball action is new to this edition of the game, a way to help teams with low agility gain control of the ball in a more conservative way. You secure the ball if you roll a 2+ on a d6, it doesn’t require a roll against your agility stat. The catch is the action triggers a turn over. It never came up in our game, but I can see how it would be useful if you have strong guys who can protect the ball and move it up in the subsequent turn.</p>
<p>After two halves the player with the most touchdowns wins. I lost my first game. That doesn’t matter. I had a lot of fun all the same.</p>
<p>Blood Bowl plays more or less exactly the same as it did in the 90s. An impressive piece of game design. The game is fast and feels really dynamic. There is a lot of back and forth due. Grid movement and no line of sight to worry about helps keep everything snappy.</p>
<p>We were playing sevens, a smaller version of Blood Bowl. You play on a smaller pitch with a smaller team and a smaller number of turns per half. It’s a way to speed up the game. The rules are basically unchanged. Was great, no notes.</p>
<p>I will report back once we have started playing our league and have played more games. Like Mordheim, the campaign system for Blood Bowl is apparently a source of much fun. Is the game better than Warcry? I’m not so sure, but it is certainly one of the greats.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/blood-bowl/"/>
    <published>2025-12-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/weekly-gaming/</id>
    <title>“Weekly” Gaming</title>
    <updated>2025-12-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/g-plus-pin.jpg" alt="G+ Button"></p>
<blockquote>
<p>This isn&rsquo;t the focus of <a href="/blog/advice-for-running-a-hexcrawl/">your article</a>, but it feels really good to see someone saying that their longest campaign lasted 23 sessions over roughly a year and a half. Way too many people seem to believe that the average gamer plays every week, without stopping, for years. — <a href="https://bsky.app/profile/vaskrag.bsky.social/post/3maw7ylskrk24">@vaskrag.bsky.social</a></p>
</blockquote>
<p>It’s true! We can’t all be <a href="https://grognardia.blogspot.com/2025/10/coda-part-i.html">James</a>. Those 23 sessions felt long and epic, and become more mythic in my head as time passes. The most successful campaign I have participated in was <a href="https://necropraxis.com/tag/pahvelorn/">Pahvelorn</a>. We managed to play weekly for the course of year and change. Even then we were imperfect, and that game hit 46 sessions before things petered out. When <a href="https://save.vs.totalpartykill.ca/momship/">I ran Gradient Descent</a> we started off strong, the first 7 sessions happened weekly, but the following 5 happened over the next 4 months! I have many stalled out campaigns under my belt. One day I’ll post about running Silent Titan, or Deep Carbon Observatory. Those games were fun, and we played for weeks &hellip; until we didn’t. There is nothing wrong trying and failing to get a game going. I appreciate when people speak plainly about their failures, along with their successes.</p>
<p>I always laugh when people talk about whether games support high level play, that this or that mechanic is broken past this or that level. Who are these people that play games that go long enough any of that matters? I can probably count on one hand how many characters I’ve played that have made it past level 3.</p>
<p>It can be challenging to keep a steady schedule, but I really do believe that the ability to do so is what leads to these campaigns that last for years and years. The game becomes a part of your life, you schedule around it the same way you might schedule around a soccer league. <a href="/blog/advice-for-running-a-hexcrawl/">To quote myself</a>:</p>
<blockquote>
<p>Games stall out because people can’t get their schedules to match. Picking a schedule and sticking to it is really the only “mechanic” you need for long term play. This is <strong>The Fundamental Theorem of Gaming</strong>.</p>
</blockquote>
<p>Maybe one day I’ll get there.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/weekly-gaming/"/>
    <published>2025-12-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/advice-for-running-a-hexcrawl-a-decade-too-late/</id>
    <title>Advice for Running a Hexcrawl, A Decade Too Late</title>
    <updated>2025-12-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/carcosa-hexkit.jpg" alt="mini map of carcosa"></p>
<p><a href="/masters-of-carcosa/">Masters of Carcosa</a> is the longest campaign I have run. My friends and I played 23 sessions, starting at the end of 2014, ending near the start of 2016. The game began after <a href="https://necropraxis.com/">Brendan</a> took a break from running <a href="https://necropraxis.com/tag/pahvelorn/">Pahvelorn</a>, likely to focus on his PhD. <a href="/blog/coming-out-of-retirement/">I hadn’t run a game since I was a kid!</a> Playing in Brendan’s Pahvelorn campaign was hugely inspirational, and has informed how I have run games since. With Pahvelorn we were exploring a megadungeon, with the occasional trips out to explore the larger world. I wanted to run a hex crawl, but wasn’t completely sure how to start. In 2014 it didn’t feel like there nearly as many resources available compared to talking about dungeon delving.</p>
<p>My plan was to run a game set in the world of [Carcosa][], a gonzo setting by Geoffrey McKinney, originally published as a small zine, in the style of old Judge’s Guild hex crawls. I was running from the fancier version put out by LotFP, which featured Rich Longmore’s incredible art. We learn about the setting via hex descriptions like the following:</p>
<ul>
<li>Village of 240 Yellow Men ruled by “the Fullness of Benedictions,” a chaotic 10th-level Fighter.</li>
<li>2 B’yakhee.</li>
<li>On a natural stone outcrop is a 2 high statue of Hastur,
made of an indestructible dull black stone. In front of it is a human skeleton. If anyone touches the statue, he will be cursed to carry the 40 pound statue with him always. The only way to lift the curse is to give the statue to a willing recipient, but no one wants the vile thing.</li>
</ul>
<p>The book was pretty polarizing for lots of reasons, one being how phoned-in some of the hex descriptions are. I loved it all the same. You would be surprised how far “2 B’yakhee” can take you in a session. I enjoyed improvising off the small hard facts presented in the book and my own notes.</p>
<p><a href="/review/carcosa-review-reprise/">At the time I wrote a second review of Carcosa</a>, after having run the campaign for few sessions. It’s interesting to look at the review now, as it focuses almost exclusively on how I went about setting up the campaign we would play. But how do you even run a hex crawl?</p>
<p>Sandbox play is long term play. A hex crawl is about exploring the world, and that’s hard to do in an interesting or meaningful way in a handful of sessions. If there is one lesson to be learned about running a sandbox, it’s that whatever rules &amp; mechanics nonsense you come up with to make your game go, none of it will matter if you don’t actually play. I was inconsistent when it came to scheduling the game, and it was likely the biggest reason we finally stopped playing. Players would regularly miss sessions because they thought we were playing the following week, miss a game because I had to push it out a week at the last minute and they already had plans, etc. People will tell you that this or that game isn’t suited for long term play. “Mothership is only good for one-shots.” Bull shit. Games don’t stall out because the levelling mechanics aren’t interesting enough, or because high level fighters become too dominant, or the wizard knows too many spells. Games stall out because people can’t get their schedules to match. Picking a schedule and sticking to it is really the only “mechanic” you need for long term play. This is the fundamental theorem of gaming.</p>
<p>Related to the above, running an open-table will make it easy to keep a game going when people lead busy lives and can’t commit to regular play. For those unfamiliar, an open-table simply means there are no fixed set of players participating in the game. Session to session you’ll have a different roster of players playing. <a href="https://docs.google.com/spreadsheets/d/1eni3aEQDCGJtKssjAZ_0iwl3y8i1LnwusZGmj4YHbn8/edit?gid=0#gid=0">Masters of Carcosa had 16 players over its 23 sessions.</a> Eric made every single session save 1, and the one he missed was over scheduling confusion, my mistake. <a href="https://alldeadgenerations.blogspot.com/">Gus</a>, <a href="https://www.paperspencils.com/">Nick</a>, and Dion were other core players, making most games. If we had kept playing Chris likely would have become another core player. Everyone else played a few games and moved on with their lives, dropping in and out. Brendan would require us to return to a home base at the end of each session, and I had the same rule for my own game. The players always returned to a safe settlement at the end of each session, which made the juggling of players work in the fiction. (Mind you, I think it’s best not to be too fussed about how Dwarf Icefingers suddenly appeared when he wasn’t in the dungeon last session.)</p>
<p>You shouldn’t prepare too much to start. Chgowiz says this best in his classic blog post <a href="https://chgowiz-games.blogspot.com/2017/11/just-three-hexes-campaign-starters.html">Just Three Hexes</a>, but this blog post didn’t exist when I started playing. Lucky for me, not prepping enough is how I live my whole life. I drew a mini campaign map focused on a smaller section of Carcosa, where I expected the game to begin before the players ventured off into the wider world. The players never left. They didn’t even explore all the hexes in my mini-map! A small region can provide years of play.</p>
<p>There is lonely fun to be had in prep, and you can often find ways to repurpose work you’ve done that will clearly never find the light of day, but it takes a lot of energy to keep a game going for a long time, so best to spend your time wisely. Prepping too much before you’ve even played a game feels like writing an elaborate backstory for your player character before a campaign begins. Good advice for players remains good advice for game masters: let things evolve over time.</p>
<p>You shouldn’t front load too much. When you finish a session, take copious notes. I would write recaps of each session, so I would remember what took place. Anything important for the future I would add as notes for the given hex. A throw away NPC can suddenly become crucially important. This is a more dynamic and interesting way to run a game—both for yourself and your players. You just need enough hard facts for the choices the players take to be meaningful. You can always build upon these facts as the game moves along.</p>
<p>When I shared the invites for my games on Google+ I would include rumours, things the players were made newly aware of, and reminders of loose threads from previous sessions. I maintained a Google+ post of all the open threads and rumours, so they wouldn’t forget about a weirdo they met in the wilderness, or a dungeon they might want to go back and explore. There was no overarching “plot” for the campaign. Everything that happened was player driven. For that to work you need a world without enough juice that there are different avenues for the players to pursue. In Masters of Carcosa the players were obsessed with destroying the Jale Slavers. There is a parallel universe where the campaign instead focused on exploring <a href="/blog/masters-of-carcosa-session-21/">the Putrescent Pits of the Amoeboid Gods</a>.</p>
<p>I would seed information about the world and its machinations wherever I could. NPCs would tell the players about nearby settlements, or factions they encountered in the wilderness. The players would find letters on dead bodies, discussing what was happening in the wider world. In one Sages in town would trade information for gold, or send the players on little quests. I made an effort to try and always reinforce that there was a lot going on completely divorced from the players and their immediate actions.</p>
<p><a href="/blog/have-them-act/">I have written on this topic in the past</a>, but it’s a mistake to be too coy about what’s going on in the world, what your factions are up to. There is a fine balance here. Some of the fun situations that occurred during the campaign came from my players being unaware of what was happening off camera. They set one of the villains of the game free in the first session. Many sessions later the same villain returned to recapture the base he was imprisoned within. Later still the players would liberate that base, unaware they had set this all in motion until after they had succeeded. A different faction was exploring the dungeon the players had no interest in exploring. They would find the occasional missive or hear a story about the cult looting in their place, but only if they travelled to areas where such news would be more likely to be found. I had another faction messing around in the region, Snake Men who had travelled forward in time to save their people. I was so secretive about their machinations the players never really knew they existed, just brushing up against the aftermath of their actions. If we had played longer, perhaps this would have made for a good reveal. Or perhaps the lack of information would continue to make it too difficult for players to make any meaningful choices about how to engage with them. Sometimes it’s fine for things to be a little gamey. I eventually moved to <a href="/blog/masters-of-carcosa-session-9/">sharing what was happening off camera in my Carcosa-style recaps</a> that featured hex descriptions and encounter tables.</p>
<p>I enjoyed being as surprised as my players when it came to what would happen during a session. I made extensive use of random tables to make the game go. This was perhaps partly an artifact of how terse <em>Carcosa</em> is, partly due to my own terse notes, and partly just my own preferences for how I like to run games. With wilderness exploration this feels like the most effective way to drive the game without relying on laborious prep. Groups of hexes would share a unique encounter table. The area around the players starting base began with: slavers and escaped slaves, a merchant caravan and their guards, bandits, Spawn of Shub-Nigguraths, and a unique spherical hunter robot that captures people in the wilderness to take back to its base. This table already tells a story about what’s happening in the region.</p>
<p>My secret sauce was expanding on these tables as we played the game. If an encounter with bandits was memorable, and they didn’t kill them all, they would return as a future entry on the encounter table. When the players desecrated a space alien tomb, stealing some armour, I added the Space Alien Strike Force who were trying to track down the culprits to the encounter table. This group ended up becoming an important mini-faction in the game, and close allies of the players. On multiple occasions the players released giant Spawn of Shub-Nigguraths, worshiped as gods, into the wilderness. Of course I added them to the encounter tables. It made the world feel alive when the players would bump into old friends or enemies, keep running up against factions they hated, or have to run away from giant god-monsters.</p>
<p>Players actions should impact their place within the world. If they are dirt bags to the slavers (as they should be) then the slavers will be dirt bags to them. I had a reputation system to track how the players were regarded by the various factions. I would give the players positive or negative reaction rolls modifiers based on their reputation, which was based on their actions in the game. I would stop rolling if it felt like their actions had firmly placed them on a faction’s good or bad side.</p>
<p>Factions should have their own goals, sometimes at odds with the players, sometimes at odds with other factions. They make progress towards their goals unless actively impeded by the PCs. The world should feel like it’s moving independently of the players. I was running things so long ago it didn’t feel like there was an obvious system to steal. Nowadays I would just use the rules from <a href="https://mausritter.com/">Mausritter</a>. There doesn’t feel like much else to say here, they are so simple and good.</p>
<p>When I started running Masters of Carcosa I didn’t have any real rules in mind for how exploration of the world would actually work. <a href="/masters-of-carcosa/adventuring/">I codified a procedure for adventure a few sessions into our gaming.</a> This was heavily inspired by <a href="https://necropraxis.com/2014/02/03/overloading-the-encounter-die/">the work Brendan was doing in this space</a>, what he would write up as <a href="https://necropraxis.com/2017/11/22/hazard-system-v0-3/">the Hazard system</a>.</p>
<p>I decided from the start that in the barren wastes of Carcosa travelling through any hex would be as difficult as travelling through any other. I didn’t want to fuss around with different travel times for different types of hexes. In Carcosa they all felt roughly the same. Brendan had written a post called <a href="https://necropraxis.com/2013/04/10/solipsistic-hexes/">Solipsistic Hexes</a> that may have been some of the inspiration for this choice. A decade later, <a href="https://bastionlandpress.com/products/mythic-bastionland-hardback-book-plus-pdf">Mythic Bastionland</a> takes the same approach. There <em>are</em> interesting choices to be had if your setting has roads, or varied terrain that encourages particular routes through the wilderness, but I think you can get far just having hard barriers the players need to navigate around. In my Carcosa game I had huge valleys, mountains, toxic rivers, etc, to block the player’s way.</p>
<p>The rules for how I ran wilderness exploration were quite short:</p>
<blockquote>
<p>There are 4 wilderness actions: move, camp, hunt &amp; forage for food, and explore. Characters may take two actions during the day, and one at night.</p>
<ul>
<li>The DM’s map of Carcosa is divided up into 10 mile hexes. There are no short simple trips through the wilderness. The world of Carcosa lacks proper roads, with much of the planet a rocky badland. Moving allows players to travel from hex to the next. (Some hexes, like those covered in mountains or filled with swamps, may require characters use more than one move action to get through.)</li>
<li>Characters generally rest at night by Camping. Skipping a camp action puts the characters at a -2 for all rolls during the following day.</li>
<li>Hunting and Foraging for Food can be done to attempt to find food (rations) in the wild.</li>
<li>Exploring will reveal a random unknown location within the hex. The players may instead attempt to find a specific location they know is somewhere in the hex. If the location is well hidden, doing so requires the character with the highest wisdom score roll under their wisdom.</li>
</ul>
</blockquote>
<p>Re-reading this now, it isn’t that far and away from what <a href="https://www.bastionland.com/">Chris</a> would settle on in <em>Mythic Bastionland</em>. It’s a shame he hadn’t written his game at the time, I could have just started from his work. After each action the players would roll an overloaded encounter die to see what complications arise. I settled on encounters on the 1 &amp; 2, a complication on a 3, lost on a 4, and safe on a 5 or 6. These rolls ended up being a big driver of action in the game, because as noted above, each region had their own wilderness encounter tables, and they tied back into the game world.</p>
<p>And that was the game! The players would plan out goals for the session. Wander off into the wilderness. Get lost. Fight bandits. Rescue slaves. This was all driven from this loose process and framework for play. I started with almost nothing, and figured it out as I went along. You shouldn’t let a fear of doing it wrong stop you from playing. It’s honestly pretty hard to play wrong.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/advice-for-running-a-hexcrawl-a-decade-too-late/"/>
    <published>2025-12-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-23/</id>
    <title>Masters of Carcosa - Session 23</title>
    <updated>2025-12-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-base.jpg" alt="slaver base, maybe"></p>
<p>And so we come to the end. Did I know this would be the last session of the campaign? Hard to tell, but I posted about it going on hiatus shortly afterwards. This session ended up being a fitting conclusion for the campaign. Gus and Eric were both in attendance. We ended on real cliffhanger. The whole campaign had been building towards this moment: the party decided to attack the Jale Slaves based.</p>
<p>I had shared a dispatch from Space Alien Strike Force after the previous session, a couple weeks before we played, which might have nudged them towards this showdown.</p>
<p>The session ended with a giant mass battle, which I was once again unsure how to play out. I know I was tracking how many rounds it took to win the fight, and that would tie into casualties and other post-fight shenanigans. Maybe I have notes on G+ somewhere. Oh wait.</p>
<p>My map of the slaver’s base is incomplete, which is pretty funny since it was obvious early on that this was the one thread the party was most interested in pursuing. As it stands, my not finishing things worked out alright in this case.</p>
<p>Masters of Carcosa is the longest campaign I have run. 23 sessions, starting at the end of 2014, ending near the start of 2016. Sharing all these old play reports has been a lot of fun. I haven’t thought about this campaign in some time. Revisiting it now, all these years later, has me wanting to play Carcosa once again. It really is the fucking best.</p>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Eric Boyd: Orange Julia - Orange Women Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
</ul>
<p><strong>Dispatches from the Space Alien Strike Force</strong></p>
<ul>
<li>All troop movement occurs via the large &ldquo;front&rdquo; door. The aliens suspect there must be at least one other exit, unless the slavers are idiots.</li>
<li>12 raptor riding guards always patrol the exterior of the slaver base. They think there are at least 18 raptors, based on how the guards rotate in and out of their shifts. They think they can get better intel with more time.</li>
<li>16 Jale Slavers took a group of 28 slaves North East. There are currently 13 slaves that remain chained outside.</li>
<li>There have spotted one person that they suspect might be the leader. Unlike the rest of the slavers he was shirtless and wearing a large lizard’s head as a helmet.</li>
<li>There has been too little troop movement for them to guess at troop size. They think there must be at least 60 slavers in the base, but likely more.</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party mills around in Invak for an extra two weeks, prepping for a big battle, thinking hard about what to do next when it comes to the slavers.</li>
<li>Further news from the Space Alien Strike Force reveals that some slavers have returned with additional slaves (13 Red Men), 17 Jale Men look to have come to join as new recruits, and that’s about it.</li>
<li>The party decides, “Fuck it, let’s just kill those mofos.”</li>
<li>They ride out with an army of 120!</li>
<li>A make shift pontoon bridge is built to cross the river.</li>
<li>They leave part of their force behind, and approach with the most bad ass looking laser pistol wielding men and women.</li>
<li>They approach the slaver citadel, and begin making demands of the guards out front.</li>
<li>That doesn’t go well: laser fire is exchanged.</li>
<li>Normangina manages to blow a hole in one of their “arrow slits”, exposing part of the base further up the mountain.</li>
<li>They leave their demands staked to the ground and flee.</li>
<li>The party makes camp, and waits for a fight that doesn’t happen. The next day they advance with their whole army on the slavers base.</li>
<li>A slave is sent out from the base to parlay with the party. He informs them they must flee and never return. “the Overqueen of Small Petals” is an evil women, clearly one steeped in the ways of vile sorcery.</li>
<li>The party isn’t having none of that. They decide there isn’t much point waiting further, and launch their big attack.</li>
<li>One group of their number head up through the hole Normangina created earlier. The other bust through the front door after a bazooka is fired to make the entry easier.</li>
<li>The army of Invak and Jahar pour into the base.</li>
<li>The party come face to face with a group of 6 raptors and their riders.</li>
<li>A vicious fight where several of their hechmen die, and Normangina is knocked out cold. (Though not before hoping onto the back of a raptor and commanding it to bite someone!)</li>
<li>Dion’s character (name?) is almost killed, but the injury just makes him angrier. (Hulkamania Save vs. Death Rule!)</li>
<li>The party is victorious after 4 rounds of combat.</li>
<li>Orange Julia revives Normangina with a desert lotus potion.</li>
</ul>
<p>What will happen to our fearless heroes?!</p>
<p><strong>Comments:</strong></p>
<ul>
<li><strong>Ramanan S</strong> (2016-04-26 04:29): I wanted to write it out before I forgot what happened. Gus you&rsquo;ve used two bazooka blasts. Everyone else who still has weapons with explicit ammo counts remember to mark off how many shots you have left. We ended in media res. Gus you can attempt to quickly tame the raptors before you end up embroiled in another fight. It took you 4 rounds to end that fight. So that effects what your next encounter will be FYI. </li>
<li><strong>Chris G</strong> (2016-04-26 04:54): +1 for Hulkamania!</li>
<li><strong>Ramanan S</strong> (2016-04-26 04:55): First time that&rsquo;s ever happened (natural 20 when making a save vs. death).</li>
<li><strong>Logan McCormack</strong> (2016-04-26 06:06): I just love to read your game reports! :D</li>
<li><strong>Gus L</strong> (2016-04-26 17:24): Oh yeah totally taming the raptors! We ride to victory! Also collecting a solid mob of extra combatants.</li>
</ul>
<p><strong>Post-Session Post:</strong></p>
<p><em>The bodies of Jale Slavers lay motionless on the ground, their velociraptor mounts mill about confused. Fighting rages all about. The armies of Invak and Jahar have joined forces to fight the scourge of slavery once and for all. The fighting will be vicious. This day was coming: the Rainbow connection crosses the threshold of the Jale Slaver’s mountain citadel.</em></p>
<p><em>To be continued &hellip;</em></p>
<p>The game is on hiatus &hellip; for now! The Rainbow Connection fights the slavers for the last time. We will have to wait till next season to find out what happens.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-23/"/>
    <published>2025-12-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-22/</id>
    <title>Masters of Carcosa - Session 22</title>
    <updated>2025-12-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-site.jpg" alt="Carcosa site"></p>
<p>This session was all about trying to make friends. The players had a zany scheme: dress up a slaver in the space alien amour they had stolen from a tomb in order to convince the space aliens it was in fact the slavers that were out there desecrating their holy sites.</p>
<p>They once again returned to the Space Alien outpost, no longer abandoned. They had returned to their experiments, making use of the deranged, spherical, hunter robot that stakes the wastes at night. The Carcosa book has this to say about the robot, which is what I used as the seed for my ideas for the this whole space and how all the parts fit together: “It will seek to abduct stragglers and take them to a small, hidden outpost to be shackled in close proximity to radioactive waste. Each hour spent thus requires a successful saving throw to avoid mutation.”</p>
<p>This is the session Asha Rey dies! I remember the session, but don’t recall if this was a surprise round followed by an instant kill due to the dice. Harsh if so. In my head this game was a real meat grinder, but there weren’t actually that many player deaths over the course of the campaign.</p>
<p>Wish I could remember the context for, “Chris P gets 15XP for just being an all around great guy.” He really was, though.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Eric Boyd: Orange Julia - Orange Women Fighter</li>
<li>Chris P.: Bone Crone - Bone Women Sorcerer</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party puts the space alien armour on one of the Jale Slaver bodies they killed and jam the body in a barrel with some salt and rocks to try and stop the body from decomposing too much.</li>
<li>They travel south towards the space alien outpost, no looking much less abandoned.</li>
<li>A group of space aliens—those the party &ldquo;freed&rdquo;—have gone to work repairing the outpost and continuing their experimentation.</li>
<li>The spherical hunter robot exists to bring specimens to the wastes: they will consider turning it off, but promised to stop sending it West towards Jahar and Invak.</li>
<li>The Aliens are far stranger than the ones you have met thus far. They seem cold and emotionless.</li>
<li>The party gives them the heads up that people on Carcosa are fucked up, and then head on their way after learning the space alien strike force headed south east (towards their leaders tomb)</li>
<li>As they get closer they see the same giant translucent T-Rex they saw last time they explored the tomb. It doesn&rsquo;t see them and wanders South.</li>
<li>The space aliens are nowhere to be seen, but look to have headed south, so they head that was as well, taking care to avoid the dinosaur.</li>
<li>They come upon the poisonous swamps, which stretch out for miles. The aliens are long gone, so they decide to head back and wait for them to return to the tomb.</li>
<li>On the way back they spot 4 savage Mi-Go who dive out of the sky.</li>
<li>Asha Rey is killed instantly — RIP</li>
<li>The fight quickly turns, as the party manage to kill the Mi-Go one after another.</li>
<li>They camp near the alien tomb, waiting for the space aliens.</li>
<li>The aliens come upon them in the middle of the night.</li>
<li>They show the aliens the armour on the slavers body.</li>
<li>The space aliens are disgusted with what was done and will join their fight against the slavers.</li>
<li>Led inside to sleep, but party elects to sleep outside</li>
<li>No overnight drama, they awake safe and sound.</li>
<li>The Space Alien Strike Force head North, planning to scope out the slavers.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>The good will of the Space Alien Strike Force</li>
<li>Chris P gets 15XP for just being an all around great guy.</li>
</ul>
<p><strong>Comments</strong></p>
<ul>
<li><strong>Ramanan S</strong> (2016-03-16 04:09): Let me know if i&rsquo;ve missed anything. I&rsquo;ll make an event thread for the next session. We can do the stuff that happens between sessions there.</li>
<li><strong>Dion Williams</strong> (2016-03-16 08:57): I was tempted to draw a picture of Asha-Ray exploding with the Mi-Go coming though &ldquo;Chest Burster Xenomorph&rdquo; style.</li>
<li><strong>Ramanan S</strong> (2016-03-17 05:27): Dion Williams do it!</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-22/"/>
    <published>2025-12-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-21/</id>
    <title>Masters of Carcosa - Session 21</title>
    <updated>2025-12-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/putrescent-pits-maps.jpg" alt="Pits"></p>
<p>More slaver killing antics, as the party heads north to investigate rumours of slaver activity. The party had liberated the Orange Man citadel North of their home base of Invak many sessions ago, but hadn’t returned in some time. This was another fairly vanilla session, but was a good setup for the next one, as they had plans for the body of one of the dead slavers.</p>
<p>Though the party was still completely uninterested in exploring <a href="/blog/masters-of-carcosa-session-3/">the Putrescent Pits of the Ameboid God</a>, I wanted to make it clear that there was another faction exploring the space in their stead. A note they find amongst the dead indicates someone out there was in search of as many slaves as they could get a hold of to explore “the pits”.</p>
<p>My notes for the first floor of the dungeon describe two factions. Lawful Yellow Man cultists who are trying to prevent access to the pits, and Chaotic Purple Man cultists that worship the Ameboid God and want to venture down. There were two entrances down to a level I never bothered mapping (smart!), once guarded by the Lawful cultists, the other a secret entrance discovered by the Purple Men. These Purple Men cultists were operating in the wilderness, though North of the players, so they never really encountered them.</p>
<p>My notes of the dungeon from that time. Maybe I’ll revisit this one day:</p>
<blockquote>
<p>There are two levels of caverns above the actual Putrescent Pits of the Amoeboid God. These natural caverns were built by the Snakemen thousands of years ago to cover the actual pit that leads to the Amoeboid God.</p>
<ul>
<li>Who is here? Ameboid God Cultists. (Two factions: one inside the pit proper, the other trying to find their way down.) Mushroom Men. Space Aliens. Irrational Space Aliens. Primordial Ones. Shohgoths</li>
<li>The pit travels from level 3 all the was to the lowest levels of the dungeon, terminating at the giant Ameboid God. Several entrances to other levels via the pit.</li>
<li>God is several (hundred?) feet below the lowest level</li>
<li>Rival cults distributed between levels 3,4,5</li>
<li>Shogoths on lower levels</li>
<li>Aliens on 5,6,7 fighting irrational aliens</li>
<li>Fungus Men distributed throughout?</li>
<li>Primordial ones 8, 9 battle shogotths</li>
</ul>
</blockquote>
<p>Yeah, that could have been a fun time too.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd: Orange Julia - Orange Women Fighter</li>
<li>Chris P.: Bone Crone - Bone Women Sorcerer</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party leaves Invak and heads north to Investigate rumours about more slaver activity.</li>
<li>They are accompanied by 20 Bone Men from Invak, who will reinforce the citadel to the North.</li>
<li>At the ford where the party normally crosses the river they spot two fish like dinosaurs.</li>
<li>After some investigation it looks like they have just fed, and ignore the party</li>
<li>The citadel welcomes the party. They inform them of two settlements near by that are friendly to slavers: a citadel of Blue Men to the North, and a Village of Green Men to the North East (South of the Putrescent Pits of the Ameboid God)</li>
<li>The party decides to head to the Green Men village, along with two soldiers from the citadel.</li>
<li>Along the way they come upon 13 Bone Men, and 14 slaves manacled together.</li>
<li>The party skirts around and rolls down some rocks onto the slavers below, killing one person and somewhat blocking the path forward.</li>
<li>A big fight breaks out!</li>
<li>The Bone Crone is wounded, but manages to survive a blast from a  laser gun.</li>
<li>The party manages to fall back and pick off the slavers in smaller groups, finally killing them all.</li>
<li>The party leads the captured slaves back to the citadel, where they sleep for the night.</li>
<li>They head to Invak in the morning.</li>
<li>They dig up the old space alien armour, which they plan to put on a dead slaver and present to the space aliens.</li>
</ul>
<p>Treasure:</p>
<ul>
<li>13 dead slavers can be claimed for the slaver bounty (1300 GP)</li>
<li>14 slaves freed (1400 GP)</li>
<li>2 Laser Rifles (&ldquo;long&rdquo; range, d10 ammo die, 2dCarcosa damage)</li>
<li>13 Obsidian Swords</li>
<li>13 Black / Brown “Leather” armour</li>
<li>14 manacles with chain and two sets of keys</li>
<li>200’ of strong rope</li>
<li>20 bone spikes</li>
<li>A letter requests &ldquo;as many slaves as are currently available&rdquo;. A price of 50GP per slave is mentioned, some sort of bulk rate. &ldquo;Must be reasonably able bodied, as they are to be sent down to explore the [putrescent] pits [of the ameboid god].&rdquo;</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li><strong>Eric Boyd</strong> (2016-03-01 17:37): And two laser guns, d10 shot die, if I recall correctly. </li>
<li><strong>Ramanan S</strong> (2016-03-01 17:38): Ah yes you are right!</li>
<li><strong>Bryan Mullins</strong> (2016-03-01 19:44): Nice one you all!</li>
<li><strong>Chris P.</strong> (2016-03-02 04:05): Gus L The tidbit about us finding a Jale slaver corpse and preparing to deliver it next session with the armor is probably relevant to you.</li>
<li><strong>Chris P.</strong> (2016-03-02 04:09): Also of note, that letter requesting the slaves, and buying at bulk rate, some jerk is REALLY interested in exploring the pits of the amoeboid god. We should look into this. Whomever is getting the Costco discount from the Jale slavers is not somebody I think we want breathing.</li>
<li><strong>Gus L</strong> (2016-03-02 06:46): Chris P. Indeed it is - with a day more notice  I will certainly be there - I don&rsquo;t mind giving up the armor for friendship and protection from the alien death squad.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-21/"/>
    <published>2025-12-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-20/</id>
    <title>Masters of Carcosa - Session 20</title>
    <updated>2025-12-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Another session with no treasure, which was starting to become a point of tension with the players. In my mind Carcosa was really grim and grotty: rich PCs didn’t make sense to me. In hindsight, I think we could have made it all work. Dark Sun imagines the fighters raising armies and becoming warlords. This was a direction the PCs had started to think about. We could have leaned into that more. Live and learn.</p>
<p>The session was another zany one, with a Godzilla-esque monster destroying a town and escaping into the wilderness. Of course the monster Yog would end up on the wilderness encounter table.</p>
<hr>
<p><strong>Session 20</strong></p>
<ul>
<li><a href="https://todistantlands.github.io/">Alex</a>: Bug Juice - Green Man Fighter</li>
<li>Chris P.: Bone Crone - Bone Women Sorcerer</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir - Red Man Fighter</li>
<li>Eric Boyd: Orange Julia - Orange Women Fighter</li>
<li>Dion joined late, and caught the end of the mayhem.)</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party heads west towards Torok, to investigate it’s relationship with the Slavers.</li>
<li>The trip West is uneventful.</li>
<li>They arrive in the evening, and decide The Bone Crone will play Queen Zelda, the Bone Men henchmen her guards, the rest of the party her slaves. </li>
<li>The towns people are willing to buy her story, and put up their illustrious host in what amounts to a fancy hovel.</li>
<li>The party visits a nearby bar and proceeds to buy boozes for the towns people. </li>
<li>They learn about the strange creature Yog that lives in the centre of town, that it is placated by a steady diet of slaves and the sweet singing of maidens of the village, and that the town buys slaves from the Jale Slavers.</li>
<li>That’s enough for the party to decide it’s time to burn this mother down!</li>
<li>They pay some patrons to get the word out to the militia there are free booze going around at the bar.</li>
<li>They investigate Yog and come up with a plan: they will torch the bar and hopefully a good chunk of the towns militia, kidnap the singing maiden, and book it.</li>
<li>This more or less works out: they are stopped by 6 towns people, but 2 of that group are convinced this whole Yog thing is really dumb, the remainder are vaporized, with one survivor running off into the night.</li>
<li>The party hops the wall and watches Yog destroy the town in the moonlight.</li>
<li>They head back to Invak with two wandering monster encounters worth of complications!</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li><strong>Chris P.</strong> (2016-01-27 02:57): No XP, right? (Since we didn&rsquo;t actually get any gold)</li>
<li><strong>Ramanan S</strong> (2016-01-27 03:19): Yeah &hellip; I need to see what people do for alternate / additional means of gaining XP. I feel like treasure hunting hasn&rsquo;t really been a focus of the game for a while. Though the initial slaver animosity may have been due to the bounty on their heads.</li>
<li><strong>Gus L</strong> (2016-01-27 03:45): I would say Ramanan S​ that while treasure might not be the game&rsquo;s focus neither is leveling. The rules are clear, the only thing I&rsquo;d say is that when we finally sack these town we should get gp value for supplies and useful properties seized.</li>
<li><strong>Chris G</strong> (2016-01-27 05:26): How about giving an XP award for discovering a new settlement? Your game has a fair amount of exploring/getting lost.</li>
<li><strong>Chris P.</strong> (2016-01-27 20:03): Gus L  If the reward for the game has reflected something that is no longer the focus of the game, then the reward should either be removed or changed. If the intent is to stay first level/low power forever, then we should remove all pretense otherwise and eliminate the XP mechanic entirely.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-20/"/>
    <published>2025-12-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-19/</id>
    <title>Masters of Carcosa - Session 19</title>
    <updated>2025-12-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The players decide to head East, further into the territory friendly with the Jale Slavers. The town the players learn about, Joi, may have been lifted straight from an episode of Masters of the Universe. As sessions go this was pretty straight forward. Lots of chatter in town, and then an encounter in the wilderness. It feels weirdly short reading the re-cap below.</p>
<p>At this point I was so far behind on writing my Carcosa recaps that I stopped! I should try and do it retroactively from my notes now.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Stephen M  - Chongo</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li>Chris P.: Bone Crone - Bone Women Sorcerer</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>In town the Bone Crone examines the dead Bone Men bodies, brought back from the snake men ruins.</li>
<li>The party debates for some time on what their next course of action should be, before deciding to leave the snake me ruins alone to explore the slaver friendly towns to the East.</li>
<li>The journey is uneventful: the party makes it to Joi unmolested</li>
<li>They decide to set up a fake camp to lure people out of the town, who they hope to capture.</li>
<li>Sure enough, a group of 10 Orange Men and Women make their way towards the campsite.</li>
<li>The party wait for them to get close, than attack.</li>
<li>Their apparent leader is knocked out in the course of battle, their second in command vaporized. Both leaders are women.</li>
<li>The remaining men are captured, and marched back to Invak.</li>
</ul>
<p><strong>Notes:</strong></p>
<ul>
<li>The captured orange men reveal the following: in Joi men are forced to work as slaves in underground mines while the women live in luxury in the beautiful city above.</li>
</ul>
<p><strong>Comments</strong></p>
<ul>
<li><strong>Ramanan S</strong> (2015-12-29 03:04): Let me know if I am missing stuff please: I waited too long to write this up.</li>
<li><strong>Eric Boyd</strong> (2015-12-29 03:16): What did the Bone Crone determine again?</li>
<li><strong>Ramanan S</strong> (2015-12-29 03:20): Ah yes, the dead bodies have decomposed to a point beyond what one would expect. They look and smell like they have been dead for weeks, despite being newly dead when they were brought to town. (When you guys were fighting them they appeared some what gaunt, but otherwise seemingly normal looking.)</li>
<li><strong>Chris P.</strong> (2015-12-29 03:22): You forgot me. I sad now.</li>
<li><strong>Ramanan S</strong> (2015-12-29 03:23): Ah yes: you beat me to my own game.</li>
<li><strong>Chris P.</strong> (2015-12-29 03:23): Also, Ramanan S they had the sensation of some kind of bad magic (or the equivalent of some other unknown force) that I had no familiarity with at all.</li>
<li><strong>Ramanan S</strong> (2015-12-29 03:24): Yes that&rsquo;s right: the Bone Crone feels the mark of sorcery over all of this, but is aware of no such ritual.</li>
<li><strong>Chris P.</strong> (2015-12-29 03:36): We also found no biological markers inside of the bones or anything, at least not that we could identify. If there was any sort of wound reflecting what turned them into the monsters, it was lost among the many wounds we inflicted upon killing them.</li>
<li><strong>Chris P.</strong> (2015-12-29 03:37): Also no more radioactive than anything else.</li>
<li><strong>Eric Boyd</strong> (2015-12-29 03:40): Earworms or similar parasites would be really obvious with Bone Men, one presumes.</li>
<li><strong>Chris P.</strong> (2015-12-29 03:45): Hmmm, BY JOVE,  Eric Boyd  you may have it! MUSIC! Ramanan S  were they ever humming or moving unusually, like they were rocking back and forth or something?</li>
<li><strong>Beloch Shrike</strong> (2015-12-29 03:53): There was a session tonight? I never got an invite.</li>
<li><strong>Ramanan S</strong> (2015-12-29 03:53): No this was from last week. I just never wrote up the recap. I&rsquo;m in holiday mode.</li>
<li><strong>Eric Boyd</strong> (2015-12-29 03:56): Chris P. I was thinking literally, not metaphorically: http://memory-alpha.wikia.com/wiki/Ceti_eel But you might have something there&hellip;</li>
<li><strong>Chris P.</strong> (2015-12-29 04:29): Eric Boyd  yup, I knew, I just will use any excuse I can get for a pun. (Bonus points if it produces a good lead.)</li>
<li><strong>Ramanan S</strong> (2015-12-29 06:47): Music would be cute, but no they were basically totally stationary when encountered.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-19/"/>
    <published>2025-12-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-18/</id>
    <title>Masters of Carcosa - Session 18</title>
    <updated>2025-12-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The previous session the players rolled a 1 on the Hazard Die when travelling back to town. We didn’t want to play out the encounter at midnight, so I told them it’s how the session would start. I had an idea in my head: the blue men the players had saved were actually bandits! The session opened with a fight through the town.</p>
<blockquote>
<p>A circle of Bone Men stand watch around ancient Snake Men ruins. They exist in a state of undeath, and will not attack the party, but simply scream when they spot someone.</p>
</blockquote>
<p>The Bone Men the players encounter were a magical trap guarding the now reoccupied Snake Men ruins. They surround the ruins and warn the Snake Men when people approach. The Bone Men were those taken from the Castle of Decline. If the campaign ran longer I think the players would have done more with this thread, but as it stands these ruins would remain unexplored.</p>
<p>The lack of treasure in most of this game was a running joke the entire time we played. I wouldn’t change a thing.</p>
<p><a href="/masters-of-carcosa/session-18/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Stephen M  - Chongo</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The 3 injured Blue Men from last session were in fact bandits!</li>
<li>Their leader Aboye killed the person who runs the towns infirmary, and ran off into the town to try and flee with some supplies and a new weapon.</li>
<li>The party aides in the capture of the bandits, killing the leader.</li>
<li>The town guards execute the other two bandits</li>
<li>You fear the incident may play into the towns already existing rampant xenophobia.</li>
<li>The next day the party decides to head to Invak, but travelling towards the Snake Men ruins first, to investigate the strange bone man sightings.</li>
<li>On the way there, they bump into the Space Alien Strike Force, which has been laying low recently.</li>
<li>It turns out they had been exploring to the East, in the towns the party rarely frequents.</li>
<li>Many towns to the East are friendly with the slavers—someone has to be buying the slaves, after all</li>
<li>They think the party are foolish to be heading towards the Snake Men ruins—they seem to be superstitious when it comes to the Snake Men</li>
<li>The party continues on, coming upon a solitary bone man standing alone.</li>
<li>As they try and move past him they see that there are other such bone men in the distance.</li>
<li>Chongo decides to investigate what’s up with these Bone Men by cutting the first one they saw down.</li>
<li>As he charges the man spins his head around and starts screaming—perhaps they have some sort of supernatural alertness</li>
<li>Chongo kills the bone man, no problem, though even in death the creature seems ‘off’</li>
<li>The party hide to see if anyone comes to investigate the murder, and sure enough a group of bone men sprint out to the scene, and then proceed to sprint off in search of the perpetrators.</li>
<li>The party attack!</li>
<li>In the melee Chongo is killed, but his death is avenged by Normagina!</li>
<li>The Bone men are all butchered in the end, their bodies piled on pack lizards as the party races off to Invak to investigate who or what they may be!</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>None! Classic Masters of Carcosa.</li>
</ul>
<p><strong>Monsters Killed:</strong></p>
<ul>
<li>6 (Mysterious) Bone Men</li>
<li>1 Blue Man Bandit</li>
</ul>
<p><strong>Post Session Notes:</strong></p>
<ul>
<li>Some of the Bone Men in Invak, originally from The Castle of Decline, recognize the bodies as their former friends and allies!</li>
<li>The two towns the Space Aliens mention to you in their travels to the East are Joi (an Orange Men village) and Torok (a Bone Men village)</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li><strong>Eric Boyd</strong> (2015-12-16 01:49): Seems to me it would be easy to bait those Bone Men into a tripwire/pit trap/etc.</li>
<li><strong>Chris P.</strong> (2015-12-16 02:57): So how come all of you haven&rsquo;t all been strung up for murder yet?</li>
<li><strong>Ramanan S</strong> (2015-12-16 03:46): They have done enough good stuff for the town people believe their story. (And it would match what the merchants shared the previous previous week.)</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-18/"/>
    <published>2025-12-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-17/</id>
    <title>Masters of Carcosa - Session 17</title>
    <updated>2025-12-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I forgot the man himself Daniel Dean also made an appearance during this campaign. This might have been the only session he managed to play, but the nice thing about G+ was people would sometimes drop into games if they happened to be free on a particular night.</p>
<p>Eric and Gus had it in their minds to start building a keep, recruiting an army, and just moving on to a sort of domain type of play as they plan to go to war with the Jale Slavers. They had discovered their hide out in an earlier session. I hadn’t really thought through what that would look like. I made notes to myself to re-read the last OD&amp;D book the Underworld &amp; Wilderness Adventures to see what it had to say on the topic. Not bloody much, but it does tell you how much gold it takes to build a keep.</p>
<p>This session the party returns to the hidden citadel they had spent a few sessions trying and failing to enter, constantly battling Mi-Go in the process. Here they finally came face to face with another faction I had active in the region: the Protector of Truths and his war with the Mi-Go on the other side of Carcosa. <a href="/masters-of-carcosa/session-17/">This is discussed in my Carcosa-style recap of the session.</a> I hadn’t fleshed out much about what this Mi-Go war was even about, which was good because the players didn’t want to figure it out either.</p>
<p>We ended the session with a roll of 1 on the settlement hazard die. Next session the players would learn what transpired!</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Chris P: Bone Crone, Bone Women Sorcerer</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Daniel Dean: ????</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party starts work on a small keep in Invak, recruiting some labourers to gather and repurpose materials.</li>
<li>The speak with the Speaker of all Graces, who agrees to let them recruit in town to form a militia. He fears an assault on slavers is too risky, but will give the idea more thought.</li>
<li>Nick’s Blue Man henchmen (name?) &amp; Mr. Whyte recruiting and training a militia in town.</li>
<li>Hearing rumours about Mi-Go bothering the merchants the party head South to Jahar.</li>
<li>Encounter 3 injured Blue Men in the wilderness.</li>
<li>They heal them and bring them back to Jahar, who are really not too happy to be hosting random Blue Men within their walls.</li>
<li>They return to the citadel, and climb through a large pane window to enter the Castle.</li>
<li>They enter a large dorm style room, which they start to search when 6 Yellow Men walk in.</li>
<li>Another Yellow Man, who appears to be a commander of some sort, and a Mi-Go join the fray.</li>
<li>There is some talking, and then much fighting.</li>
<li>The Mi-Go is killed. The leader flees down some stairs!</li>
<li>6 more Yellow Men join the fight.</li>
<li>More murder, but then a call to stop fighting.</li>
<li>The party meets the Protector of Truths, the person in charge of this Castle.</li>
<li>They are fighting a war against the Mi-Go on the other side of Carcosa.</li>
<li>They travel to the castle via a strange crystal device.</li>
<li>They have been lobotomizing the Mi-Go and setting them free inside a cavern that connects to this castle, because of their leaders beliefs about killing.</li>
<li>They are working with a handful of Mi-Go that are also fighting against this particular group of Mi-Go, for reasons unknown.</li>
<li>He gives the party 1000GP gem as a ‘sorry for all the Mi-Go’ gift.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>1 Black Gem (1000GP)</li>
</ul>
<p><strong>Monsters Killed:</strong></p>
<ul>
<li>5 Yellow Men</li>
<li>1 Migo</li>
</ul>
<p><strong>Note:</strong></p>
<ul>
<li>Wandering monster check at the end of the session means future drama for the party! (I know what it’ll be.)</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-17/"/>
    <published>2025-12-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-16/</id>
    <title>Masters of Carcosa - Session 16</title>
    <updated>2025-12-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Some important discoveries this session. The Rainbow Connection finally discover the lair of the Jale Slavers. They had first learned of it after rescuing some slaves in the wilderness. They would begin to plot its downfall starting now.</p>
<p>They meet my Carcosa take on Trap-Jaw. I had written up a Carcosa style He-Man encounters, though I didn&rsquo;t end up using too many in my game: <a href="/blog/carcosa-encounters/">16 Encounters on Carcosa</a> &amp; [16 More Encounters on Carcosa][h2]. Master&rsquo;s of the Universe was meant to be core to the whole game, and I tried to inject littles bits and pieces of that world when I could. I wrote these encounters after reading Richard&rsquo;s [How Brightly Coloured Should Carcosa Be][color]. This post about Carcosa and Masters of the Universe was one of the biggest inspirations for my game. It&rsquo;s what got me thinking about Carcosa in a completely different way.</p>
<p>They also discovered that the Castle of Decline was empty. The Bone Men from that town had said they would join them in Invak many sessions ago, but never made it. The party would learn what happened to them for a few more sessions. (Half travelled south to Snake-Men ruins, others were captured by Slavers on route to Invak.)</p>
<p>Finally the players find the Orange Citadel’s former “God”, the Frog Spawn Llothali. They killed the creature so hard I would end up having lots of discussions with them about whether the laser guns in the game were too over powered. Probably, but we never ended up changing any of the rules.</p>
<p><a href="/masters-of-carcosa/session-16/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Chris P: Bone Crone, Bone Women Sorcerer</li>
<li>Terry: ???</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>Quiet in Invak, the party head south towards Jahar to inquire about raptor trainers and their staff. </li>
<li>On the way they encounter 11 Blue Men, one shouting about wanting their metal.</li>
<li>They chase them off once they produce their armaments.</li>
<li>In Jahar they learn their staff has the power to summon the evil old one Molkrom: the sage doesn’t know how exactly, but thinks vile sorcerers may.</li>
<li>Merchants are readying themselves for a trip South to Cron.</li>
<li>Head back to Invak to go after some slavers!</li>
<li>No one will join them! Or will they?</li>
<li>The Lawgiver of Winds joins the party after a rousing speech about slavery.</li>
<li>Encounter a group of 12 slavers on the road while looking for the Slaver encampment!</li>
<li>A battle breaks out, of course. The Slavers are aware of the Rainbow Connection and aren’t fans.</li>
<li>Midway through the fight an old crone shows up, ready for battle! It&rsquo;s Chris P. </li>
<li>This battle is bloodier than most: almost no misses till the every end!</li>
<li>A jerk ass slaver wounds Renoir, and makes his escape with 3 of his friends.</li>
<li>Capture 7 slaver heads and the vaporized remains of another</li>
<li>They find the slaver encampment. As they were told, it is a base built into a hillside. Slaves are chained up outside, and raptor mounted guards are outside.</li>
<li>The party decides now isn’t the time to attack.</li>
<li>They make their way over to the castle of decline, stopping along the way at the former Orange Men citadel. </li>
<li>Continuing to the Castle of Decline, they come to learn it has been abandoned. They aren’t sure where the Bone Men may have went, as Invak seems like the obvious choice.</li>
<li>Meet 4 Red Men on the road back to the Former Orange Men citadel, who they escort with them.</li>
<li>Head back to Invak without incident</li>
<li>Oh, the party also killed the Llothali without breaking a sweat. What?</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>800 GP in bounty for the dead slavers</li>
<li>1000 GP for killing the Frog God Llothali</li>
<li>8 Obsidian Swords</li>
<li>1 Laser Pistol (2dCarcosa, shorter range)</li>
<li>1 Laser Rifle (2dCarcosa, long range)</li>
<li>4 Waterskins</li>
<li>2 Lantern</li>
<li>8 flasks of an oil like substance</li>
<li>7 Week Iron Rations</li>
<li>16 Manacles</li>
<li>20&rsquo; Chain</li>
<li>50&rsquo; Rope</li>
<li>4 Small Sacks</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-16/"/>
    <published>2025-12-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-15/</id>
    <title>Masters of Carcosa - Session 15</title>
    <updated>2025-12-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-aliens.jpg" alt="aliens"></p>
<p>The players had their home base in Invak, and had a strong relationship with the merchant town to the south, Jahar. At this point in the campaign they wanted to try and unify the region around the common aim of dealing with the slavers. There was a lot of travel between the two towns session, as they tried to negotiate an agreement. This was the session the Space Alien Strike Force finally made an appearance. They had been hinted at over the previous session, and were an entry on my random encounter table for some time. They were looking for whomever desecrated their tomb and stole the armour of their hero. Bad luck for the players: Gus’s character was wondering around in that armour. Had been since they found it. Hilarity ensues.</p>
<p>The players also reconnected with the women who escorted them to Invak at the start of the campaign, Queen of Autumn. Another random encounter roll? I don’t remember anymore.</p>
<p><a href="/masters-of-carcosa/session-15/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Chris P: Bone Crone, Bone Women Sorcerer</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://gamepieces.blogspot.com/">Evan</a>: The Spangled Inquiry, Bone Man Sorcerer</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party heads South from Invak towards Jahar to learn more about the Staff of Avion and try and set up an alliance.</li>
<li>The Speaker of all Graces seems disinterested in this idea, but doesn’t say no outright.</li>
<li>Along the way they stumble upon the the Space Alien Strike Force: they are caught in a moment of rest.</li>
<li>Gus hides behind a rock because he is wearing the amour they are looking for.</li>
<li>The aliens have him sighted, so he ends up using his Solid Snake skills to sneak away. Meanwhile the rest of his team are friendly, and show the aliens they don’t have the armour. (And in fact saved their friends.)</li>
<li>When they investigate where Gus was, they see no one was there.</li>
<li>The party continues South, while Normangina takes a wide route to avoid the Aliens.</li>
<li>Along the way she stumbles upon a dead body off in the distance, which she decides to avoid as well.</li>
<li>Travelling further still she see a large Insectoid Spawn.</li>
<li>She manages to distract it with her smell squid, and sprints further away.</li>
<li>Finally she makes it back to the party.</li>
<li>They travel back to the dead body, to see if it has any loot.</li>
<li>They quickly learn there are several dead bodies, arranged in a circle head to toe with their arms reaching out to the centre. (So it looks like a spoke of a wheel.)</li>
<li>They take one of the bodies, a Red Man.</li>
<li>Evan’s character is loitering near by, he joins the group—strange. No one mentions it.</li>
<li>In Jahar the party run errands.</li>
<li>They convince the guard guild to recharge their weapons.</li>
<li>Gus&rsquo; Bazooka and Evan&rsquo;s teleportation Ray are fully charged.</li>
<li>Drink with guards ends with crazy mayhem. The guards are even more friendly with the party now.</li>
<li>Chris P&rsquo; character steals small change from all the revellers, earning 60 GP</li>
<li>The next day the guards get the party an audience with their leader.</li>
<li>“The One” gives the players a letter saying he will support a military alliance with Invak</li>
<li>the party travels North, actively searching for trouble, but end up finding the Blue Menhirs</li>
<li>They arrive in Invak and give the Speaker of All Graces the letter of support.</li>
<li>Travel East looking for Slavers.</li>
<li>Find Queen of Autumn and the group that had went searching for her led by The Illustrious Prince of the Bone</li>
<li>They had actually just rescued her from a Spawn, which they fled.</li>
<li>The party is looking for trouble, however, so they head back in search of the Spawn they were fighting</li>
<li>Kill that thing so hard. I need laser proof spawn.</li>
</ul>
<p><strong>Other notes:</strong></p>
<ul>
<li>Gus puts out a bounty for raptors! And Eric will match that! And a hiring bounty as well!</li>
<li>Eric looking for binoculars, Geiger counter, which will be set aside in Jahar if the merchants find one.</li>
<li>Staff of Avion is left with the Sage. Owed 200GP if he learns anything about it.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>1000 GP in Spawn Bounty (200 GP for them, 800 GP split between the party) so that&rsquo;s 133 XP each</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li>
<p><strong>Ramanan S</strong> (2015-10-13 04:49): The Queen of Autumn tells viewers to admit their mistakes rather than lying to cover them up.</p>
<p>Wait, you guys didn&rsquo;t learn that lesson.</p>
</li>
<li>
<p><strong>Gus L</strong> (2015-10-13 04:51): Maybe - more lies and a few dead bodies will bury a mistake pretty deep?</p>
</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-15/"/>
    <published>2025-12-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-14/</id>
    <title>Masters of Carcosa - Session 14</title>
    <updated>2025-12-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-laser.jpg" alt="dude getting blasted"></p>
<p>As you’ll see in the comments, I had been reading Blood Meridian, and the book and its mood started seeping into the game. I wrote about this a few years ago: <a href="/blog/a-carcosan-western/">A Carcosan Western</a>. The game was meant to be light-hearted Masters of the Universe themed game, and while there was a fair bit of that, the game was probably more cowboys than He-Man. (That said, <a href="https://he-man.fandom.com/wiki/Staff_of_Avion">the Staff of Avion</a> the players find this session is from Masters of the Universe.) The players were wandering the wastelands, having shootouts with bandits.</p>
<p>The dead man they find on the road was meant to be a clue something was amiss at the castle, but maybe not enough of a clue. The Snake Men ruins were another important site in the game the players would ignore. Kheret ils Nu’s Reliquary, which I wrote for the Trophy Gold megadungeon, borrows ideas from this campaign and these ruins my players never explored. The Snake Men would end up freed by the Dominant Reflection. They would restart their war with the Old Ones, so nominally aligned with the players, except to the Snake Men the players were just reagents for spells.</p>
<p>My rules for getting lost seemed to only come up when the party would leave their home base. They were constantly getting lost right next to their home. A little silly, but I kept with it because I thought it was funny.</p>
<p>[You can contrast the recap that follows with my Carcosa-style hex descriptions.][s14]</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Women Fighter</li>
</ul>
<p><strong>News and Rumours:</strong></p>
<ul>
<li>Trade has resumed between Jahar and Invak. The merchants are happy to hear you dealt with the cultists.</li>
<li>The Illustrious Prince of the Bone, former head of the Bone Man village in the outpost, has not been heard from since heading South in search of The Queen of Autumn.</li>
<li>Traders speak of wild aggressive Migo wandering in packs to the South, harassing their caravans.</li>
<li>The Black Man rescued from the Cultists is planning on leaving for the Castle he is from to the West. (And wouldn’t mind company for the trip.)</li>
<li>No word from the Citadel of Decline to the West in weeks.</li>
<li>Aggressive group of Space Aliens continue to stop and search travellers to the South.</li>
<li>Plus all the open threads from the open thread thread.</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party rests in Invak, having emptied out the (no longer abandoned) space alien outpost.</li>
<li>Black Man “the Speaker of Benedictions” needs help getting home.</li>
<li>Was hunting when captured by slavers.</li>
<li>The party agrees to take him back to his home, being promised a modest reward for their efforts (and good karma, of course)</li>
<li>On the way West they get a little bit lost—par for the course when leaving Invak, apparently.</li>
<li>They wait till the evening to re-orient themselves using the stars.</li>
<li>While searching for a place to camp, they find some ruins of the ancient Snake-Men. The place fills them with foreboding. The leave it alone.</li>
<li>In the morning they head Northward. On the way they encounter a long line of Giant ants heading South West.</li>
<li>They leave the ants alone and continue North.</li>
<li>Further along they find a dead body, a Black Man whose head has been blown clear off (from laser a gun), gear scattered everywhere.</li>
<li>They continue to approach the castle.</li>
<li>The “the Speaker of Benedictions” goes ahead to get the gates opened.</li>
<li>He is promptly shot at by two men on the parapets of the Castle.</li>
<li>Attempts at parlay are for naught, so the Bazooka comes out.</li>
<li>The doors to the castle are blown open.</li>
<li>4 riders on velociraptors ride out, two armed with pistols, two with clubs.</li>
<li>Are long fight breaks out, but eventually the party succeed in driving away the remaining Purple Men who had taken over the castle. (<em><strong>6 flee into the wilderness</strong></em>)</li>
<li>The party capture two of the raptors during the fight and by searching the wilderness for one that ran away.</li>
<li>The party create a pyre and burn the dead Black Men that litter the castle.</li>
<li>They, along with the “the Speaker of Benedictions”, take all the valuables and head back to Invak.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>8 Laser Pistols (but “the Speaker of Benedictions” claims two as side arms)</li>
<li>9000 GP = 2250 GP each (since “the Speaker of Benedictions” claims a share of the gold)</li>
<li>“Staff of Avion”</li>
<li>Two raptors (4HD, AC 12, MV 160&rsquo;), Feathered Orange hide. Immune to poison.</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li>
<p><strong>Ramanan S</strong> (2015-09-15 04:31): Feel like I remember more when I force myself to write them down right away. I should sleep for real now, though.</p>
</li>
<li>
<p><strong>Chris G</strong> (2015-09-15 05:33): Dang! I would have shat a brick when dudes on velociraptors came out of the gate.</p>
</li>
<li>
<p><strong>Dion Williams</strong> (2015-09-15 07:30): Sounds like a great session. Wish I could be making these.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-09-15 12:24): Me too. One day Dion!</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-09-15 13:33): This session feels heavily informed by my reading cowboy books right now. (Though now when I look back at all the seasons they start to feel like Westerns.) You guys have good success killing over confident cultists and bandits.</p>
</li>
<li>
<p><strong>Chris G</strong> (2015-09-18 05:25): I remember you mentioning Blood Meridian. What other cowboy books are you reading? I&rsquo;m on a major Western kick right now.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-09-18 11:22): Chris Geisel I said books I really meant that one, which should count for several. Hah.</p>
</li>
<li>
<p><strong>Chris G</strong> (2015-09-18 23:26): lol, too true. I got excited for a cowboy book recommendation.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-09-19 12:25): Gus can recommend several! There were some Elroy books he had mentioned a little while ago I have been meaning to check out. If you haven&rsquo;t seen Unforgiven you should go do that now, though. There is a Japanese remake with Ken Wanatabe which is also cool.</p>
</li>
<li>
<p><strong>Gus L</strong> (2015-09-19 16:26): Chris Geisel The cowboy books I&rsquo;d recommend are actually very limited:</p>
<p>Pete Dexter&rsquo;s &ldquo;Deadwood&rdquo; (1986) is just a great book. It&rsquo;s the inspiration for the series of the same name, but very different.</p>
<p>Cormac McCarthy &ldquo;Blood Meridian&rdquo; is amazing - is it a Western?  Mostly. In form certainly, but it&rsquo;s very surreal at times, and very strange.</p>
<p>As to Elroy, that&rsquo;s more historically researched hard-boiled pulp detective stuff.  The darkest there is.  Very good - especially the LA ones about greed corruption and lurid crime. Elmore Leonard wrote a mess of Westerns and I know I&rsquo;ve read a couple, but they&rsquo;re pretty standard fare, well written and amusing though in his jaunty style.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-09-19 17:08): I&rsquo;d actually say Blood Meridan is a post-apocalypse novel. I&rsquo;m sure someone has written an essay about that.</p>
</li>
<li>
<p><strong>Chris G</strong> (2015-09-20 03:03): Gus L I&rsquo;ve read Blood Meridian. I&rsquo;ll check out Deadwood, thanks. There&rsquo;s a collection of Elroy&rsquo;s Western stories at a local book store here, do you think it&rsquo;s worth checking out.</p>
</li>
<li>
<p><strong>Gus L</strong> (2015-09-20 03:17): Chris Geisel I haven&rsquo;t read a lot of his Westerns, I like the guy&rsquo;s writing and he&rsquo;s pretty much at the core of that genre.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-10-07 12:32): I  think i&rsquo;m going to start using my alternate time line re-stocking tables as a way to do rumours going forward. Sort of like meta-rumours, I guess.</p>
</li>
<li>
<p><strong>Eric Boyd</strong> (2015-10-12 03:25): Gus L Beloch Shrike How are we splitting up the haul, here? Two people get velociraptors and a low-charge pistol each, someone else gets the Staff of Avion and four laser pistols? Orange Julia would prefer a dinosaur if we go with that split.</p>
</li>
<li>
<p><strong>Gus L</strong> (2015-10-12 16:00): Well I figure dinos would be based on the mechanics. Normigina has Animal Handling 3 - what&rsquo;s needed to ride the raptor?</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-10-12 19:39): The raptors you have are domesticated enough you can hop on them and ride around. None of you would likely have practice riding them around for a fight, though. Maybe Normangina would be a bit better here? So you would need to practice that. They will likely run away if left unattended. They need to eat 3x the rations you guys do, but will happily eat the lizard meat available in Invak. Gus can try and train them to get used to your troupe so they know to stick around. Or to try and fight on command. Etc. Would probably take more time than a week?</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-10-12 19:41): The Staff of Avion is 6&rsquo; long and inscribed with runes, clearly of snake men origin to any sorcerers in the group.</p>
</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-14/"/>
    <published>2025-12-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-13/</id>
    <title>Masters of Carcosa - Session 13</title>
    <updated>2025-12-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-aliens.jpg" alt="aliens"></p>
<p>This session the players explored the rest of the Space Alien outpost. When the returned I had re-stocked the space differently, because it had been captured. The rooms that they had not explored previously were sealed, so that area was unchanged.</p>
<p>This session feels like some stereotype of an OSR game. The party wakes up all the Space Aliens that manned the outpost, who were in cryropods. Nick decided the best course of action was to knock one out while he was still disoriented, and run away with him. Maybe they were unsure what the deal would be with these particular aliens, and wanted to chat with one of them alone? This Space Alien ended up living in Invak, convinced he had been saved by the party and that all his friends were dead.</p>
<p>The rest of the session is typical Carcosa hijinks. They stumble up on the Frog-God Llothali that they had let loose in the wilderness when they freed the Orange Man citadel.</p>
<p>Spotty attendance after the last game because I moved the session a week, and didn’t create a new event. Once again, my biggest advice for running a long running campaign is playing on a consistent schedule. People will often say this game or that game have the mechanics required for long term play. Fuck that, the only mechanics you need are a calendar and actually showing up.</p>
<p><a href="/masters-of-carcosa/session-13">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Dael Nyxon: Bargo, the Dolm Fighter</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party begins in the newly liberated space alien outpost. Before it becomes truly abandoned, they decide to investigate the remainder of the complex.</li>
<li>They recruit a couple Bone Men to act as henchmen, who are a bit wary of exploring this portion of the complex.</li>
<li>Prying open the locked door that leads north from the basement stairs, they find a small corridor, with 3 more doors.</li>
<li>To the East is a room full of pods.</li>
<li>Examining the pods they realize they each house an alien in some sort of stasis.</li>
<li>Renoir attempts to shatter the glass door on top of a pod. His sledgehammer bounces right off.</li>
<li>The party leaves the room, heading to the West most room. Inside they find a room full of strange plant life.</li>
<li>The floors are littered with some dead plants and fruit, but not enough considering no one has been in here for years.</li>
<li>While picking fruit the party sees that various autonomous robotic arms, etc, look to be taking care of the plants.</li>
<li>The party moves to the centre room, the last remaining unexplored room.</li>
<li>There is a large cylinder in the centre of the room that extends down into the ground. It pulses with red light. It’s cordoned off by a circular railing. The room is full of computers, and everything looks to be in working order.</li>
<li>Orange Julia pushes a big red button!</li>
<li>Slowly the pulsing of the cylinder comes to a halt. The lights in the complex turn off, and the sound of doors opening can be heard throughout the complex.</li>
<li>In the dark, the PCs here another sound, the sound of the pods full of aliens opening.</li>
<li>The party waits a beat to see what happens. They hear the sound of an alien retching. </li>
<li>Realizing the aliens might be disoriented from being in stasis for so long, Renoir decides to cold-cock one and kidnap him.</li>
<li>Alien on his shoulder, the party book it out of the complex. Everyone else is milling around outside, confused by the loss of power.</li>
<li>Seeing the party running away, they join in.</li>
<li>Once a reasonable distance away, the two groups of captives head off: the Orange Men to their town to the East, Joi; the Brown Men to the merchant town Jahar.</li>
<li>About half way to Invak the party spot what looks to be a giant frog off in the distance. That’s strange. Could it be the Frog-God Llothali, worshipped by those crazy Orange Men to the North. Yes, it probably is. How many giant-ass toads could there be?</li>
<li>The party decide to take a longer detour to reach Invak.</li>
<li>On the way they startle a group of 4 slavers.</li>
<li>Bargo charges in and completely brains one.</li>
<li>The rest flee post-haste.</li>
<li>The party gives chase, but without more range weapons pursuit seems fruitless. (I should look up the LotFP chase rules, they might have been a better option for that part of the game.)</li>
<li>The party regroup and head to Invak, where they are greeted as heroes.</li>
<li>The Swift and Silent Beginning thanks the players for ridding the world of more cultists, and for helping fight the slavers. (You have more renown in the town.)</li>
<li>Upon learning there is a space alien that was “rescued” from the complex, he asks that the creature be brought to him to be freed.</li>
<li>The party wake up the alien, who has a surprisingly positive disposition.</li>
<li>He is confused about where he is, what the date is, and what has transpired since his last week long shift at the space alien outpost.</li>
<li>The party informs him that they saved him, that the rest of his comrades presumably died years ago.</li>
<li>He decides to stay in Invak for now.</li>
<li>The new bone men also start to settle in to their new home.</li>
<li>The party travels South to Jahar.</li>
<li>Orange Julia’s pack lizard is worn down from all the travel and dies in Jahar. (The merchants will buy his body to be turned into rations for 50GP—I forgot to mention in the session!)</li>
<li>The party sell their weird alien fruit and call it a day.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>100 GP for killing a slaver</li>
<li>550 GP for weird fruit</li>
<li>50 GP for pack lizard body.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-13/"/>
    <published>2025-12-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-12/</id>
    <title>Masters of Carcosa - Session 12</title>
    <updated>2025-12-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-bone-man.png" alt="Bone Man"></p>
<p><a href="/masters-of-carcosa/session-12/">My Carcosa-style recap of this session was as follows:</a></p>
<blockquote>
<p>The Bone Man sorcerer, The Dominant Reflection (AC 16, MV 90&rsquo;, HD 4, Chaotic) has taken over the abandoned Space Alien outpost, along with a sizeable group of Bone Men cultists. They worship the long dead Snake Men.</p>
</blockquote>
<p>I had been teasing Bone Men cultists operating between the party’s home town of Invak, and the merchant town to the South, Jahar, <a href="/masters-of-carcosa/session-12/">for a few sessions</a>. The Space Alien outpost was between the two towns, and was also home to secret village of Bone Men. It was time to finally scope out what was going on!</p>
<p>I had fun seeing this long running thread from [the start of the game][s1] finally lead somewhere. As I have mentioned earlier, the Bone Man the party freed from a cell in the very first session was actually a dirt bag sorcerer, the Dominant Reflection, imprisoned by the rest of Bone Men that lived in the outpost. While the players were wandering Carcosa, he was gathering up a crew of cultists, who then took over the outpost, making it their base of operation.</p>
<p>The players some how managed to steam roll their way through the outpost, building up a posse as they freed captives. The session concluded with them saving the town. One of the more He-Man sessions in the game. In the commotion the Dominant Reflection escaped! There is chatter in the comments about what happened off camera, whether it was cheesy or not to let the character escape. I thought not, and the players agreed.</p>
<p>The players convince the town’s leader to come back with them to Invak in the post game discussion. We would sometimes play out things like that in post game chat between sessions.</p>
<p>This would end up being the midpoint of the campaign, though I didn’t know it at the time. Kind of fitting we looped back to where we started.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li><a href="https://necropraxis.com/">Brendan</a>: Missave Rage, Yellow Women Fighter </li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li>Chris P: Bone Crone, Bone Women Sorcerer</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party travels from Jahar North towards the “abandoned” space alien outpost.</li>
<li>They see that it is guarded by two Bone Men, so they venture in via the radioactive wastes.</li>
<li>The large centre room is filled with 9 bone men, reviewing maps and papers on large tables. The characters surprise the group, and kill a few before they can even retaliate. A few manage to flee to the basement.</li>
<li>A long drawn out fight takes place on the main floor. Bone Men from various rooms join in. The party also encounter Bone Men from the original tribe that were living here, who join them in trying to shake off these cultists.</li>
<li>The characters make their way to the basement, making quick work of two guards below.</li>
<li>Moving forward they make their way to where they believe they will find the leader of the cult.</li>
<li>More cultists are killed, and tribesman recruited, as the party marches forward.</li>
<li>In the middle of the battle, the The Dominant Reflection looks to have made a break for it, his “throne room” sits empty.</li>
<li>The party continue to travel around the basement in search of the sorcerer, but only encounter other former members of the Bone Men tribe, whom they free.</li>
<li>By the time the party makes it back up to the top floor, and out the front door, the sorcerer looks to have fled.</li>
<li>The party rest in the Space Alien Outpost, where they are heralded as heroes.</li>
</ul>
<p>Notes:</p>
<ul>
<li>The Queen of Autumn was not amongst any of the people killed or freed. The leader of the Bone Men believes she escaped when the Sorcerer originally returned with his band of cultists to take over the ‘town’.</li>
<li>The leader of the town, the Prince of Bone, gives your characters a 500 GP blood red ruby from the vault you passed when you first entered the basement.</li>
<li>The Prince of Bone reveals that while they have no power over the Spherical Hunter Killer robot, they quickly learned that it can not “see” Bone Men. It completely ignores them. They also confirm your suspicion that it only hunts at night. They leave it alone.</li>
<li>The Prince of Bone reveals that the sorcerer was previously imprisoned by the Bone Men here, because he was crazy-ass-crazy. They don&rsquo;t know how he escaped, though they think it probably happened around the time Gus and Eric were previously here. He doesn&rsquo;t put two and two together, because he&rsquo;s so happy to be free. (You will recall you freed a naked Bone Man from a cell and fed him, before letting him run off into the wastes.)</li>
<li>As before, the Prince of Bone asks that you not reveal to anyone the location of the town.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>The heads of 23 bone men cultists, whose bounty will be collected in Invak. (100GP per cultist killed or 2300 GP once you return to Invak)</li>
<li>500 GP gem</li>
<li>173 GP in random coinage from the 23 dead cultists.</li>
<li>One laser gun (Brendan’s character has it)</li>
</ul>
<p><strong>Comments:</strong></p>
<ul>
<li>
<p><strong>Brendan S</strong> (2015-07-21 04:28): For my records: Laser gun has 9 charges.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-07-21 04:28): The leader had several rounds on you guys and ran around and back up the stairs. I don&rsquo;t think you guys would have been able to catch him and his (now small) crew. How would you have handled pursuit like that? (He was the other 6 I rolled for initiative when you guys were fighting in the basement hall way.)</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-07-21 04:30): You guys also managed to kill most of the bone men, which seems crazy. Whenever I read these old TSR modules with giant mobs of monsters I&rsquo;m always at a loss for how it won&rsquo;t just turn into a shit show.</p>
</li>
<li>
<p><strong>Eric Boyd</strong> (2015-07-21 04:32): Yeah, that&rsquo;s tracking, not a chase per se, and you&rsquo;ve let the party get away in craters and badlands enough times that I&rsquo;d call this a fair call. We should&rsquo;ve sent some of the freed captives back around to keep watch&hellip;</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-07-21 04:47): On the one hand it seems lame to save my NPC, but on the other it seemed dumb to have him just wait for you guys when it was probably clear the tide was turning.</p>
</li>
<li>
<p><strong>Gus L</strong> (2015-07-21 06:05): I&rsquo;d say this leader needs a talking to.  The city to the South of some non-bone men know where his people are, the sorcerer who kicked his ass last time knows where his people are.  The slavers will undoubtedly soon know where they are.</p>
<p>We won&rsquo;t come back and save him next time he gets taken over by a sorcerer - we&rsquo;ll just bring the town guards and Invakians to kill everyone.  Everyone.  They won&rsquo;t be a nuisance to trade anymore.  The major power in the area - the one we nominally work for/with is boneman - he needs to bring his people into Invak, and set up a life there - they should be welcoming.  We can help arrange that. If not, since he was a dude in a cell recently Normagina will encourage the other survivors to come with us to to Invak and let the crazy leader and the crazy sorcerer fight it out before we come back and murder the winners/survivors with Invak&rsquo;s militia in a few months.</p>
<p>This should  not really be a choice for them, small communities get slaughtered, mutated or taken over by nuts.  They are not even a small community now - time to join up with someone bigger.</p>
<p>Also mumble mumble something about strategic hamlets.</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-08-07 04:57): Alright!</p>
<p>You can convince this fellow that staying here is a dumb idea. The group is still very suspicious of outsiders, but since you have shown up and saved them from cult-stupidness they are willing to give you the benefit of the doubt.</p>
<p>The leader and 5 of his followers are going to search for &ldquo;The Queen of Autumn&rdquo;, the women who escorted Gus L and Eric Boyd back to Invak during that first session. Everyone else will come with you. (I&rsquo;ll look up numbers.)</p>
<p>Also I realise I made a mistake with the people you were freeing from the cells. Not everyone is a Bone Man. Some people are captives from the region. They will also come back with you to Invak. I need to double check my notes for where people are from.</p>
<p>This dungeon is basically cleared except for the central locked section in the basement. (The doors to the North when you go down the stairs.) The bone men have also not entered the area, lacking the appropriate pass key. They assume it&rsquo;s where the power comes from. There is a strange symbol that they say means power embossed on the door.</p>
<p>I should give you guys XP for messing up the cultist faction as well.</p>
</li>
<li>
<p><strong>Eric Boyd</strong> (2015-08-07 04:59): Do any of our assorted key cards open the basement?</p>
</li>
<li>
<p><strong>Ramanan S</strong> (2015-08-07 05:16): Sadly no. It&rsquo;s the same sort of metal sliding door you see throughout, just locked. You can try and bust it open if you are so inclined. The Bone Men are superstitious about it, but won&rsquo;t interfere if you want to mess with it.</p>
</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-12/"/>
    <published>2025-12-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-11/</id>
    <title>Masters of Carcosa - Session 11</title>
    <updated>2025-12-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>This is the first session Chris P joined the fight. There were two Chris’s on G+ that were consummate players. Like Eric, they were almost always down to play whenever you would post a game. Players like that make running a poorly organized campaign work.</p>
<p>When I would share invites on G+ for the Masters of Carcosa sessions I would include rumours and news the players had learned. There was also a post on my G+ community for the game where I would keep all the loose threads up to date. For this session the players knew the following:</p>
<blockquote>
<ul>
<li>Trade between Invak and Jahar presumably remains on hiatus for now while Jahar&rsquo;s merchants waits for this cult to move on or be replaced.</li>
<li>The merchants will travel East to the Citadel of Brown Men known as Lessel.</li>
<li>Deep One sightings at the Lake to the South.</li>
</ul>
</blockquote>
<p>During the session they would learn more about the deep ones, who apparently had emerald belts. (The deep ones in this game were effectively Mer-Man from Masters of the Universe.) This was the rumour the players decided to follow, resulting in a very straight forward session compared to some of the others: kill some cultists, free some captives, find some treasure.</p>
<p>The party finally learned some more rituals, not that it really mattered. The rituals didn’t really match the vibe of the game, even though Chris’s character was a real dirt bag sorcerer. He was constantly trying to learn and find more, and I basically didn’t really want them in my game so was kind of a real dick when it came to having them show up in play. For the most part playing a Sorcerer was just the hard-mode version of playing a Fighter. The classes were the same, but Sorcerers had harder XP requirements.</p>
<p>The next session the players will return to the “abandoned” Space Alien outpost that kicked off the campaign. It’s kind of neat that it happened to happen at what would be the midpoint of the campaign.</p>
<p><a href="/masters-of-carcosa/session-11/">My Carcosa-style recap for the session is quite terse, because the session itself was very to the point.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Chris P: Bone Crone, Bone Women Sorcerer</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Willie Burke: Grenn, White Man Sorcerer</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party decides to remain in and around Glom for the time being.</li>
<li>The city is clearly built within snake men ruins, but no one in town seems to know or care—or at least won&rsquo;t talk to the party about it.</li>
<li>Rumours of emerald wearing deep ones send the party south to the lake.</li>
<li>There they see a group of cultists camped near the statue and pillars visible last session.</li>
<li>They approach closer and start examining the pillars: rituals!</li>
<li>Then they get shot at.</li>
<li>A fight!</li>
<li>The obvious cultists put up a mediocre fight, missing like the cast of G.I. Joe.</li>
<li>The party are victorious after a protracted fight. Captives are freed. New rituals learned. Success!</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>500 GP</li>
<li>5 Gems: 2700 GP</li>
<li>6 wax figurines of deep ones</li>
<li>4 Naginatas (6 grabbed by captives)</li>
</ul>
<p><strong>Rituals:</strong></p>
<p>Summon Amphibious Ones - This eleven-hour ritual can be completed only on a fog-shrouded night. The Sorcerer must obtain the root of potency found only in ruined apothecaries of the Snake-Men. The sacrifice is a virgin White girl. As her life leaves her body, 10–100 of the Amphibious Ones will coalesce out of the mists.</p>
<p>The Blasphemous Sacrifice (to Bind Amphibious Ones) - This ritual cannot be performed on its own, but only as an adjunct to the SUMMON THE AMPHIBIOUS ONES ritual. It adds an hour to the time required to complete the ritual (thus twelve hours total). The sacrifice is further subjected to an hour of unspeakable tortures before being slain. At the end of the rituals, the Sorcerer will have complete control over the horde of Amphibious Ones for 24 hours.</p>
<p>The Call of Cthulhu (to Summon Cthulhu) - This 24 hour ritual must be cast while waist deep in the polluted waters of Carcosa. Once the ritual chanting and genuflection begins, the sorcerer must drown a Purple Men at the end of each hour of the ritual. All the victims must be a willing sacrifices to the Great Old One Cthulhu. When the life leaves the last of the Purple Men, Cthulhu will rise up from the waters.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-11/"/>
    <published>2025-12-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-10/</id>
    <title>Masters of Carcosa - Session 10</title>
    <updated>2025-12-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I remember this session really well, because it was another weird one. Only Dion and Willie could make it, and they didn’t want to do anything risky. The players travelled with the merchants on their trip South, stopping in the village of Glom. There they met affable Carcosans and got totally wasted. The description for the settlement in the hex is as follows: <em>Village of 310 Ulfire Men ruled by “the Unapproachable
Radiance,” a neutral 6th-level Sorcerer</em>. A lot of the Carcosa book is villages like this. That somehow transformed into what is described in the recap below. I am quite certain that going into this session I thought the players would return to the cavern they had been exploring, and so when they didn’t I had to spin something out from my most meagre of notes. Besides the description in the Carcosa book, the only thing I knew about this town was its name, which I had given it when drawing the initial region map for the campaign. In my notes I had something about Mer-Man cultists worshiping Cthulhu by the lake. I’m pretty sure I came up with the idea of evil Cthulhu lake water as a type of booze, and then just extrapolated everything else from that. Sometimes that’s what you gotta do.</p>
<p>This is the first session Eric missed! There was a mixup because I kept on rescheduling. This is why you need to be consistent when you’re running games!</p>
<p><a href="/masters-of-carcosa/session-10/">In my Carcosa-style recap for the session, I’m much more explicit about what’s going on in the town.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Willie Burke: Grenn, White Man Sorcerer</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party begins the session in Jahar, where they returned with the body of a dead amoured space alien and a Bone Man cultist who attacked them on the road. They learned of the base the cultists presumably operate out of.</li>
<li>Since there were only two players today the group decided to avoid the cultists enclave and head South with the traders.</li>
<li>The party ended up in the city of Glom, the trip South was uneventful.</li>
<li>The merchants stay in a quiet Inn, with no name but a strange ancient symbols etched on its door. Sorcerers will recognize this as the snake man word for Torture Gallery.</li>
<li>The party wanders around town, which seems to be a surprisingly easy going place.</li>
<li>They come upon a louder and more boisterous tavern.</li>
<li>The bar servers two drinks, “lake water”, and a purple lotus concoction.</li>
<li>Asha-Rea samples the lotus drink, Grenn the lake water.</li>
<li>Each gets plastered in their own way.</li>
<li>They wake up the next day back in the original inn. (TODO: make a carousing table!)</li>
<li>The next day they explore the town.</li>
<li>“the Joy-Giver of All the Living” sells tonics and potions made out of the lake water. They buy a “healing potion”</li>
<li>“the Inestimable Fullness” is a tailor that is built like the Kingpin. They buy fancy hats from him, and Asha-Rea buys a set of clothes. They will be ready in a week.</li>
<li>The party decides to trek to the near by lake to collect water for sale to the Alchemist.</li>
<li>This occurs without incident, but the lake gives them a thoroughly creepy vibe. There are rumours it is full of Deep Ones.</li>
<li>They see a monument of statues in the distance, surrounded by pillars. They don’t investigate!</li>
<li>They return to town with two barrels of the bizarre lake water, which they sell for 50GP a pop.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-10/"/>
    <published>2025-12-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-9/</id>
    <title>Masters of Carcosa - Session 9</title>
    <updated>2025-12-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/carcosa-t-rex.jpg" alt="Carcosa T-Rex"></p>
<p>The players had found a Space Alien compass in an earlier session and decided to see where it would lead them. I had decided it would lead them towards the tomb of a dead Space Alien hero. A nearby hex was described in the book like so:</p>
<blockquote>
<p>In a pure white chamber is the perfectly preserved
corpse of a Space Alien wearing a suit of reflective armor
that protects against the following types of weapons:
microwave, yellow laser, dysprosium, polonium, nickel,
neptunium, cesium, strontium, radon, aluminum, boron,
mercury, thulium, protactinium, niobium, and helium.</p>
</blockquote>
<p><a href="/masters-of-carcosa/session-9/">In my Carcosa style recap of the session</a>, one of my fictional alternative endings to the session was as follows:</p>
<blockquote>
<p>8 Space Aliens (AC 12, MV 120&rsquo;, HD 3), part of an elite combat squad, pursue a group of Carcosan who have defiled one of their tombs through the badlands. They are armed with laser rifles.</p>
</blockquote>
<p>They were first mentioned in the <a href="/masters-of-carcosa/session-7/">session 7 recap</a>, and I likely added them as an entry on the encounter table for the region shortly after. The players would meet them a few sessions later. As I mentioned earlier, I would sometimes use the recaps as a way to share rumours, and also share news about the off camera world with the players. In the <a href="/masters-of-carcosa/session-8/">session 8 recap</a> I shared that the Bone Men cultists were taking people back to an Abandoned Space Alien Outpost. The players would eventually return there, but I don’t think it was because of the mention in that recap. This is probably too subtle a way to share what’s going on, but it was a fun all the same.</p>
<p>I also used the other entry from Hex 1113 this session, having the mutant T-Rex show up.</p>
<blockquote>
<p>There are no settlements in this hex because of the mutant tyrannosaurus (AC 15, MV 150 , HD 15, Neutral, 30 aura of radioactivity, bulging eyes, transparent skin) that slays anything in its vicinity.</p>
</blockquote>
<p>The entries in Carcosa are quite terse, but sometimes that’s all you need for something to be memorable. I got quite used to spinning out whole sessions from a few sentences, both in my own notes and from the book.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina </li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter</li>
<li>Dion: Asha-Rea, Ulfire Women Fighter</li>
<li>Willie Burke: Grenn, White Man Sorcerer</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party begins the session in Invak, having returned their from Jahar. They decide to follow the strange alien compass to wherever it may lead.</li>
<li>They venture South towards Jahar, but about 4 hours out of town they stumble upon 6 White Men, presumably slaves, dying in the desert.</li>
<li>The party splits up, with one group heading back to Invak to secure a rescue party.</li>
<li>On the way back the encounter a Spawn, a Blue quadruped with a smooth hide, 4 eyes, and a beaked mouth. They give it a wide berth, and it leaves them alone.</li>
<li>They rescue the White Men without incident, who are now recuperating in Invak</li>
<li>The party heads South again, travelling towards Jahar.</li>
<li>They make it to the town without incident and spend the night.</li>
<li>The next day they head East towards the site the compass is pointing towards.</li>
<li>They discover a small white structure.</li>
<li>Examining it, they discover it looks to like a tomb for a dead Space Alien.</li>
<li>The party takes the alien and his armour.</li>
<li>As it is quite late they camp out in the wastes!</li>
<li>At night a group of bone men wander by, but do not see the party.</li>
<li>They party surprises the group.</li>
<li>The bone man snuff out their torches, and a melee breaks out in the dark.</li>
<li>It is violent, and the bone men are put down. One bone man is captured.</li>
<li>The party returns to Jahar, but as they are about to leave a radioactive t-rex shows up!</li>
<li>It is distracted by the pile of carrion and lets the party move away.</li>
<li>Back at Jahar the party hand over the captured bone man to the merchant caravan guards.</li>
</ul>
<p>Treasure:</p>
<ul>
<li>Space Alien Armour - full body and reflective</li>
<li>3 laser guns (from cultists)</li>
<li>Well preserved dead Space Alien</li>
<li>50&rsquo; of Rope x 4</li>
<li>10&rsquo; of rusted iron chain, with manacles (no key)</li>
<li>One small pouch of Green Lotus Powder</li>
<li>Ceramic short swords, perhaps space alien in origin x 8</li>
<li>6 torches</li>
</ul>
<hr>
<p>I was still apparently not confident the game was actually fun, 9 sessions in. Reading these recaps now it’s funny how unsure I was about this game.</p>
<ul>
<li><strong>Eric Boyd</strong> (2015-05-06 01:13): Side note: my character is named Orange Julia.</li>
<li><strong>Ramanan S</strong> (2015-05-06 03:45): I added items of note from the dead cultists. They were wearing leather like armour, but that would be ruined from the fight. Green Lotus Powder: A victim of the green lotus powder falls into an unconscious trance for 9-12 hours, then awakens in a state of extreme weakness and sickness. He can do little other than speak sparingly, recline, and eat and drink. The green lotus sickness does not directly cause death, but the body becomes very thin and the mind prone to despair. Eventual suicide is common among victims of the green lotus.</li>
<li><strong>Eric Boyd</strong> (2015-05-06 06:24): Is the green lotus powder something we can throw in someone&rsquo;s face, or is it an ingested poison?</li>
<li><strong>Ramanan S</strong> (2015-05-06 09:43): I pictured it like a throw in your face sort of thing, like you make a small cloud. Ingesting works too and is probably a more reliable vector for administrating it.</li>
<li><strong>Chris G</strong> (2015-05-06 16:44): I freakin&rsquo; love these recaps. One of these Mondays I&rsquo;ll get off work early enough to join.</li>
<li><strong>Ramanan S</strong> (2015-05-06 23:48): The actual sessions are probably less exciting. Hah.</li>
<li><strong>Chris G</strong> (2015-05-07 20:46): That sales pitch needs some work &hellip;</li>
<li><strong>Ramanan S</strong> (2015-05-07 22:03): Once I figure out how to be a good DM i&rsquo;ll get on that next. Ha!</li>
<li><strong>Eric Boyd</strong> (2015-05-07 23:17): Hey, enough with the self-deprecation and imposter syndrome! If you didn&rsquo;t know what you were doing, we wouldn&rsquo;t show up.</li>
<li><strong>Ramanan S</strong> (2015-05-08 04:09): Fair enough. I think my main problem is everyone I play D&amp;D with also happens to be an amazing DM. Ha! I think I can do a better job if I was like 20% more organized. One day.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-9/"/>
    <published>2025-12-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-8/</id>
    <title>Masters of Carcosa - Session 8</title>
    <updated>2025-12-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>&hellip; the leader of Invak would pay for the heads of Jale Slavers, and so the game because all about hunting the slavers and chopping of their heads. Blood Meridian, but in Carcosa. (Except the party would actually kill slavers, not any old person.)</p>
</blockquote>
<p>Wait, I lied. This session the party does end up killing people and taking them back to Invak to collect their reward. Bad PR for OSR players everywhere.</p>
<p>Were these Bone Men slavers? No, I’m pretty sure they were cultists working for The Dominant Reflection. If you have been following along, in the very first session the players freed a Bone Man they found imprisoned in the Abandoned Space Alien Outpost. He disappeared into the wilderness, but that wasn’t the end of his story. At this point the players had not encountered him or his followers again, but that was soon to change.</p>
<p>The party also some how manage to turn the death of two hirelings they recruited in town into some positive PR, paying for their funerals. Jahar initially had a negative disposition to outsiders, but the group would slowly change that over the course of the campaign.</p>
<p>The main goal for the session was to pilfer Alien technology from the campsite of the lost Space Aliens they had rescued recently. This resulted—once again—in a battle with insane Mi-Go. How many times would I have the players fight Mi-Go? Several: I always listen to the results of the dice!</p>
<p><a href="/masters-of-carcosa/session-8/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd - Orange Julia, Orange Women Fighter</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a> - Renoir, Red Man Fighter</li>
<li>Dion - Asha-Rea, Ulfire Women Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party begins their adventure in the town of Jahar.</li>
<li>3 Brown Men guards are hired in Jahar for 10 GP a piece. They are well armed and seem competent.</li>
<li>They encounter a group of 3 Blue Men who have escaped Jale Men who attacked them in Hex 1113.</li>
<li>They give the Blue Men rations and direct them to Jahar.</li>
<li>The entrance to the cavern has been filled in with rocks.</li>
<li>The party dig it out and venture within.</li>
<li>The cavern is quiet … too quiet.</li>
<li>They find the alien camp site, and start pilfering the alien tech.</li>
<li>But wait, it was a trap. 3 Mi Go descend from the ceiling to attack.</li>
<li>They are joined shortly after by 3 more.</li>
<li>6 Migo are dead, 3 bodies in good enough condition to be brought back for sale.</li>
<li>2 Brown Men are also dead—everyone is sad.</li>
<li>The party donate 200 GP to the Jahar guard guild. This leaves a very favourable impression of the rainbow connection within that community.</li>
<li>Encounter 7 Bone Men on the road, they kill two, and are scared away by Orange Julia’s laser.</li>
<li>The party suspects they are slavers—or at the very least would like to believe they are since there is a reward for capturing slavers.</li>
<li>The Bone Men were curiously only interested in the Blue Men in the group.</li>
<li>In Invak the party collects the ransom for the Bone Men “Slavers”.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>Rock Analyzer 500 GP</li>
<li>6 Sleeping Pods 300 GP</li>
<li>3 Mi Go bodies 200 GP</li>
<li>Space Alien “Compass”</li>
<li>2 Bone Men “Slavers” ransom 200 GP</li>
<li>Eric swapped his laser pistol for the dead Brown Man&rsquo;s.﻿</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-8/"/>
    <published>2025-12-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/spgd-game-design-theory/</id>
    <title>SPGD Game Design Theory</title>
    <updated>2025-12-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.youtube.com/@SamPearsonGameDesign">Sam Pearson</a> is the person behind two of Games Workshop’s greatest games: <a href="/review/warcry/">Warcry</a> &amp; Spearhead. He has recently started <a href="https://www.youtube.com/@SamPearsonGameDesign">a YouTube channel</a> after ending his time at the company as one of their lead game designers. So far the videos are all straight up bangers, but he’s recently shared three videos on game design that are worth watching in particular:</p>
<ul>
<li><a href="https://youtu.be/LmVsDep7x90">Meaningful Player Choice</a></li>
<li><a href="https://youtu.be/9uxvE1YyUsc">Designing Warhammer (or any Wargame) Rules</a></li>
<li><a href="https://youtu.be/QHwVFNMZrDs">Create Professional Looking Wargames</a></li>
</ul>
<p>Meaningful Player Choice is an incredible discussion on game design, whether you’re interested in war-games or not. The last video is about turning your ideas into a polished product. This is all top tier! Enjoy.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/spgd-game-design-theory/"/>
    <published>2025-12-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-7/</id>
    <title>Masters of Carcosa - Session 7</title>
    <updated>2025-12-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-caverns-to-castle.jpg" alt="Map of the caverns"></p>
<p>The caverns the party explore this session were another way I had imagined to get the party out of the region they were in. The Protector of Truths was leading a group of Yellow Men in a war against evil Mi-Go on the other side of Carcosa. The Mi-Go the players would encounter on this part of the world were those lobotomized by The Protector of Truths, so they were more like animals than intelligent adversaries. My notes for the NPC were: disfigured, easy going, idealistic. I made a small map of the caverns that lead to the hidden castle, and then a map of the castle itself. I didn’t figure anything else about this particular thread, or who the evil Mi-Go on the other side of Carcosa were. This was the right call, because this was another thread the players didn’t end up pursuing.</p>
<p>This session was also the first encounter with the race of Space Aliens that made the mistake of exploring Carcosa long ago, who now find themselves trapped on the planet. The players would encounter more Space Aliens as the campaign progressed: the scientists that ran the abandoned output that started the campaign, and the bad-asses of the Space Alien Strikeforce.</p>
<p>This was a funny session, with the party wandering back and forth between the nearby towns and these caverns, where they kept encountering Mi-Go and not making much progress through the caverns.</p>
<p><a href="/masters-of-carcosa/session-7/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Dion: Asha-Rae, Ulfire Women Fighter</li>
<li>Willie Burke: Grenn, White Man Sorcerer</li>
<li>Eric Boyd: Orange Julia, Orange Women Fighter </li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Richard Hawkins: Ulfire Sorcerer</li>
<li>Stephen McCavour: Chongo, Orange Man Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party decides to return once more to the hidden caverns to try and make their way into the citadel it is connected to, or perhaps catch some MiGo.</li>
<li>They make their way to the cavern without incident. </li>
<li>They begin exploring. The Mi-Go are missing when they arrive.</li>
<li>They snake North, and come to a room the suspect is full of Mi-Go.</li>
<li>Backtracking they stumble on some shocked space aliens. </li>
<li>They are trapped in this cavern, clearly out of their element, running to avoid mi-go.</li>
<li>The party agrees to help the spacemen escape: a simple task, the space men are right near the exit.</li>
<li>The party walk back into the room they just came from: which is now full of Mi-Go feasting on a dead Ulfire Man..</li>
<li>A fight! No one is injured, except the Mi-Go. One is captured alive, even.</li>
<li>The aliens call for their buddies to come pick them up. Give the party ‘dog tags’ as a thanks.</li>
<li>They teach the party how to say “greetings” in their alien body language.</li>
<li>The party returns to town, Mi-Go in tow, for sale.</li>
<li>The sage buys the Mi-Go, and two additional Mi-Go bodies from the party for 700 GP total.</li>
<li>Rest and then back to the citadel and cavern.</li>
<li>The party walk back into the first proper room of the complex, and of course stumble on Mi-Go. These ones are cleaning up the mess from last time.</li>
<li>A battle! </li>
<li>Nick’s character is knocked out. He’s brought back to life via the strange red goop Dion’s character possessed. </li>
<li>Richard’s character is slain, but the rest of the party is victorious.</li>
<li>On the trip back to town the party stumble upon some Ulfire Men, who fled an attack by the slavers. The rest of their party was captured.</li>
<li>They return to Jahar with the party.</li>
</ul>
<p>Treasure:</p>
<ul>
<li>2 laser pistols</li>
<li>700 GP from sage</li>
<li>200 GP for additional Mi-Go bodies</li>
<li>200 GP for mysterious crystal thing—if you are willing to sell it to him.</li>
<li>6 space alien dog tag like things</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-7/"/>
    <published>2025-12-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/mordheim-2025/</id>
    <title>Mordheim 2025</title>
    <updated>2025-12-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mordheim-2025-1.jpg" alt="My team"></p>
<p>I came close to going the whole year without playing a single game of <a href="/tag/mordheim/">Mordheim</a>, but a visiting gamer from Vancouver put the call out to see if anyone in our Mordheim league was free to play while he was in town. Of course I said yes. Another regular from the store’s Mordheim posse joined in, alongside someone who had never played a game of Mordehim before. We had planned to play 2-3 games, but we all forgot that multi player games usually take a while. We got through one, but it was a fun one.</p>
<p>I used <a href="/blog/mordheim/">my undead warband</a> again. They are the team I feel most comfortable playing. After the last campaign my vampire leader, Lord Volchyakrov, was killed. I was tempted to try and paint a new vampire before this game, but didn’t have the time. I have to assume the necromancer Gallean the Mad helped bring the vampire back to un-life. As usual, I prioritized bodies over equipment. My warband consisted of my vampire, a necromancer, and 3 dregs, who were accompanied by 2 ghouls, 7 zombies, and a dire wolf. (Though in my case my dire wolves are dire rats.) I actually have wolf models now I should build and paint. Maybe before the next big league or campaign takes place.</p>
<p>We played a pretty crazy scenario, themed for the holidays. There were 6 building that contained presents for us to steal. Each building was guarded by d3 peasants armed with spears. All the units in your warband were carrying a torch they could use to set these buildings on fire, after they had fist been explored (and then number of peasants inside had been determined). The game ends when all the buildings are burned down, or the last team routs. The session had some real old-school D&amp;D energy. It felt very violent and chaotic.</p>
<p>The peasants proved to be surprisingly tough. In true Mordheim fashion, one peasant held off my dreg and a zombie for basically the entire game. Another peasant single handedly held off a team of dwarven slayers. That old man was only killed when my team set his home on fire and it collapsed upon him. (Killing a few dwarfs in the process.)</p>
<p>I hadn’t played Mordheim in ages, but I quickly remembered how it all worked. The game has lots of little edge cases, but its core is quite simple. Our new player, who had only played 40K, really loved how evocative the game and its rules were. It really is the gold standard for narrative gaming. (Though perhaps <a href="/review/trench-crusade/">Trench Crusade</a> will soon carry that torch?)</p>
<p>Hopefully we’re manage to get another game (or more) in before the holidays season is over.</p>
<p><img src="/assets/img/mordheim-2025-2.jpg" alt="Wandering Mordheim">
<img src="/assets/img/mordheim-2025-3.jpg" alt="Wandering Mordheim"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/mordheim-2025/"/>
    <published>2025-12-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-6/</id>
    <title>Masters of Carcosa - Session 6</title>
    <updated>2025-12-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/carcosa-monster.png" alt="monster"></p>
<p>The party finally visits the merchant town to the South, Brown Man village of Jahar. These merchants were the ones who escorted the players up to Invak in the first session, when the party encountered them on the road. Because the party had gained some notoriety in the region they were able to wander and meet with the people of the town. I’m quite certain I ran this sort of things using reaction rolls. I tracked the groups renown, which I would sometimes use to modify results up or down, but not in a way that I was particularly consistent about.</p>
<p>You can see that once again I was laying it out pretty thick when it came to reasons to explore the Putrescent Pits of the Ameboid Gods. Don’t worry, the players wouldn’t take the bait.</p>
<p><a href="/masters-of-carcosa/session-5/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Dion - Asha-Rea, Ulfire Women Fighter</li>
<li>Willie Burke - Grenn, White Man Sorcerer</li>
<li>Eric Boyd - Orange Julia, Orange Women Fighter</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a> - Renoir, Red Man Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party begins the session in Invak.</li>
<li>The party travels south from Invak to Jahar.
The trip is uneventful. They travel through the night to make it to the town in one day. They camp outside of town, but encounter nothing.</li>
<li>Unlike Invak, Jahar is particularly xenophobic.</li>
<li>One of the guards is aware of the Rainbow Connection, and lets the players into the town.</li>
<li>Most of the people manufacturing goods in the town, along with the guards, have a fairly negative reaction to the party.</li>
<li>The merchants in town have a more positive disposition.</li>
<li>The party meets the person who runs the “resale items” shop, along with his children. They pick up some random knick knacks.</li>
<li>They meet the sage that lives in town.</li>
<li>For 10 GP he tells them two locations that he thinks feeds the water in the Castle of Decline, which could be the source of the human waste and guts that are poisoning the water</li>
<li>For free he lets the party know their map of the Putrescent Pits of the Ameboid God is probably junk. The story goes that a cult worshiped the god, that lived in an impossibly deep pit to the North. They would feed the beast all the gold and jewels they could find. Another cult came and fought the god and its cultists, culminating in sealing the god underground by building the mountain range on top of it. He lets the party know that mountain ranges form over millions of years, and this story is probably nonsense.</li>
<li>The party learn about a citadel to the North East, hidden out of sight. Some merchants saw it a few days back, but avoided the site. The sage will pay 10GP for information confirming its existence.</li>
<li>The party ventures off in search of the site, which they find without any complications.</li>
<li>It appears to be sealed from the inside. The party doesn’t want to make a noise by breaking down the front door, or a trapdoor in the roof.</li>
<li>A cavern near the Castle is also found, and explored.</li>
<li>The party encounters a group of 6 Mi-Go’s. They kill one and then flee. The Mi-Go’s make a half-hearted pursuit.</li>
<li>The party returns to Jahar, where they let the sage know of their findings.</li>
</ul>
<p>Treasure:</p>
<ul>
<li>10 GP paid by the Sage.</li>
</ul>
<p>Notes:</p>
<ul>
<li>Provide clue about next complication.﻿</li>
</ul>
<hr>
<p>Being worried about the game being boring was a common theme it seems. Once again some planning for the next session takes place in the comments, and I share a little bit more about what the group has learned about the world. Cole suggested I write a follow up review of Carcosa, having run the game for a few months now. <a href="/review/carcosa-review-reprise/">That review</a> ended up focusing a lot on how I prepared to start the game, but didn’t talk much about actually run the game.</p>
<ul>
<li><strong>Ramanan S</strong> (2015-03-10 17:13): Sorry for the quieter game. I owe you guys a clue for a haven complication. I&rsquo;ll also update the campaign map with trade routes from Jahar. </li>
<li><strong>Richard Hawkins</strong> (2015-03-10 17:21): Sorry that I missed out on this one, I will look forward to eating brains soon!</li>
<li><strong>Beloch Shrike</strong> (2015-03-10 18:38): Nothing to apologize for. I got to kill a Mi-Go. Lets do more of that. =D</li>
<li><strong>edchuk sockmonkey</strong> (2015-03-10 20:23): Richard Hawkins​ Lightly sauté them with garlic and a little lemon.  Delicious!</li>
<li><strong>Richard Hawkins</strong> (2015-03-10 22:45): Yes&hellip; yummy!</li>
<li><strong>Richard Hawkins</strong> (2015-03-10 22:45): Beloch Shrike  a CoC MI-GO! &hellip; Yikes</li>
<li><strong>Ramanan S</strong> (2015-03-14 03:41): The merchants reveal the location of towns along their trade routes. To the south they visit: Glom (Ulfire Men village), Lesel (Brown Men Citadel), Brackdor (Bone Man Village), and Cron (Ulfire Man Village). They abandoned routes to the East decades ago because of the Slavers. They stopped trading to the West some time ago, though people can&rsquo;t give you a straight answer as to why. What do people want to do?</li>
<li><strong>Beloch Shrike</strong> (2015-03-21 16:57): I wouldn&rsquo;t mind returning to those caverns and exploring further.</li>
<li><strong>Eric Boyd</strong> (2015-03-21 20:03): Are there trade caravans headed anywhere interesting that need guards?</li>
<li><strong>Dion Williams</strong> (2015-03-21 21:34): Either of the option mentioned work for me. </li>
<li><strong>Ramanan S</strong> (2015-03-21 22:33): Eric Boyd traders will leave from Jahar heading South to the town of Cron soon. The route they take is as follows: 1 week in Glom, 1 week in Brackdor, 1 week in Cron, 1 week in Brackdor &amp; Glom, 1 week back in Jahar. (i.e. That&rsquo;s where they&rsquo;ll be for the next 5 sessions.) If you wait a session another group will leave for Lesel: 1 week in Glom, 1 week in Lesel, 1 week back in Jahar. I&rsquo;ll figure out how to update the map or something.</li>
<li><strong>cole long</strong> (2015-03-21 22:47): Ramanan S you should do a post (or have you done one already?), having DMed several sessions, about what you find Carcosa brings to the table and what you&rsquo;ve done to make it &ldquo;yours?&rdquo;</li>
<li><strong>cole long</strong> (2015-03-21 22:50): i feel like it is one of the rorschach-blottiest settings</li>
<li><strong>Ramanan S</strong> (2015-03-21 22:51): cole long Good idea. I&rsquo;ve certainly had to do a bunch of flesh things out.</li>
<li><strong>Ramanan S</strong> (2015-03-22 01:06): From the old thread, of note: The merchants reveal the location of towns along their trade routes. To the south they visit: Glom (Ulfire Men village), Lesel (Brown Men Citadel), Brackdor (Bone Man Village), and Cron (Ulfire Man Village). They abandoned routes to the East decades ago because of the Slavers. They stopped trading to the West some time ago, though people can&rsquo;t give you a straight answer as to why. </li>
<li><strong>Ramanan S</strong> (2015-03-22 01:10): Also: the merchants won&rsquo;t pay you to be guards, they have their own guards, and they don&rsquo;t think your acting troupe is menacing enough. They are fine with you tagging along on any trip, however.</li>
<li><strong>Ramanan S</strong> (2015-03-22 17:52): Event is up. Can do upkeep and haven stuff there.</li>
<li><strong>Ramanan S</strong> (2015-03-28 05:54): cole long http://save.vs.totalpartykill.ca/review/carcosa-review-reprise/</li>
<li><strong>Ramanan S</strong> (2015-03-29 22:37): <a href="http://save.vs.totalpartykill.ca/masters-of-carcosa/session-6/">http://save.vs.totalpartykill.ca/masters-of-carcosa/session-6/</a></li>
<li><strong>Chris G</strong> (2015-03-30 03:02): This is my favorite kind of writeup. I wish I&rsquo;d thought of it back when I was doing Redbox Vancouver.</li>
<li><strong>Ramanan S</strong> (2015-03-30 03:07): I did the first one as a play report for a Carcosa session Brendan ran. Certainly one of my better ideas as gaming stuff goes. <a href="http://save.vs.totalpartykill.ca/play-report/rescue-chauncy/">http://save.vs.totalpartykill.ca/play-report/rescue-chauncy/</a></li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-6/"/>
    <published>2025-12-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-5/</id>
    <title>Masters of Carcosa - Session 5</title>
    <updated>2025-12-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-caverns-high-brown-men.jpg" alt="map of caverns"></p>
<p>The session began with exploration and learning more about the world. This was the first time the party got lost in the wilderness, an important part of the game. My travel rules worked. The party found more caves to explore in the future, and learned of a second citadel that purportedly held a tomb of vile sorceress magic—the best kind. The party would refuse to seek it out for the remainder of the game, of course. The later half of the session was spent getting high with some stoner Carcosans. Dion joined the game this session, and was a fixture in the campaign for a long time to come, playing Ulfire Sorcerer Asha-Rea. His character used the distraction of everyone getting high off their ass to steal some Jale Lotuses to sell later. A quiet session, but they can’t all be loud.</p>
<p><a href="/masters-of-carcosa/session-5/">You can contrast the recap that follows with my Carcosa-style hex descriptions.</a></p>
<p><strong>Players:</strong></p>
<ul>
<li>Dion: Asha-Rea, Ulfire Woman Sorcerer</li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Renoir, Red Man Fighter</li>
<li>Eric Boyd: Orange Julia, Orange Woman Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party is in Invak, returning after vanquishing the cultists to the North.</li>
<li>They elect to escort two of the bone from the the Citadel of Decline back home.</li>
<li>Get lost on the way there, ending up South of Invak.</li>
<li>Encounter Jale Slavers on the road. 17 in total and they look like bad asses.</li>
<li>The party books it, escaping into the wilderness. They are forced to abandon a pack animal to do so.</li>
<li>They spend the night in the wilderness and then head back to Invak.</li>
<li>Once more, the party heads North West towards the citadel.</li>
<li>The trip is uneventful, but on the way there hey find two caves to explore later.</li>
<li>The citadel is as it was before. Lots of sad sack bone men and women.</li>
<li>The party hears a rumour of a citadel to the south the bone men avoided when they stumbled upon this castle many years ago. This other citadel was also abandoned, but covered in sigils and markings that left everyone feeling disturbed. The scouting party who ventured within claimed to see a book of foul sorcery that so terrified them they turned and ran he moment they set their eyes upon it.</li>
<li>The party rests the night and heads towards Invak, stopping at cavern on the way.</li>
<li>It&rsquo;s home to stoner brown men, who snort Jale lotus and receive visions.</li>
<li>The characters decide to get high with the Brown Men.</li>
<li>Orange Julia learns of a Sunken Temple filled with Amphibious Ones held in Stasis.</li>
<li>Renoir learns of a Forlorn Citadel.</li>
<li>Usha Ray sneaks some Jake Lotus while everyone is busy getting high.</li>
<li>The party returns to Invak.</li>
<li>The apothecary examines water from the Citadel of a Decline, and informs the party that the water is full of human filth and dead humans. He suggests they don&rsquo;t drink it.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>3 Jale Lotuses - 3 x 200 = 600GP﻿</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-5/"/>
    <published>2025-12-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-4/</id>
    <title>Masters of Carcosa - Session 4</title>
    <updated>2025-12-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Almost a full month since our last game! The fastest way to kill a campaign is to miss games, and playing every week meant that a missed game had an oversized impact. I’m impressed the Carcosa game managed to last as long as it did, as I was a bit too quick to reschedule when I was a little busy or tired.</p>
<p>Reading the comments I see that at this point I still didn’t have a clear procedure for wilderness travel I was happy with. I suspect I was just using travel times from OD&amp;D and winging it. Before the next session I would <a href="/masters-of-carcosa/adventuring/">settle on Hazard Die based procedures</a>, borrowing from how <a href="https://necropraxis.com/">Brendan</a> ran his games. Earlier that year (2014) Brendan wrote two seminal blog posts: <a href="https://necropraxis.com/2014/02/03/overloading-the-encounter-die/">Overload the encounter die</a> and <a href="https://necropraxis.com/2014/05/22/proceduralism/">Proceduralism</a>.  I joke that I am part of the OSR that is obsessed with Adventure Time, but I’m also part of the OSR that is obsessed with procedures of play. It felt like everyone read Torchbearer, didn’t want to play it, but did want to add procedures and downtime to their games.</p>
<p>In this session the players decided to attack the Orange Man Citadel to the North. They were aware the citadel was an ally of their enemies the slavers, that they apparently ran gladiatorial games. Evan using his teleporting laser gun to teleport the Frog God away was great conclusion to the fight, as it meant the Frog God was now wandering the wilderness alongside the players. I added the Frog God to my encounter table. My encounter tables would slowly grow and change based on the actions of the players each session. Will the frog show up in a future session?</p>
<p>The players found a “strange metal collar with buttons and lights (Treasure #1)”. The players had to figure out what the magic items (or super science) they found did. I had a list of items so I wouldn’t forget. Treasure #1 was a truth collar the space aliens used for interrogation. Will the players figure out what it’s for?</p>
<p>I don’t recall if Nick named his character or not. He was killed this session. His previous character, Horace, was killed in the session 2, the previous game he played. The game was a bit of a meat grinder.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: ???, Orange Man Fighter</li>
<li>Eric Boyd: Gux, Yellow Man Fighter</li>
<li><a href="https://gamepieces.blogspot.com/">Evan</a>: The Spangled Inquiry, Bone Man Sorcerer</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
</ul>
<p><strong>Recap:</strong> </p>
<ul>
<li>The rainbow connection were resting in the cavernous castle, home to the Ideal of Decline and his sad group of Bone Men. They debate heading North back to the Putrescent Pits, or South in Invak to help start some sort of alliance between the two towns.</li>
<li>The party suggest to the Ideal of Decline that they abandon their crazy castle and come live in Invak.</li>
<li>He is wary of the idea, but sends 6 of his Bone men with the party to investigate the town and report back.</li>
<li>In Invak the party meet with the Speaker of All Graces, and decide that it’s the red moon and they should save those slaves.</li>
<li>The Speaker of All Graces is always down for fucking with slavers, and provides one of his best lieutenants and 40 men to help the party.</li>
<li>Organina recruits another 7 Orange Men from the refugee quarter to help as well.</li>
<li>The party head north to the Orange Man Citadel, home to cultists famous for feeding the winners of their gladiatorial games to their spawn god.</li>
<li>The citadel seems strangely abandoned.</li>
<li>The party does some scouting, and then attempts to scale the walls.</li>
<li>The grappling hooks alert two Orange Men inside.</li>
<li>A crazy fight breaks out—I bet Zak has some rules for mass combat in Vornheim I could have used here.</li>
<li>The Orange Men have laser guns, but are about as good a shot as Cobra.</li>
<li>Things are overwhelmingly going the parties way until the interior doors to the citadel are opened, and the giant spawn god, a huge feathered frog with a beak, lets out a croak that scares most everyone in the battle.</li>
<li>A small number of reinforcements join the fight, but in the end they are also put down quite quickly.</li>
<li>Nick’s character is eaten by the terrible toad.</li>
<li>The Spangled Inquiry had been shooting at the frog with his teleportation ray for several rounds, finally hitting the beast when it was perhaps almost dead. The beast disappeared into the wilderness, and presumably ran off.</li>
<li>Searching the citadel reveals a stash of valuable gems.</li>
<li>The Speaker&rsquo;s lieutenant gives the party the first 3 gems (100 GP, 5000 GP, 5000 GP). &ldquo;The Speaker of all Graces would thank you for pushing us to finally finish these slavers off. I will do so in his stead: 100 GP a slaver to your strange troupe. The remaining treasure we split evenly. The money due to the dead will be given to our home Invak. I will keep 35 men here with me to secure the fort these slavers wasted with their idiocy. My remaining men will head south with you and he freed slaves to report to the Speaker of all Graces. Tell him to send word of what he wishes to do here.&rdquo;</li>
<li>35 Bone Men and the lieutenant stay behind in the citadel, the party returns to Invak the next day.</li>
<li>There was much rejoicing.</li>
</ul>
<p><strong>Resources of Note Used:</strong></p>
<ul>
<li>Gus fired his bazooka twice.</li>
<li>Evan fired the teleportation ray 4 times.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>14 slaves freed.</li>
<li>Contents of Citadel:
<ul>
<li>60 GP</li>
<li>19 Gems: 100 GP, 5000 GP, 5000 GP, 500 GP, 500 GP, 50 GP, 500 GP, 1000 GP, 500 GP, 500 GP, 1000 GP, 500 GP, 1000 GP, 500 GP, 1000 GP, 500 GP, 1000 GP, 500 GP, 500 GP (20150 GP)</li>
</ul>
</li>
<li>2 power cells.</li>
<li>4 laser guns (unknown charges)</li>
<li>Strange metal collar with buttons and lights (Treasure #1)</li>
</ul>
<p>There are 52 people on this adventure: 368 GP each, or there about. 1100 GP for killing slavers split 4 ways is 275 GP. So each player gets 643 GP.</p>
<p><strong>Monsters Defeated:</strong></p>
<ul>
<li>11 crazy Orange Man Cultists (and slavers)</li>
<li>1 Spawn of Shub-Niggurath, a huge toad﻿</li>
</ul>
<hr>
<p>It’s funny reading all the “who will run next week” chatter. This Monday night spot was a hot commodity. You can see I didn’t have any concrete treasure rolled for the citadel, I figured things out retroactively. I was all about just in time prep, which worked until it didn’t.</p>
<ul>
<li><strong>Eric Boyd</strong> (2015-01-27 05:16): Player Notes: We need to write an easy-to-sing ballad about killing slavers, so our motives are clear when we show up in situations like this. </li>
<li><strong>Ramanan S</strong> (2015-02-02 02:36): I still owe you guys: loot, a players map of the region, and better rules for wilderness travel!</li>
<li><strong>Ramanan S</strong> (2015-02-07 20:59): Still behind on things. I asked to see if Bryan Mullins can run next weeks game as well.</li>
<li><strong>Bryan Mullins</strong> (2015-02-07 21:39): Just got out of work, sorry no quick replay Ramanan S. I&rsquo;ll post an invite for that game (the 9th) tonight.</li>
<li><strong>Ramanan S</strong> (2015-02-10 05:24): [Ram figures out the treasure for the session, finally. There is lots.]</li>
<li><strong>Bryan Mullins</strong> (2015-02-10T05:38:34.431Z): Damn, thats the one I missed!</li>
<li><strong>Ramanan S</strong> (2015-02-10 05:42): They raided that orange man citadel to the north to free slaves, bolstered by a militia from Invak. My notes for that citadel were a small map and stats for the frog God, which is why I didn&rsquo;t have treasure handy at the time. I wasn&rsquo;t sure how to allocate it till I saw Courtney Campbell&rsquo;s post about treasure types today and that seemed like the obvious thing to do.</li>
<li><strong>Eric Boyd</strong> (2015-02-10 06:41): clarifying: is the party splitting 10,100 GP of gems four ways?</li>
<li><strong>Ramanan S</strong> (2015-02-10 11:03): The party splits their 3 gems worth 1100 GP between the 4 of them. It&rsquo;s like a bonus or finders free or something. ﻿For simplicity we can just assume the Speaker of all Graces in Invak can swap the gems for currency.﻿</li>
<li><strong>Ramanan S</strong> (2015-02-10 12:04): My current thinking is that &ldquo;gold&rdquo; is ancient super hardy metal coinage from some bygone era. So it all looks pristine and new, and most Carcosans don&rsquo;t have the tech to mint new coins or mess with the old ones. So they are a good hard to counterfeit common currency. Thoughts?</li>
<li><strong>Ramanan S</strong> (2015-02-11 04:55): Bryan Mullins Am I running stuff on the 23rd (normally when my next slot would be), or this Monday (normally your spot, but you covered for me so I don&rsquo;t know if you need / want a break or not). Let me knows.</li>
<li><strong>Bryan Mullins</strong> (2015-02-11 05:05): Um&hellip;lets say that I just did you a favor so you could get up to speed? Ultimately, I&rsquo;d like to see Richard come into the rotation so that I can rest my Monday game more often. Sorry, side track. I&rsquo;ll be ready and running for Monday the 16th, and you&rsquo;ll be back on for the 23rd. Sound okay?</li>
<li><strong>Ramanan S</strong> (2015-02-11 05:06): Yeah, perfect!</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-4/"/>
    <published>2025-12-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-3/</id>
    <title>Masters of Carcosa - Session 3</title>
    <updated>2025-12-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/putrescent-pits-maps.jpg" alt="Map of my future megadungeon"></p>
<p>The party had been told rumours that there were healers to the south that could heal <a href="https://alldeadgenerations.blogspot.com/">Gus’s</a> character of his terrible mutations. (You may recall that was his first character’s fate in <a href="/blog/masters-of-carcosa-session-1/">our first session</a> of the game.) The party ignored those rumours last session, but decided to pursue them this time. Bryan’s character came out of <a href="https://character.totalpartykill.ca/carcosa/">my random generator</a> with a tattooed map on his skin: a map to the mega-dungeon I had imagined I would run, whose name appears in Hex 1109 of <em>Carcosa</em>: <em>On the northern slopes of the mounds are the yawning pits that lead down to the infamous and deadly Putrescent Pits of the Amoeboid Gods</em>.</p>
<p>I would occasionally  seed more rumours in the alternate future restocking tables I would create after each session, as part of my recaps. For example, in the recap for this session I wanted to let the players know that another group as aware of the Putrescent Pits of the Amoeboid Gods and would explore it even if they did not:</p>
<blockquote>
<p>A caravan makes its way North. The men and women ride lumbering lizards and have several days worth of supplies. They have a map leading to the Putrescent Pits of the Amoeboid Gods.</p>
</blockquote>
<p>When I would post the invites to the games on Google+ I would try and include these open threads and rumours so the players had some rough ideas for things they could do. There was no overarching “plot” for the campaign, I was curious where the players would take play. It turned out, not to the Putrescent Pits of the Amoeboid Gods, so I’m glad I only ever drafted the first level.</p>
<p>This session the party learned a little more about the Jale Slavers, stumbling upon some escaped slaves. I created specific encounter tables for the rough regions I had imagined the hexes could be grouped into. Because this area was home to the Jale Slavers, there were entries tied to them. The first session the players had rolled to encounter some slavers after after they had sold off their slaves. This session the rolled and encountered some escaped slaves. They wouldn’t find the slaver’s base till the tail end of the campaign.</p>
<p>The men on standing upon the giant plinths come from the Carcosa book. A couple sentences describe the scene, which I extrapolated from. I love the short pithy hex descriptions of Carcosa. From these men Gus learned his character could be cured by heading far to the North. I had imagined this might lead the characters out of this region, but Gus didn’t even like the character they were trying to cure, so that thread was left alone.</p>
<p>The party discovered The Castle of Decline, home to a group of sad-sack Bone Men. One of the first groups outside of Invak the party would end up befriending. If I recall correctly, they eventually convince the Bone Men to abandon their home and join them in Invak. (Easy enough, since their home sucked.)</p>
<p>The session ended with the briefest exploration of the Putrescent Pits of the Amoeboid Gods. They might have explored a handful of rooms before us having to end the session. They would never return!</p>
<p><a href="/masters-of-carcosa/session-3/">You can contrast this recap with my Carcosa style one.</a></p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li>Eric Boyd: Orange Julia, Orange Woman Fighter</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Mr. Smyth, White Man Fighter</li>
<li><a href="https://necropraxis.com">Brendan</a>: Missave Rage, Yellow Women Fighter </li>
<li><a href="https://www.paperspencils.com/">Beloch Shrike</a>: Orange Man Fighter</li>
<li>Bryan Mullins: Gloss-o-lalia (Lalia),  Dolm Woman Sorcerer</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The party ventures south west in search of healers for Mr. Smyth</li>
<li>Just before dusk they encounter some escaped slaves, orange men who have fled the slaver city.</li>
<li>They reveal the slaves that aren&rsquo;t taken to be sold are poorly chained up outside the citadel, beaten and kept in a weakened state, and guarded by men and women who ride dinosaurs.</li>
<li>No one else in town is escaped from the Jale Men&rsquo;s citadel, so this is a pretty remarkable situation</li>
<li>The party sends them on their way with food and continues south west.</li>
<li>They see a tall pillar reaching out toward the sky. As they get closer they can see a smaller 40&rsquo; pillar of smooth poured stone next to the matching larger one. On top of this pillar is a Jale man. The party speaks with him briefly, and he sends them East where a White Man is supposed to be.</li>
<li>Continuing they encounter a Black Man who they speak to briefly. They learn a little bit about his life via Brendan’s character’s ESP. </li>
<li>They ignore all other pillars till the teach the White man. The party pretends Mr. Smyth is a mute, for the fear his mind will be controlled by the mystic.</li>
<li>The mystic can’t cure Mr Smyth’s mutation, but can offer up prophetic visions via dreams.</li>
<li>The party sleeps for the night, and Mr Smyth learns of a dungeon to the North where his cure might be found. He sees the entrance to a dungeon, choked with dead bodies, beyond which lies a Serpent Man.</li>
<li>Fuck travelling to the North for a character Gus doesn’t even like. The party heads back to Invak, and plans to head North to the Putrescent Pits of the Amoeboid Gods.</li>
<li>Along the way they avoid a group of White Men marching away to the East, along a river to the North.</li>
<li>The party heads West and finds a strange citadel full of Bone Men.</li>
<li>The Bone Men seem to be having a shitty time: some of them have recently died due to some issue with their water supply, others from a strange cyborg to the West, and some from capture by the slavers.</li>
<li>The party heads to the Putrescent Pits of the Amoeboid Gods, but only explores it briefly.</li>
<li>They fight a Spawn of Shub-Niggurath  and call it a day.</li>
</ul>
<p>Tressure:</p>
<ul>
<li>Spawn Guts (to be claimed for reward in Invak)</li>
</ul>
<p>Monsters Killed:</p>
<p> - Spawn of Shub-Niggurath﻿</p>
<hr>
<p>At the time I thought the session might have been boring, but reading the recap and thinking back on everything the players managed to do, I have no idea why I thought that was the case. There is some more logistics around who will run something next. I realize now it was Bryan and I trading turns running because Brendan and Nick wanted a break. (Brendan was running his dungeon &amp; rule set The Final Castle, which remains unpublished to this day!) Chris was a new player, who would join our games for a little while, on and off.</p>
<ul>
<li><strong>Ramanan S</strong> (2014-12-24 - 02:09): Sorry if that session turned out boring. My plan is to get organized over the break. I realize now that my biggest road block to being a successful DM is not a lack of rules mastery, but being really boring and/or bad at describing things. I&rsquo;m having fun anyway. Hah! Brendan S You can run all my Monday games till you are busy again. So the next one (29th) is yours. (Maybe that&rsquo;ll be the only one you have a chance to run again?)</li>
<li><strong>Eric Boyd</strong> (2014-12-24 02:10): My character is Orange Julia — she hails from Fuudkaht.</li>
<li><strong>Gus L</strong> (2014-12-24 2:12): Nah it was a great session, the stylites seemed mildly terrifying.</li>
<li><strong>Ramanan S</strong> (2014-12-24 02:15): I learned a new word. They are medium tough, but there are 5 of you …. I realize that all these &ldquo;tough&rdquo; solo monsters are actually rarely a serious threat due overwhelming numbers on the players side. I don&rsquo;t think any of the spawn for example have given you much trouble except for that plant one the sorcerer released last session.</li>
<li><strong>Bryan Mullins</strong> (2014-12-24 02:42): I feel like 5 to 7 first level characters can do a lot vs pretty nasty monsters. If you account for some attrition&hellip; ﻿Also. I&rsquo;m enjoying the game because the feel is that we&rsquo;re all finding out what&rsquo;s happening as a group. That&rsquo;s a feature, not a bug &hellip; at least for me.</li>
<li><strong>Brendan S</strong> (2014-12-25 22:03): For the 29th, if people are interested I would be down with running The Final Castle rules. Magic would be W&amp;W. Probably some other dungeon though, because The Final Castle main dungeon needs more work.</li>
<li><strong>Chris G</strong> (2014-12-31 05:44): When is the next session? I love the hex-key-as-session reports.</li>
<li><strong>Ramanan S</strong> (2014-12-31 12:47):  Thanks. This coming Monday is Brian&rsquo;s game, probably. I&rsquo;ll be the Monday after that. Unless Brendan is running something again. He may be less busy at the start of the term.</li>
<li><strong>Ramanan S</strong> (2015-01-03 05:38): Brendan S do you want to run something again on the 12th?</li>
<li><strong>Brendan S</strong> (2015-01-03 06:21): The 12th I actually have some other commitments. I might still be able to play, but it is uncertain, so I shouldn&rsquo;t run that day.</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-3/"/>
    <published>2025-12-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-2/</id>
    <title>Masters of Carcosa - Session 2</title>
    <updated>2025-12-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-caverns-lotus.jpg" alt="map of carverns"></p>
<p>My <a href="/blog/masters-of-carcosa-session-1/">first session of Masters of Carcosa</a> only included 2 players, <a href="https://alldeadgenerations.blogspot.com/">Gus</a> and Eric. I was a little worried the game wouldn’t catch on, but the next session included 6 people! This was basically the <a href="/play-report/pahvelorn-1/">Pahvelorn</a> crew, along with the lovely Bryan Mullins. Players would change from sessions to session. A true open table! These were all the rage in the early 2010s. The parties home base was the town of Invak, and they were expected to end sessions somewhere safe. This typically ended up being Invak, as its leader and his bounties was one of the few sources of gold in the game.</p>
<p>This session sees the introduction of the parties primary antagonists for the entire campaign, the Jale Slavers. There were lots of factions playing around in the background, but I was far too coy with them in hindsight. I wrote about this a long time ago, inspired by some writing from Vincent Baker: <a href="/blog/have-them-act/">Have Them Act</a>. I had intended to do something different than XP-for-Gold with this game, as in my mind Carcosa wasn’t a setting that fit that adventure framing. What ended up happening was I never figured out a new scheme, the leader of Invak would pay for the heads of Jale Slavers, and so the game because all about hunting the slavers and chopping of their heads. Blood Meridian, but in Carcosa. (Except the party would actually kill slavers, not any old person.) A few sessions latter the party would liberate the settlement mentioned in the note they found on the first slavers they killed. I would try and litter clues about wider world whenever I could. With a hex crawl you want to give people reasons to explore the setting.</p>
<p>The second half of the session saw the players exploring a little dungeon I created, looking for supplies for their towns alchemist. I made several small dungeons to litter the environment with, and I’m pretty sure I just followed to see which weird cave system they encountered.</p>
<p>In the session <a href="https://gamepieces.blogspot.com/">Evan’s</a> character is shot by a ray gun and disappears. I didn’t tell him his character wasn’t vaporized till the start of the next round of combat, when he found himself on the surface, shot by a teleport gun. The sorcerer that shot him would eventually retreat to the surface as well, ending up dead at Evan’s character’s hands. I originally thought my rules for <a href="/blog/eating-sorcerer-brains/">eating sorcerer brains</a> to gain power predated Evan’s character eating some sorcerer brains, but it was the other way around. He figured a weird bone man sorcerer would eat his enemies brains for power, so I made some rules for what would happen after the fact. House rules from play: that’s the juice.</p>
<p>Eric’s first character was killed this session, to be replaced by the infamous Orange Julia. She would survive till the campaign ended.</p>
<p>You can contrast these notes with <a href="/masters-of-carcosa/session-2/">the Carcosa style recap I wrote</a>.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://necropraxis.com/">Brendan</a>: Missave Rage, Yellow Women Fighter </li>
<li>Bryan: Gloss-o-lalia (Lalia), Dolm Woman Sorcerer</li>
<li><a href="https://www.paperspencils.com/">Nick</a>: Horace, Blue Man Fighter</li>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus</a>: Normangina, Yellow Woman Fighter</li>
<li><a href="https://gamepieces.blogspot.com/">Evan</a>: The Spangled Inquiry, Bone Man Sorcerer</li>
<li>Eric: Gux, Yellow Man Fighter</li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The Rainbow Connection, now joined by some new friends from the town on Invak, decide to make some cash exploring the region for Desert Lotuses, which the apothecary The Falling Flower will happily buy. </li>
<li>2 hours out of town, to the North East, the party encounters a band of 5 over-confidant Jale Slavers while looking for Desert Lotus filled caverns.</li>
<li>They initially parlay, but then realizing that slavers without slaves are probably carrying currency decide to attack.</li>
<li>They make reasonably quick work of the slavers, with minimal injuries. They find manifest for 14 sold slaves and 700 GP in the Citadel of ???? to the North.</li>
<li>For their efforts they are rewarded by The Swift and Silent Beginning, the leader of Invak, with an additional 500 GP for each dead slaver and 100 GP for recovering this manifest.</li>
<li>The rest for the day—for no mechanical benefit, harsh Ram—and head out again in search of caverns.</li>
<li>Heading South West they come across a small opening that leads into a bigger cavern. It&rsquo;s damp and dewy, and seems like a prime candidate for being filled with weird flowers that don&rsquo;t need light to grow because they are so magical of course.</li>
<li>Venturing South they find an empty camp site, that seems to have been recently used. </li>
<li>To the West they stumble upon an obvious pit trap. Exploring the cavern below they find what they thought were flowers, but turned out to be some strange plant that would knock out those who lingered too long.</li>
<li>Resting in the room with the pit trap after all this exertion, some strange insectoid beasts ambled down off the ceiling.</li>
<li>The party retreated to the North, the creatures uninterested in pursuit.</li>
<li>Heading west the party finds their first Lotus, a blue flower.</li>
<li>Further West still they stumble upon Purple Men cultists, dragging an Orange couple.</li>
<li>There is some arguing, cut short by a blast from a Bazooka.</li>
<li>A purple man sorcerer enters the fray from a room to the West. He shoots Evan&rsquo;s character with a ray, and he is teleported to the surface.</li>
<li>As the tide turns the sorcerer retreats into back into his room. He frees a giant plant Spawn and then shoots himself with his ray.</li>
<li>The purple men turn to flee. Two manage to escape.</li>
<li>On the surface, Evan&rsquo;s character and the sorcerer grapple, but Evan&rsquo;s character is victorious. He feasts on the brain of his foe.</li>
<li>The battle is long and hard, Horace is cut down by a Purple Man, Gux is killed by a strange plant Spawn.</li>
<li>The party explore the sorcerers abode, and find strange alchemical supplies and a ladder and hatch that lead to the surface.</li>
<li>They return back to town!</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>5 whips (how many did you guys keep?)</li>
<li>5 swords (ditto)</li>
<li>5 pieces of armour (10 x 5 = 50 GP)</li>
<li>700 GP from slavers</li>
<li>600 GP reward for killing them</li>
<li>Blue Lotus - 100 GP</li>
<li>6 White Lotus - 100 x 6 = 600 GP  </li>
<li>Dead Spawn Guts - 100 GP</li>
<li>Alchemical Supplies - ???</li>
<li>Reptilean Armour - Looks badass, and grants 16 AC</li>
<li>Teleportation Ray   
<ul>
<li>Unknown number of charges remain, if any.   </li>
<li>Unclear if the ray sends someone to the same place, or some fixed distance.</li>
</ul>
</li>
</ul>
<p><strong>Monsters Killed:</strong></p>
<ul>
<li>5 Jale Slavers</li>
<li>7 Purple Men Cultists</li>
<li>1 Purple Man Sorcerer</li>
<li>1 Spawn﻿</li>
</ul>
<hr>
<p>I’m not sure I’ll always include the comments from the session recaps, but in this case you can see us discussing rules, world building, etc.</p>
<ul>
<li><strong>Ramanan S</strong> (2014-12-02 05:47 UTC): So glad to play with you all. If you have ideas for what I should be doing differently let me know. I&rsquo;m still trying to figure stuff out. Let me know your characters names, or if there is anything of note I missed in the recap. I will let you guys know what&rsquo;s on the map Bryan Mullins&rsquo;s character started with. And I&rsquo;ll give you the name of the citadel the manifest mentioned. You are all aware of the place: &ldquo;A castle of Orange Men to the North run a gladiatorial arena of sorts: there are no prizes and the winners of the games are fed to the Spawn of Shub-Niggurath the Orange Men worship as a god.&rdquo;</li>
<li><strong>Eric Boyd</strong> (2014-12-02 05:47 UTC): My dead character was Gux, a ST17 IN7 Yellow Man. New character is Orange Julia, WI17 CO16 and Cell Adjustment. No pic yet.</li>
<li><strong>Beloch Shrike</strong> (2014-12-02 06:01 UTC): My new character&rsquo;s name is Alfred.</li>
<li><strong>Ramanan S</strong> (2014-12-02 06:05 UTC): The apothecary will pay 200 for the alchemical supplies, though he already has everything he needs to work with these plants.</li>
<li><strong>Bryan Mullins</strong> (2014-12-02 07:34 UTC): Gloss-o-lalia. or Lalia</li>
<li><strong>Eric Boyd</strong> (2014-12-02 08:07 UTC): I DECLARE THAT ORANGE PEOPLE ARE OVERSIZED OOMPA LOOMPAS.</li>
<li><strong>Bryan Mullins</strong> (2014-12-02 08:25 UTC): Lalia kept a whip, she likes the reach as an option. Still, she was obsessed with her battle axe this session.</li>
<li><strong>Ramanan S</strong> (2014-12-02 14:37 UTC): I think a few people have whips. Anyway, they are probably a few GP each so they aren&rsquo;t going to have a big effect on how much XP/GP you end up with.</li>
<li><strong>Gus L</strong> (2014-12-02 17:32 UTC): I kept a obsidian sword as a backup weapon.</li>
<li><strong>Gus L</strong> (2014-12-02 17:34 UTC): As a possible rules tweak have you considered weapon traits? To differentiate them? Cleave for axes, armor pen for maces etc?  It doesn&rsquo;t really matter, but is an idea.</li>
<li><strong>Mike Davison</strong> (2014-12-02 19:52 UTC): Are you open to new players Ramanan S ?</li>
<li><strong>Ramanan S</strong> (2014-12-02 19:53 UTC): Yeah, though the people we normally play with would have preference. I&rsquo;m basically just filling in DM duties while Beloch Shrike and Brendan take a break. Bryan Mullins is doing the other week.</li>
<li><strong>Beloch Shrike</strong> (2014-12-02 19:56 UTC): Despite the deluge of players we had last night, attendance on Monday night has been flagging for awhile. We could use a new player or two in the group.</li>
<li><strong>Ramanan S</strong> (2014-12-02 19:58 UTC): Not too keen about adding too much in terms of additional rules. I don&rsquo;t mind if people have weird weapons that are mechanically identical, honestly. One of the things I like about OD&amp;D. Though, could steal rules from 5e about that. (Could also just run 5e really, but I thought it&rsquo;d be good to run something turbo simple to start.)</li>
<li><strong>Gus L</strong> (2014-12-02 20:28 UTC): Yeah totally get that, the question I have though is how does this interact with fumble as weapon breakage?  If a broken weapon is functionally the same as a good one how does the fumble work?</li>
<li><strong>Ramanan S</strong> (2014-12-02 22:07 UTC): Yes, good point. I mean, in this game Brendan&rsquo;s weapon just shattered and that was that. Need to think of clearer rules. Was thinking of just stealing from Dark Sun, where some materials cost more and do less or more damage, and are less or more likely to break. Though doing things based on costs seems to scale poorly, people end up with cash quickly. So could probably have things balance against each other. (Bone is +1 to hit, but more prone to break or something.) Need to think more about money in general. Should maybe switch to XP for CP recovered, and keep costs besides room and board the same GP values. So most stuff is rare and very expensive. Not sure if that actually makes sense or would be playable.</li>
<li><strong>Eric Boyd</strong> (2014-12-02 22:44 UTC): XP for copper ceramic pieces worked for Dark Sun. You do need a nice big price list with plenty of cheaper items on it.</li>
<li><strong>Ramanan S</strong> (2014-12-02 22:48 UTC): Yeah, that&rsquo;s what i&rsquo;m thinking. I need to figure out what the rules we are playing with actually are. Then it&rsquo;s go time! Hah.</li>
<li><strong>Bryan Mullins</strong> (2014-12-02 22:55 UTC): I have the same feeling, for the Blackmash game&hellip;I&rsquo;d never used LotFP&hellip;but it looks simple. I think by the end, I&rsquo;ll be running some other system because the LotFP is going to get hacked up pretty bad.</li>
<li><strong>Eric Boyd</strong> (2014-12-02 23:23 UTC): We&rsquo;re all pretty adept at swapping between systems at this point; DMs, please don&rsquo;t feel a need to cast the rules in stone.</li>
<li><strong>Ramanan S</strong> (2014-12-02 23:25 UTC): Yeah, no doubt. I mean, I think we are all used to playing something vaguely &ldquo;D&amp;D&rdquo;. It certainly makes DMing much simpler.</li>
<li><strong>Gus L</strong> (2014-12-03 01:39 UTC): You could do something like the upkeep rules and carousing I&rsquo;ve been using.  Like basic upkeep is near free and spending more get session only bonuses (rerolls, extra HP, etc) it eats the money of the cautious.</li>
<li><strong>Eric Boyd</strong> (2014-12-03 02:32 UTC): I really like Gus&rsquo; Apollyon upkeep rule. It scales nicely with level: the 15gp for +1 HP options are awesome at 1st, not so much at 3rd or 4th.</li>
<li><strong>Eric Boyd</strong> (2014-12-03 02:38 UTC): [a bunch of math splitting all the gold for XP]</li>
<li><strong>Brendan S</strong> (2014-12-03 03:13 UTC): By &ldquo;stumble upon&rdquo; I think you mean cleverly find.</li>
<li><strong>Brendan S</strong> (2014-12-03 03:15 UTC): For a rainbow connection there&rsquo;s a lot of yellow going on. I think we need to buy recruit some followers to up our diversity before we are found out as frauds.</li>
<li><strong>Brendan S</strong> (2014-12-03 03:18 UTC): I think dCarcosa would overwhelm any mundane weapon differentiation so why bother? Also we will soon all have space alien ray guns. Right?</li>
<li><strong>Brendan S</strong> (2014-12-03 03:20 UTC): Thanks for the XP summary Eric Boyd (also: note to self, XP incorporated).</li>
<li><strong>Eric Boyd</strong> (2014-12-03 03:50 UTC): Count&rsquo;s Dolm, Bone, 2x Yellow, 2x Orange after battle casualties. Also I&rsquo;ve got Telsa the Yellow Woman and Bolgo the Black Man from the funnel still, and Gus has one more surviving funnel dude I think.</li>
<li><strong>Gus L</strong> (2014-12-03 04:30 UTC): Yeah Mr. Smyth, the greedy radiation poxed white man in carved wooden demon armor.</li>
<li><strong>Evan Webber</strong> (2014-12-09 04:12 UTC): My bone man sorcerer is named The Spangled Inquiry, and I&rsquo;m wearing that snake armour now, and I didn&rsquo;t tell anyone about the ray gun though I assume someone would have noticed. And I consumed the brain of the Purple sorcerer and I&rsquo;m assuming that yields great benefits but you can let me know, Ramanan.</li>
<li><strong>Evan Webber</strong> (2014-12-09 04:15 UTC): But since I&rsquo;m travelling and need to miss the next session someone can borrow the ray gun.</li>
<li><strong>Ramanan S</strong> (2014-12-09 04:16 UTC): The teleportation ray? Yeah, i&rsquo;d assumed people would know it was on the guys person when he died. I&rsquo;ll think about the benefits of eating sorcerer brains.</li>
<li><strong>Gus L</strong> (2014-12-09 04:34 UTC): Have you considered? <a href="http://www.lastgaspgrimoire.com/lets-see-whats-been-on-your-mind/">http://www.lastgaspgrimoire.com/lets-see-whats-been-on-your-mind/</a></li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-2/"/>
    <published>2025-12-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-1/</id>
    <title>Masters of Carcosa - Session 1</title>
    <updated>2025-12-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/masters-of-carcosa-map.jpg" alt="My carcosa hex map"></p>
<p>When I was running <a href="https://save.vs.totalpartykill.ca/masters-of-carcosa/">my Carcosa campaign</a>, I would post session recaps on my blog in the form of hex descriptions written as if they came straight from the book. Each session had additional descriptions for each hex the characters explored, and I also included a random ‘restocking’ table. Three of the entries in the table would present alternative endings to the session the players just played, with the forth being the true ending. This was all very cute, but I also kept traditional notes of what happened so myself and the players could refer back to them later. These were posted to G+, where you can still read them today.</p>
<p>Oh wait.</p>
<p>I’ve been meaning to repost these session reports for a while. <a href="https://www.paperspencils.com/">Nick</a> downloaded my Carcosa community before G+ imploded, and the export has been sitting on my computer for ages as XML &amp; JSON I never had the time to turn into Markdown. But now computers can do a so-so job programming for you, so I have text that’s pretty close to cleaned up Markdown. I’ll take it.</p>
<p>This is the first session of my Carcosa crossed with He-Man campaign. I ran it for a little over a year, playing every other week, give or take. The rules were OD&amp;D, and we all were figuring out how to run a hex crawl as we went. It was a lot of fun. Perhaps the most fun I’ve had running a game?</p>
<p>This was my first time DM’ing since I was a teenager. I was certainly nervous. <a href="https://necropraxis.com">Brendan</a> took a break from running Pahvelorn, and I took over the spot every other week. (I think Nick might have been running the other week.) <a href="/play-report/pahvelorn-1/">Pahvelorn</a> was certainly a hard act to follow. <a href="https://necropraxis.com/2012/07/04/pahvelorn-20-rules-clarifications/">Brendan’s megadungeon campaign</a> was incredible, and really inspired how I ran this campaign.</p>
<p>Carcosa is a hex crawl, and my expectation was players would wander the wilderness session to session. This happened for the most part, but party didn’t stray too far from their home base. The party were called the Rainbow Connection, a travelling acting troupe. (This was rolled up using my crowdsourced <a href="https://save.vs.totalpartykill.ca/blog/why-are-we-together/">“why are we together”</a> table.) During the first session the players explored a dungeon I created, an abandoned space alien outpost. They released one of the main antagonists of the game, a Bone-Man sorcerer. He would get more and more powerful while they were distracted by the faction they would come to hate the most, the dirtbag Jale Slavers.</p>
<p>You can contrast these notes with <a href="https://save.vs.totalpartykill.ca/masters-of-carcosa/session-1/">the Carcosa style recap I wrote</a>.</p>
<hr>
<p><strong>Players:</strong></p>
<ul>
<li><a href="https://alldeadgenerations.blogspot.com/">Gus L</a> </li>
<li>Eric Boyd </li>
</ul>
<p><strong>Recap:</strong></p>
<ul>
<li>The Rainbow Connection, a travelling acting troupe, were attacked and captured by a strange spherical robot while travelling through the wastes of Carcosa. They awake outside an alien outpost surrounded by bodies in various states of decay and mutation. Behind them lays a mysterious alien outpost, in front of them more nondescript wastes.</li>
<li>They feel woozy and lethargic.  Searching the area they find random knickknacks, but also quickly realize everyone now dead is horribly mutated in some way.</li>
<li>Lacking proper supplies for an aimless overland trip they venture into the outpost.</li>
<li>Opening some large garage doors the party comes face to face with their captor. The robot rests in what looks like a bay of some sort, ignoring them. They back away and leave the robot alone. The second door into the base takes them into a small room.</li>
<li>The base is quiet, and seemingly empty.</li>
<li>There is still something powering it: the hallways are lit, and random computer screens flash strange inscrutable messages.</li>
<li>Venturing further into the base the party finds a large open work area that looks to be unused.</li>
<li>The party quietly explore. A room that looks to be another entry way to the complex contains nice warm furs for everyone to wear, but is otherwise bare.</li>
<li>The next door the group opens reveals a room full of rock specimens: some look to be quiet valuable. They are all stored behind glass, that feels a bit warm to the touch. The greedy Mr. Smith opens up the glass to get a closer look, and suffers a terrible mutation for his trouble: he now stinks thanks to some newly grown boils on his body.</li>
<li>The next room the party discovers is filled with crates, but also a strange Spawn—a blue hexapod with a gaping circular maw. They make quick work of it, and end up with a Bazooka of some sorts for their efforts.</li>
<li>The party avoided one Jale Slime and killed another with fire.</li>
<li>The party released a seemingly mad Bone Man into the wild. He was apparently imprisoned by the other Bone Men, though the party does not know why. He looked to have been left to die: he smelled terrible and was starving when discovered.</li>
<li>The Green Man Greenox was killed trying to grab a weapon from the weapons cache. The room filled with poison gas. Mr. Smith quick closed the door to the room, so the rest of the party was safe.</li>
<li>The alarm that was triggered startled the Bone Men that lived in the basement of this outpost.</li>
<li>the Illustrious Prince of the Bone is the leader of the Bone Men, who decided to spare the party if they put on a show.</li>
<li>The party promised to never reveal the location of the outpost, or ever return.</li>
<li>the Queen of Autumn leads the party from the outpost towards Invak.</li>
<li>a merchant caravan takes party the rest of the way, grudgingly. The party gives them a wide berth, and follows at a distance.</li>
<li>They arrive in the town on Invak late at night.</li>
</ul>
<p><strong>Treasure:</strong></p>
<ul>
<li>6 large furs: they are very warm (you can sell each for 15 GP to the traders currently in town).</li>
<li>Bazooka: you don’t know how many charges it has, or what it does, but its clear it still works. </li>
</ul>
<p><strong>Monsters Killed:</strong></p>
<ul>
<li>Spawn of Shub-Niggurath (300 XP)</li>
<li>Jale Slime (100 XP)</li>
</ul>
<p><strong>People Entertained:</strong></p>
<ul>
<li>25 Bone Men and their children﻿</li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/masters-of-carcosa-session-1/"/>
    <published>2025-12-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dragonmeet/</id>
    <title>Dragonmeet</title>
    <updated>2025-11-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dragonmeet/break.jpg" alt="Break stand"></p>
<p>I am usually in and out of London to see my brother. In past years I’ve returned to Toronto disappointed to learn if I had planned my trip a little bit better I would have been in the city for <a href="https://dragonmeet.co.uk/">Dragonmeet</a>. So this year I planned better: I booked a trip around the weekend Dragonmeet was taking place.</p>
<p>Dragonmeet is one of the big RPG conventions that takes place in London. Smaller and more indie that the bigger UK Game Expo. I was in attendance for the first Dragonmeet at its new home, the totally soulless Excel convention centre. Past attendees told me they missed tight narrow hallways of the hotel in Hammersmith that used to be the conventions home. <a href="https://save.vs.totalpartykill.ca/tag/breakoutcon/">Breakout</a> in Toronto feels like it might be a bigger convention, but Dragonmeet has a far bigger OSR presence. <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3m6rubzj2zk2s">I got to see all my G+ bros!</a></p>
<p>Dragonmeet has far more vendors that Breakout. Apparently it was twice as big as past years. They had two big rooms of the Excel centre filled with stands. The vast majority of vendors in attendance were indie. It was nice being able to wander around and see people I know in attendance. I was excited to finally meet the infamous Grey Wizard. <a href="https://lostpages.co.uk/">Paolo</a> and <a href="https://www.themerrymushmen.com/">Eric</a> were sharing space together, the first people I saw when I arrived. Just a little past them was <a href="https://soulmuppet-store.co.uk/">Zach from Soul Muppet Games</a>. I got to see their cowboy game in the flesh, and am now wondering I made the wrong call not grabbing a copy. The book was gigantic and looked cool. <a href="https://www.melsonia.com/">Daniel</a> was working the Igloo Tree &amp; Melsonia Arts Council, which was where I also finally met <a href="https://lukegearing.blot.im/">Luke Gearing</a>. We discussed the whacky world of <a href="/blog/over-under-is-over/">Over/Under</a>.</p>
<p>I was mostly hanging out with my Warhammer World posse of <a href="https://www.bastionland.com/">Chris</a> and <a href="https://falsemachine.blogspot.com/">Patrick</a>, wandering the convention with the two of them, watching people muscle Patrick out of the way to tell Chris Bastionland changed their lives. <a href="https://tenfootpolemic.blogspot.com/">James Young</a> was there with some of his gamer crew, and we would stop and chat whenever we saw him again. David Black arrived a little after lunch with his wife, and joined us for a short while. I stumbled upon <a href="https://nohr.se/">Johan Nohr</a>. Next to him was <a href="https://loottheroom.itch.io/">Chris Bissette</a>! I saw so many people I’m already starting to forget them all. The whole convention was the fun experience of wandering a little bit and seeing someone you know.</p>
<p>Would love to come back for Dragonmeet again, certainly a good reason to find yourself in London. Salute in April is the other convention that seems exciting, and is conveniently in the Spring. Paolo’s LasagnaCon in August is probably the most tempting—if only for the food.</p>
<p><img src="/assets/img/dragonmeet/luke-chris-patrick.jpg" alt="">
<img src="/assets/img/dragonmeet/chris-david.jpg" alt="">
<img src="/assets/img/dragonmeet/daniel.jpg" alt="">
<img src="/assets/img/dragonmeet/me-paolo.jpg" alt=""></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dragonmeet/"/>
    <published>2025-11-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/space-gits/</id>
    <title>Space Gits</title>
    <updated>2025-11-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/space-gits-pub.jpg" alt="Space Gits at the Pineapple pub"></p>
<p><a href="https://planetsmashergames.itch.io/space-gits">Space Gits</a> an odd duck of a game by the man himself <a href="https://planetsmashergames.com/">Mike Hutchinson</a>. Mike asks the question, “can you model a game around drunk-ass orks being drunk asses?” I would have to say the answer is a resounding yes: this game is inspired.</p>
<p>Before we get to the game, let’s talk about the rule book. This was another book waiting for me in my brother’s flat. A small A5 hardcover I’ll be able to smuggle back to Canada with whatever I end up grabbing at <a href="https://dragonmeet.co.uk/">Dragonmeet</a>. Mike did the layout himself and it’s impressive. The book is neat and tidy, easy to read, but with lots of flourishes that give the impression of drunken ork messiness: crumpled paper backgrounds, edges and borders that are almost always some sort of torn paper effect, etc. The miniatures and their photography by Tyler Russo (<a href="https://www.youtube.com/channel/UCiI_XuSHu2XuoIzuQY2vV1g">Billion Dollar Clown Farm</a>) are fantastic, as one would expect if you’ve seen his YouTube channel. He did a great job converting minis for this game. <a href="https://tillfoerster.com/">Till Förster’s</a> illustrations complete the package. Absolutely frenetic art. I’m happy I grabbed the book.</p>
<p>Mike opens the rule book with a discussion about what he was going for with the game. He does something similar with <a href="https://planetsmashergames.com/hobgoblin/">Hobgoblin</a>, though the discussion comes at the back. I suspect he appreciates his audience is likely a non-trivial number of indie gaming nerds who want to know how the sausage gets made. You can read the rest of the rule book with their goals in mind. Perhaps the clearest form of expectation setting. (I am reminded of Apocalypse World and its progeny that love to make the point of the game particularly explicit.)</p>
<p>Players take turn alternatively activating models. Each model can scoot, shoot or boot. The games central conceit is centred around dice moving dexterity. Your orks will build a tower of dice when they activate or take hits. When you move your orks around you must move their dice tower along with them. Knock over their tower, the ork has fallen on their ass and their activation ends. Opponents can steal bottle caps from fallen orks, the games currency and how you score to win. This is the boot action. Bottle caps are scattered over the board when you start the game. Scooting is how you move. It will involve dexterity as well, though more likely luck. You roll your orks movement dice into the play area. The ork will move the number of inches indicated on the dice, directly towards the dice. Movement neatly models the drunken meandering motion of the orks. If you bump into a bottle cap you will pick it up. If you bump into an orc you will fight. Shooting is a similar sort of action. You roll dice into the play area, and your ork will fire their gun in the direction of the dice, but this time the distance their bullets travel are dictated by the weapon they use. The die’s value needs to beat the target’s toughness to score a big hit, otherwise the target takes a weak hit. Hits cause an ork to gain more dice for their dice tower.</p>
<p><a href="https://www.youtube.com/watch?v=9ZrAYxWPN6c">After 30 minutes to police show up to break up the party.</a> Players create a siren dice pool that starts with 2 dice. Before players activate they’ll add a dice to the pool and roll all them all. If they roll triples the game ends immediately. (The game will certainly end after 13 activations, as it’s impossible not to roll a triple after that point.) You can pour yourself another beer and play again.</p>
<p>Space Gits is such a unique and unusual game. I can’t think of another skirmish game I own that attempts anything like this. I won’t pretend to have been interested in a dexterity based skirmish game, and likely wouldn’t have picked it up if not for the fact it was made by Mike Hutchinson. Everything he’s produced seems particularly interesting. I’ll need to write about Hobgoblin at some point. A game I’ve actually played! As it stands I was at a pub drinking an ale and reading this book, so this is the review you get.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/space-gits/"/>
    <published>2025-11-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/building-bastionland-a-career-retrospective/</id>
    <title>Building Bastionland - A Career Retrospective</title>
    <updated>2025-11-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="/review/mac-attack/">While we are on the topic of Chris</a>, I really enjoyed <a href="https://www.bastionland.com/2025/09/building-bastionland-career.html">his recent career retrospective</a>. I shared it on BlueSky, but need to get better at just posting stuff here.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> It’s easy to look at Chris’s recent success with <a href="https://www.bastionland.com/2022/07/primeval-bastionland-playtest.html">Mythic Bastionland</a> and ignore the slow burn that brought him to this point. I have mentioned many times now that when <a href="https://freeleaguepublishing.com/shop/into-the-odd/remastered/">Into the Odd</a> came out I really wasn’t paying it much attention. For whatever reason <a href="https://www.bastionland.com/2019/11/electric-bastionland-sparks-to-life.html">Electric Bastionland</a> <a href="https://save.vs.totalpartykill.ca/blog/awards-2020/">captured my attention</a>. (Likely <a href="https://www.instagram.com/oddsbod/?hl=en">Alec’s</a> part play’s a big role there.) As time has moved on from the early 2010s, <a href="https://www.bastionland.com/2011/09/project-odd-first-playtest-and-changes.html">Into the Odd</a> feels like it has become one of the most influential games to come out of the scene. It’s funny <a href="https://www.bastionland.com/2011/09/project-odd-first-playtest-and-changes.html">you can be right next to something important</a> and just not pay it any attention, because you already have OD&amp;D at home.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>BlueSky feels like it could implode at any moment, it has a lot of Twitter drama energy.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/building-bastionland-a-career-retrospective/"/>
    <published>2025-11-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/elmcats-blog-map/</id>
    <title>Elmcat’s Blog Map</title>
    <updated>2025-11-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://elmc.at/mapping-the-blogosphere/">Elmcat has shared the map of the OSR blogosphere he has been working on for the last few weeks.</a> This project is incredible. He looked at all the links into and out of blogs to try and group them into communities, and understand what the prominent blogs in the scene are. <a href="https://grognardia.blogspot.com/">Grognardia</a> is <a href="https://bsky.app/profile/elmc.at/post/3m5lt2eifhs2g">the sun</a>, of course. Kind of incredible James left the scene for a decade and still has such an unrivalled output that it’s hard for anyone else to catch up.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/elmcats-blog-map/"/>
    <published>2025-11-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/mac-attack/</id>
    <title>MAC ATTACK</title>
    <updated>2025-11-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mac-attack-pub.jpg" alt="Mac Attack at the Pub"></p>
<p>I mail a lot of books to my brother in the UK. There were a few books waiting for me when I arrived in London this morning. One of those books was <a href="https://www.bastionland.com/">Chris McDowall’s</a> latest war-game, <a href="https://www.backerkit.com/c/projects/bastionland-press/mac-attack-sci-fi-mecha-miniature-wargame">MAC ATTACK</a>. This is a 6mm scale sci-fi war-game, essentially Chris’s take on the venerable mech game. These sorts of games are typically quite crunchy, so <a href="https://www.bastionland.com/2022/10/titanic-bastionmechs.html">it’s interesting to see how Chris distills battling mechs to its true essence</a>. I had expected the book to be bigger. It’s a cute little thing. An A5 perfect bound softcover. You can pack this in your backpack without breaking a sweat.</p>
<p>The rules for MAC ATTACK are captured over four pages that open the book. The first introduces some core concepts of the game, in particular motion and heat, two attributes of each mech. (Or should I say MAC? I won’t, but these things are called MACs.) Motion tracks the sort of movement the mech has made: faster movement makes you harder to hit, but also makes it harder for you to hit other mechs. Heat tracks how hot your mech is getting. If it hits 6 you overheat! The second page explains how battlefields and terrain work. The third and forth page are effectively the rules for the whole game. He’s done it again!</p>
<p>A turn in MAC ATTACK is broken up in to 4 phases. An initiative deck is created with each unit being assigned a card. Draw cards to see who gets to activate. During the move phase you’ll move your mechs, and in the process assign them their motion dice. Depending on the sort of movement action they take, they might gain some heat. The movement phase is followed by the attack phase. The initiative deck is shuffled and the players once again draw cards to see which unit will activate and fight. To fight you will roll a number of attack dice dictated by your mech’s weapon. The target number to be rolled on each dice is determined by summing both units motion dice. The roll can be modified if the target is crashed, in cover, or inside a building. A 1 is always a miss, a 6 is always a hit. Hits are assigned to the various modules that make a mech, which will destroy them over the course of the game. Hits that would hit a destroyed module instead cause internal damage to the mech. This feels like a pretty elegant combat system. Once all the mechs have had a chance to activate in the attack phase, you will destroy any mechs who have taken more internal damage than their class. You’ll learn what a mech’s class is by turning the page and reading the rules for making MACs. Dealing with damage in this way means you’ll never have your mechs blown off the board before they have a chance to cause some damage themselves. The turn closes with a cooldown phase. The mechs all lower their heat score based on their mech’s class, modified by whether they have radiator or coolant modules, or are sitting in water. And that is that! The book concludes with pages and pages of advanced rules, variant ways to play, etc, if you want to expand on this simple base.</p>
<p>The next few pages cover building your mechs, buying the weapons and hardware that will make each unique. There are several factions described in the book. The lore for the setting is basically a couple pull quotes per faction, their example units, and the (amazing) art from <a href="https://amandalee.itch.io/">Amanda Lee Franck</a>. It’s impressive how you can get across within those tight constraints. Like <a href="/grab-bag/grimlite/">the Doomed</a>, the expectation is you’re kit bashing your mechs, taking Battletech minis and mixing them with junk you have laying about your house. The game also has rules for taking your little epic scale infantry and tanks, perfect if you’ve picked up Legion Imperialis like myself.</p>
<p>Rather than bespoke scenarios, Chris has a scenario generator like War Cry, where you will generate your deployment, victory conditions (for each side) and a twist. You could use the generator, and the advanced rules at the back of the book, to come up with interesting narrative scenarios.</p>
<p>I’ll need to figure out the simplest way to get this game to the table. Maybe I can find some mechs in the used bins at the Sword and Board? Maybe I can use some Tyranids as Kaiju? I’ll have to report back once I’ve played the game. (It does have solo rules, so you don’t even have to play with any other dorks.) This is the first mech game I’ve read that feels compelling enough to play. Most feel way too fussy. I think that’s the mouth feel most people want with these sorts of games, but this feels like it might be a good compromise. You have a lot of granularity still, but seemingly without a lot of the complexity. Will have to play and see if that is how it all pans out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/mac-attack/"/>
    <published>2025-11-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/all-dead-generations/</id>
    <title>All Dead Generations</title>
    <updated>2025-11-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>When I first started this blog I had a periodic <a href="/tag/blogfaves/">series</a> of posts where I would highlight blogs I thought were cool. At some point I likely switched to just linking to cool blogs on G+ (and eventually Twitter and BlueSky). <a href="https://dungeonofsigns.blogspot.com/">Dungeons of Signs</a>, by Gus, was <a href="/link/dungeon-of-signs/">one of the blogs I thought people should know about</a> many years ago. That blog is a classic. Gus stopped updating that Dungeons of Signs a few years ago, after becoming disillusioned with both the world and the OSR. But you can’t stop a man from talking about dungeons, so he returned with a new blog, <a href="https://alldeadgenerations.blogspot.com/">All Dead Generations</a>. This blog is mostly <strong>long</strong> essays about how to design good dungeons. There is lots of great advice here. Most recently, he shared <a href="https://alldeadgenerations.blogspot.com/2025/11/dungeon-design-note-obstacles-to.html?m=1">a post on alternative obstacles to monsters in dungeons</a>. It’s a good sample of the sort of stuff he’s been thinking about over the last few years. There is much more to read if you enjoy this post. He goes hard.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/all-dead-generations/"/>
    <published>2025-11-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/advice-for-writing-new-dungeons/</id>
    <title>Advice For Writing New Dungeons</title>
    <updated>2025-11-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Friend of the #TorontOSR, Jonathan Benn, <a href="https://www.benn.ca/essays/default/essay/writing-new-dungeons">writes about his approach to creating dungeons</a>. It’s been interesting to see Jon get more and more interested in the OSR and old-school play. This blog post is nice solid advice for people new to creating your own adventures.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/advice-for-writing-new-dungeons/"/>
    <published>2025-11-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/chapter-serf/</id>
    <title>Chapter Serf</title>
    <updated>2025-11-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/chapter-serfs.jpg" alt="Chapter Serf"></p>
<p><a href="https://slowlorispress.com/post/800571442650595328/chapter-serf">Zedeck Siew has finished his RPG about the background characters you find in the world of Warhammer 40,000.</a> Your characters live in servitude to five Space Marines aboard the Warmask of Gloriana, where your characters are tasked to ferry them to their next engagement. <a href="https://drive.google.com/file/d/1V4MtY_TX-F1tio0aOvcl2dAprVCLZjBZ/view">Chapter Serfs</a> is exactly the sort of RPG I love: to the point and focused. There are just enough words and no more. The setting of this ship is brought to life via a couple sentences afforded to each of the possible backgrounds for your characters, the rules themselves and what they tell you about the world, the leaders of the various factions aboard the ship and the tasks they will ask you to perform, etc. The ship is mapped out for the players to explore. This is all a self contained game, ready to be played. <a href="https://www.wargamer.com/chapter-serf/indie-warhammer-40k-rpg">My friend Tim shared his thoughts about it as well for Wargamer.</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/chapter-serf/"/>
    <published>2025-11-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/trench-crusade/</id>
    <title>Trench Crusade</title>
    <updated>2025-11-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/trench-crusade-1.jpg" alt="Raff’s Mini Killing Mine"></p>
<p>I finally took my posse of Heretic Legion models and played a game of <a href="https://www.trenchcrusade.com/">Trench Crusade</a> with <a href="https://www.youtube.com/@RustedBrush">Raff</a> at <a href="https://www.theswordandboardtoronto.com/">the Sword and Board</a>. Trench Crusade was created by <a href="https://www.artstation.com/sirfrancisdrake">Mike Franchina</a>, the main artist for the game. The rules were designed by the legend himself, Tuomas Pirinen, of <a href="/tag/mordheim/">Mordheim</a> fame. There is so much to love about this game, where to begin?</p>
<p>Trench Crusade takes place in an alternate version of earth where rogue Knight Templars open a gate to hell and the the next 800 years or so are all about people fighting demons and that sort of nonsense. The game’s present day is 1914, the start of our WWI, just another day in this worlds never-ending war. Mike Franchina’s artwork helps bring the setting to life, elevating it beyond just another Weird World War sort of game.</p>
<p><img src="/assets/img/mike-franchina-mechanized-infantry.jpg" alt="Mechanized Infantry"></p>
<p>The rules for the game are nice and simple. There is a single resolution mechanic: roll 2d6 and try to score above a 7. A 12 is a critical success. The number of dice you roll can be modified based on a model’s profile, equipment, situational rules, etc. In such cases you’ll add additional dice to your dice pool. The rules refer to this as +DICE and -DICE. A +1 DICE and a -1 DICE cancel each other out, so you’ll end up with a pool that contains 0 or more +1 DICE or -1 DICE. This then works like advantage or disadvantage in D&amp;D: you will roll all your dice and take the highest two, or the lowest two, depending on the make up of your dice pool. This is the roll you’ll make to shoot or attack. You’ll also make a roll like this when taking ‘risky actions’, like trying to climb a wall or make a diving charge. If you shooting or melee attack is successful, you will make a similar roll on an injury table. Rolling a 9+ takes a model out of action. A 7-8 will knock the model down. A 2-8 will also cause the model to gain a blood token. These can be spent to modify die roles. The opposing player can spend them to make your unit less effective in combat, or make their own units more effective when targeting that model. All in all it’s a nice and tidy system: it’s fast to play.</p>
<p>There is almost no looking anything up, no complicated tables, etc. There is far less rolling lots of dice to accomplish nothing, a common feature of Mordheim. You don’t have to track wounds, as there is no hit points. Tougher units will have an armour score that reduces the results of the injury die, making them more likely to survive. The blood tokens act a little like wound markers, as a unit with blood tokens will be easier to kill in subsequent attacks, but it’s dynamic and not a sure thing. In our game we I was constantly spending the tokens I had inflicted on Raff’s elite demon monsters to make them less effective in combat, trying hard to keep my little heretic troopers alive. I also managed to get some lucky rolls, resulting in one of troopers almost killing Raff’s super-demon. That model is Tough, so when it would be taken out of action the first time it’s simply knocked down. It got back up and demolished that little trooper on its next turn.</p>
<p><img src="/assets/img/trench-crusade-2.jpg" alt="Raff’s Mini Killing Mine"></p>
<p>We played a one-shot, but as soon as it was done I wanted to start a campaign. The rules look very similar to Mordheim. The models in your warband can get injured, explore, level up, buy new equipment, etc. I’ll need to dig into all of that later. The book also has a healthy set of scenarios that look quite good. The default assumption is players will play 12 games in a sort of escalation league, the last game being the final free for all conclusion to the campaign. You start the campaign with a 700 ducats spending limit, and a limit of 10 models on your team. You end the campaign with a limit of 1800 and 22 models. You could field quite the platoon.</p>
<p><a href="https://www.trenchcrusade.com/rules/">The rules are available online for free</a>—fantastic. The digital rule book takes advantage of the format, with hyperlinks to help you navigate through the document with ease. There is way finding in the left side margin of each page, to help orient your place in the book, but which also serve as hyperlink navigation through the book. The layout and design is lovely. The rules are well written and clear. There is a simple presentation of the rules that takes up about 8 pages and explains the whole game. This is followed up by a longer presentation of the rules which goes into a little more detail, providing additional clarity and examples. The simple rules are likely all you’ll need to read to play if you’re familiar with war-games, or need to refresh yourself on how the game works. Seeing a rulebook like this from a small indie company makes Games Workshop’s “we only sell you overpriced hardcover books that are out of date when you buy them” stance extra annoying.</p>
<p><img src="/assets/img/trench-crusade-spread.png" alt="Trench Crusade Spread"></p>
<p>I currently have enough models to do about 800 points. Evan kitbashed a Commando for me, which I’ll need to prime and paint. I want to try and kitbash more troops as well. Get to a point I could field a bigger posse for a bigger game.</p>
<p>I’m hopefully we will start a campaign in the city, and I can experience the fuller game. This game certainly is meant to be experienced as a long running campaign. That said, as it stands the rules work well for a fast standalone game. This is a solid skirmish game. Well worth checking out. I mean, it’s free!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/trench-crusade/"/>
    <published>2025-11-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/over/under-is-over/</id>
    <title>Over/Under is Over</title>
    <updated>2025-11-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="/microblog/what-is-even-happening/">I participated—and I use that term most loosely—in Sam’s epic online  play-by-post “war-game”</a> <em>Over/Under</em> is officially over. I look forward to all the dissertations about the game in the years to come. There were thousands of players, no doubt everyone experienced the games in ways that are unique to them. I would engage as I did at the start, showing up when I see we’ve all been tagged and posting a salute emojis. I also had a small running personal gag of joining people’s semi-private threads (like the Tempest’s Master of Arms’s office) and excusing myself when people started having private conversations. Other people went all in, playing the game non-stop for basically a month.</p>
<p>I jokingly described the game to friends as follows: <em>[Over/Under] was basically a giant free form LARP, where everyone was gay for each other. And then deep in the background … a war-game—way, way deep.</em> Obviously there was lots going on, but it’s wild just how much the game seems to have gotten away from its creator’s original vision. I picture myself as the player Sam likely imagined: I would check in a few minutes a day; vote when I needed to vote on the bosses initiatives; post random in-game messages here and there. There wasn’t really anything to do if you weren’t a boss. The players that dominated the game went a completly different route. They filled the giant void left by Sam with so much stuff. There were gambling dens, bars, tabloids, cage fights, new unofficial factions, Ponzi schemes &hellip; and lots and lots of doomed romance. The mod announcements as the game progressed were mostly about the doomed romance.</p>
<p>It’s kind of incredible this game worked at all. Lots of cooperation from lots of people to essentially not break Kayfabe. Early in the game someone set one of the bars on fire. One of the few times I was around to help with something happening in the game. Except, you couldn’t <em>actually</em> set a bar on fire in the game, restrain or injure another player, etc. Everyone just had to agree, this is what’s happening, let’s see how it all plays out.</p>
<p>Despite morphing into this free-form RPG LARP thing, it does feel like there is something essentially OSR about this whole affair: <a href="/blog/negative-space-reprise/">the void left by the rules was the game</a>. I am curious if the game would have worked if Sam had tried to provide mechanical incentives for the plebeians on the side-lines, versus just the bosses. I don’t think you get the magic of this game without the rules void. <a href="https://bsky.app/profile/chrispwolf.bsky.social/post/3m4qkcuqsos2p">Is <em>Over/Under</em> the best argument for <em>System Doesn’t Matter™</em>?</a> Someone else can make that case!</p>
<p><img src="/assets/img/over-under-chat.png" alt="A goofy scene from over/under"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/over/under-is-over/"/>
    <published>2025-11-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/errant-grimoires/</id>
    <title>Errant Grimoires</title>
    <updated>2025-11-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>It’s been a while since I’ve updated my <a href="https://character.totalpartykill.ca/">Random Character Generator</a>. I had promised my friend Nick I’d make him something that spits out the random grimoires from Errant, and finally got around to it last night: <a href="https://character.totalpartykill.ca/grimoires/">Random Grimoire</a>. I’ll probably try and add random Errant characters next. There are several games I want to this generator. One day.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/errant-grimoires/"/>
    <published>2025-11-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/co-op-multiplayer-warcry/</id>
    <title>Co-op Multiplayer Warcry</title>
    <updated>2025-11-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/warcry-multiplayer.jpg" alt="Two war cry minis fighting"></p>
<p>My friends were over to kitbash minis and play <a href="/review/warcry/">Warcry</a> to celebrate our friend Richard’s birthday. There was a small posse of us, so Richard came up with a simple and ingenious way to play mutli-player co-op Warcry that matches the random spirit of the game. We wanted to play a 3 vs 3 game. Each of us took our warbands and split them up into the Dagger, Hammer, Shield groups as usual. We then randomly assigned each group to each player, so each player would bring one of the groups for their team. (For a 2 vs 2 game, you could just one player from each team bring two of their groups, rather than one.) In our game the ways things shook out ended up giving a slight advantage to our opponents, they had a few more points than us, but I don’t think it skewed things thast much. You could grant the underdog team bonus wild dice based on the point differential, though how many is left as an exercise for the reader. Since by the rules you must make your groups with as even a split of minis as possible, and with this format you don’t know which group you’ll take, it likely will lead to fairly even splits anyway. Playing this way means you don’t need to mess with any other rules or the balance of the game. Each team had about 1000 points of minis, would roll initiative dice for their team as usual, etc.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/co-op-multiplayer-warcry/"/>
    <published>2025-11-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/what-is-even-happening/</id>
    <title>What is Even Happening</title>
    <updated>2025-10-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>For <a href="https://www.backerkit.com/c/collections/mothership-month">Mothership Month</a>—a crowdfunding campaign extravaganza—<a href="https://www.failuretolerated.com/">Sean</a> decided to spend some of his marketing budget funding a crazy giant digital LARP. <a href="https://samsorensen.blot.im/">Sam Sorensen</a> is running <a href="https://samsorensen.blot.im/mothership-month-2025-wargame-over/under">Over/Under</a>, a 100% bananas play-by-post “war-game”. There are over 1000 players! A much smaller subset are ‘bosses’ who get to make actual decisions and interact with Sam to direct the energies of the various factions in play. I had originally planned to avoid the game, it seemed so overwhelming (and honestly still is), but how often does stuff like this happen? I joined the Tempest Mercenary squad, because <a href="https://amandalee.itch.io/">Amanda</a> is the person in charge, and have been a loyal soldier ever since. The bulk of my “playing” consist of showing up when I see we’ve all been tagged and posting a salute emojis. I don’t think you really need to spend more effort than that if <a href="https://discord.com/invite/FDJ7T4C2Sm">you want to play as well</a>. If I had more time, I probably would have tried to ply my trade as a <em>misinformation</em> broker. Another time. I still don’t really understand what’s happening half the time. It’s still fun &amp; weird experience nevertheless.</p>
<p><img src="/assets/img/tempest-is-the-best.png" alt="Tempest is the Best?">
<span class="caption">This is what some people might call fake news.</span></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/what-is-even-happening/"/>
    <published>2025-10-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-new-novelty/</id>
    <title>The New Novelty</title>
    <updated>2025-10-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I really enjoyed this sort of meta-review from Paul, <a href="https://www.indiegamereadingclub.com/indie-game-reading-club/the-new-novelty/"><em>The New Novely</em></a>. Paul writes very deep meaningful reviews of the games he plays. We also have very different interests or goals when it comes to gaming.</p>
<blockquote>
<p>Stuff coming out of the Forge movement either interested me or repelled me. But at least it was novel! Polaris might not have landed for me but Dust Devils sure as shit did. Dogs in the Vineyard was great and Carolina Death Crawl was upsetting. And the new ideas just kept coming. A solid decade-plus of envelope-pushing. &hellip; I can’t tell you the last truly new, engaging idea that hit me out of game design. &hellip; Looking forward at the next 20ish years of play and it’s all gonna be pretty much the same? Not a great feeling.</p>
</blockquote>
<p>Maybe it’s cliche that OSR fans aren’t <em>that</em> obsessed with rulesets, but I’m not that obsessed with rulesets. I have so many variations of D&amp;D, and will honestly buy more before I die. I like whisky, and have so many different bottles in my pantry. They are all unique, interesting in their own ways, enjoyable to drink. I don’t need stuff to be wildly different. I enjoy subtle refinement. But Paul’s point is a good one: where are people doing wildly different stuff right now? <a href="https://possumcreek.medium.com/the-expressionist-games-manifesto-122d8afd1fe2">Jay Dragon</a> is one person that comes to mind. Who are the other people trying to do something novel?</p>
<blockquote>
<p>The “you don’t need to play to review” folks are just wrong if you want anything deeper.</p>
</blockquote>
<p>I don’t think Paul is wrong here, you will certainly be able to tell a more complete story about a game or adventure after you’ve run it. I make more of an effort now to play the games I write about before I write about them, but the net result of doing that is I write less reviews. Some games and adventures do benefit from my having sat down and played them. My <a href="/review/night-witches-reprise/">Night Witches review after having played the game</a> is far better than the one I wrote <a href="/review/night-witches/">before playing</a>. But what I wrote about <a href="/review/another-bug-hunt/">Another Bug Hunt</a> <em>before</em> I played it isn’t so far off from how I felt <em>after</em> I played it. And I still haven’t gone back to write about <em>Another Bug Hunt</em>. I try and write when I have the energy and thoughts to write, not when I think what I’ll produce is perfect. This is a blog, not <em>A Survey of Game and Adventure Design, 2020-2025</em> from MIT Press. There is a lot of good criticism and writing of games that comes from solely from people reading things carefully and thinking deeply.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-new-novelty/"/>
    <published>2025-10-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/reaction-rolls/</id>
    <title>Reaction Rolls</title>
    <updated>2025-10-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.patreon.com/posts/turn-it-off-140027452">A recent episode of Between Two Cairns</a> opened with a discussion on what to do when a reaction role doesn’t jive with the idea you have in your head for the situation. Yochai’s sentiment more or less mirrors my own: if you roll the dice, you should just go with what the roll says. There is something chaotic and fun in trying to figure out why the troll in the middle of the dungeon is actually excited to see you. But what if the roll doesn’t make any fictional sense whatsoever? In that case I would question why you are rolling in the first place! I try and assign modifiers to creatures encountered when I want them to have a default disposition that is more negative or positive than a plain 2d6 spread. I also only include any charisma modifiers where it would make fictional sense for a characters charisma to come into play. Finally some monsters are truly mindless and will always want to eat the players, like zombies, perhaps. It’s easy to fall into the trap of rolling dice for the sake of rolling dice. <a href="https://www.bastionland.com/2018/09/the-ici-doctrine-information-choice.html">I like Chris’s post on this topic: <em>Information, Choice, Impact</em>.</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/reaction-rolls/"/>
    <published>2025-10-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/death-dying-and-the-hulkamaniac-rule/</id>
    <title>Death, Dying, and the Hulkamaniac Rule</title>
    <updated>2025-09-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My house rules for death and dying in D&amp;D are buried in a post about <a href="/blog/20-questions-rules/">my house rules for my Carcosa campaign</a>. That was the first time I used them, but they continue to be what I use when playing D&amp;D-a-likes:</p>
<blockquote>
<p>If your hit points drop below or are equal to zero make a Save vs. Death Ray and Poison: success indicates your character is merely unconscious, completely incapacitated until they can get a full week of rest; failure indicates your character is oh-so dead. If you roll a natural 20 on your saving throw roll, your character not only survives, but is invigorated by his near death. In this case your character re-rolls their HP for the session—the “hulkamaniac” rule.</p>
</blockquote>
<p>This is easily generalized for any system with saves and hit points. Mothership and DCC RPG have similar rules for death and dying.</p>
<p>I normally re-roll hit points per session, something I picked up from Brendan. (I would say this is an atypical reading of how OD&amp;D explains hit dice, but one I am a fan of—poor rolls for your HP seem less punishing. Carcosa did something similar and more bananas with HP/HD as well for that matter, but I ignored those rules.) If this isn’t how you play, I would return people who roll a natural 20 on their save back to the game with their max HP.</p>
<p>If you want to also include the possibility of permanent scars and dismemberment I would make a table keyed on how much you made your death save by. But I don’t usually play with those sorts of tables. I prefer the simplicity of you’re dead or you’re not.</p>
<p>Sucks Terry Bollea (Hulk Hogan) turned out to be such a dick.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/death-dying-and-the-hulkamaniac-rule/"/>
    <published>2025-09-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/ramanan-sivaranjan-awards-for-excellence-in-gaming-2025/</id>
    <title>Ramanan Sivaranjan Awards for Excellence in Gaming 2025</title>
    <updated>2025-08-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My friend Warren messaged me a few days ago. “Ram,” he said, “reminder to write the Rammies, Ennies are in 2 days.”</p>
<p>Wait, what? The year zooms by and I&rsquo;m always caught on the back foot. Even with the warning I didn’t really have time to get any of my thoughts down until … well right now. This post wasn’t written before the Ennies began, it will show up some time in the middle of their show. Oh well. I don’t really care about what the Ennies have to say one way or the other, and you shouldn’t either, but I won’t fault someone for loving the Teen Choice Awards of the RPG industry. Someone had to fill that void, why not ENworld? So much voting!</p>
<p>At the Ramanan Sivaranjan Awards for Excellence in gaming there is only one voter: me! There is only one rule when it comes to these awards: the books in contention must have arrived at my doorstep, or digitally in my inbox, during 2024. I had to think a little bit hard about these rules this year, as my copies of Swyvers and Gardens of Ynn arrived safe and sound at my <em>brother’s</em> door in the UK. I’ll see those books in a couple weeks, and so they will be in the running next year. Till then …</p>
<h2 id="best-game-break-by-reynaldo-madriñan-and-carlo-tartaglia">Best Game: <a href="https://breakrpg.com/products/break-core-rules"><em>Break!!</em></a> by Reynaldo Madriñan and Carlo Tartaglia</h2>
<p><img src="/assets/img/break-awards-2025.png" alt="End of a cool fight sequence in Break"></p>
<p>I waited, along with many friends, many years for this book. And then it finally arrived. I wasn’t always sure it would. But Rey and Carlo took their time and made something special. In the time between me first seeing Rey and GreyWiz working on <em>Break!!</em> to its eventual release it became a big chonky game. It’s not really the sort of game I play anymore. Character creation is 200 pages of this book! Come on, man. Of course, that also doubles as a lot of world building. <em>Break!!</em> has such an imaginative setting, a natural extension of Reynaldo’s Baroviania game. Reading the book it draws you it. Drew me in. I am prepping an inevitable game. <em>Break!!</em> feels well suited to eat 5Es lunch. The character creation is so detailed, there are lots of options and abilities and all that. Lots of ways to customize characters and gear to your liking. The vibes for the game are so perfect. Kitchen sink fantasy that feels very much its own. Carlo’s art is incredible. I would watch the <em>Break!!</em> Saturday morning cartoon. Perhaps one day we will get one.</p>
<h2 id="best-setting-gackling-moon-by-patrick-stuart--tom-k-kemp">Best Setting: <a href="https://falseparcels.bigcartel.com/product/gackling-moon-hardcopy"><em>Gackling Moon</em></a> by Patrick Stuart &amp; Tom K. Kemp</h2>
<p><img src="/assets/img/gackling-moon-awards-2025.png" alt="The map of the Moonlands"></p>
<p>Some motherfucking OSR nonsense from the man himself Patrick Stuart. <em>Gackling Moon</em> began its life on Patrick’s blog. For those not familiar, the book describes the Moonlands, a bizarre place for adventure. The book features art by Tom Kemp and feels like you are reading an in world artifact you would pick up at a museum exhibit about the region. This feels like Patrick’s take on the 2e Gazetteer as literary fiction. In many ways this is probably stretching the limits of what counts as a gaming book. There is so much creativity jammed into <em>Gackling Moon</em>, but actually turning that into an adventure to play is left as an exercise for the reader. Maps, stats, everything is absent. That the book features random tables is really the only explicit nod to gaming. But I disagree with those who would argue this isn’t a gaming book: everything was clearly written with an eye to how it would play on a table. This approach feels like less of a stretch—a gazetteer for a fantasy world—than the stat-less monster manual that was <a href="/blog/fire-on-the-velvet-horizon/"><em>Fire on the Velvet Horizon</em></a>. (That book is amazing, by the way.) There is clear precedent for this style of fiction. Tom Kemp’s art is such a perfect match for the book, and contributes to the feeling this is the companion book to some gallery or museum exhibit. <em>Gackling Moon</em> is maximally creative. Often quite funny. More people should check it out.</p>
<h2 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2024-the-mothership-boxed-set-by-sean-mccoy--friends">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2024: <a href="https://www.tuesdayknightgames.com/products/mothership-core-set">The Mothership Boxed Set</a> by Sean McCoy &amp; Friends.</h2>
<p><img src="/assets/img/mothership-awards-2025.png" alt="Space people"></p>
<p>A weird pick: <a href="/blog/awards-2018/">Mothership has already won this coveted spot</a>, but this boxed set is actually really fucking good. The game has matured in that time, lots of tweaks here and there. I’m less interested in those changes and more interested in what I would consider the centrepiece of this boxed set, it’s <a href="/review/mothership-wardens-guide/">Warden’s Manual</a>. I love this book! Mothership’s Warden’s Manual is exactly what I want from a “DMG”: practical concrete advice on getting the game you bought to the table. How do you prep? What do you do in your first session? Etc. It’s all the juice. This boxed set made me want to run the game again. <a href="/campaigns/mothership1e/">And I did!</a> The box conveniently includes an adventure, <a href="/review/another-bug-hunt/">Another Bug Hunt</a>, which I enjoyed running for my friends. Mothership has grown into a real behemoth since I first wrote about it. This game is probably someone’s first RPG, the Kickstarter raised so much money and had so many backers. What a lucky person.</p>
<h2 id="honourable-mentions">Honourable Mentions</h2>
<p>I say this every year, but this year was a particularly competitive one. We had another beautiful boxed set with <a href="https://shop.lostpages.co.uk/products/wulfwald-boxed-set">Wulfwald</a> by Lee Reynoldson, <a href="https://archons-court-games.itch.io/owe-my-soul-to-the-company-store">Owe My Soul to the Company Store</a> by Luther Gutekunst &amp; R. Devlin, <a href="https://shop.swordfishislands.com/knave-2e/">Knave 2e</a> by Ben Milton &amp; Peter Mullen, the nazi killing romp that is <a href="https://rowanrookanddecard.com/product/eat-the-reich/">EAT THE RIECH</a> by Grant Howitt &amp; Will Kirkby and my new favourite rank &amp; flank war-game, <a href="https://www.electi-studio.com/hobgoblin">Hobgoblin</a> by Mike Hutchinson. I am a big fan of the first entrants to Troika 1:5 series, <a href="https://www.melsonia.com/products/the-hand-of-god">Whalgravaak&rsquo;s Warehouse</a> by Andrew Walter and <a href="https://www.melsonia.com/products/the-hand-of-god">The Hand of God</a> by Mike Knee and Andrew Walter. I’m really looking forward to the adventures to follow.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/ramanan-sivaranjan-awards-for-excellence-in-gaming-2025/"/>
    <published>2025-08-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/wandering-blades/</id>
    <title>Wandering Blades</title>
    <updated>2025-05-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/wandering-blades.png" alt="Wandering Blades"></p>
<p><a href="https://www.kickstarter.com/projects/tonyatplusoneexp/wandering-blades">The Kickstarter for Wandering Blades</a> is coming to a close. Wandering Blades is a new game from Daniel Kwan—who is notable for Ross Rifles, the Asians Represent Podcast, and living down the road from me. It’s an OSR game that swaps out your typical medieval-fantasy out for some wuxia vibes.</p>
<p><a href="https://save.vs.totalpartykill.ca/review/ross-rifles/">I wrote about Daniel’s previous game Ross Rifle’s back when I played it during BreakoutCon.</a> The game is an interesting (and educational!) Powered by the Apocalypse game about the First World War. Daniel has also done a lot of freelance work, mostly in the PbtA or 5e space. Wandering Blades is interesting because you can see him bring those influences and experiences to the design of an OSR game. It’s interesting to see ouroboros of influences at play. Daniel mentions being influenced by games I would consider to have borrowed or been inspired by PbtA games. It’s all a bit of a circle.</p>
<p>The game has all the trappings of a D&amp;D-like: attributes, hit points, character classes, levels, etc. There are some different names, but if you have played anything vaguely D&amp;D-ish you’ll figure it out. The game has two core related mechanics: checks and saves. You try and beat a difficulty score on a d20 when making a check or a save. A save is reactive, you roll it to avoid a bad outcome. Daniel suggests some sample DCs so you don’t have to think too hard about setting them, the main thing I dislike about DCs. Where the game really branches out is when it comes to combat.</p>
<p>A lot of OSR games focus on problem solving. You will often hear this maxim that combat is a failure state. The rules for many OSR games often often produce grotty nobodies trying to survive long enough to become the sorts of powerful heroes you read about it books. (But I ask you, what campaign ever lasts that long!) Wandering Blades is trying to capture the mood of a very different sort of genre. The characters aren’t usually grotty nobodies, they are capable bad-asses. They might get hurt or die, but they are certainly taking a lot of people with them if that’s the case. The game does a lot of work mechanically to try and capture what makes a fight in those sorts of stories feel dynamic and interesting. This part of the game reminds me of 4th or 5th edition Dungeons &amp; Dragons, where the designers tried to go further than “roll a d6 for damage”.</p>
<p>The two core character classes in the game are Youxia (wandering hero) and the Outlaw. The Youxia belongs to a martial arts sect, and has access to a variety of martial arts techniques to use in combat. Daniel describes a few different techniques, each with a very different mood. Outlaws gain skills as they level, but also have access to a small set of combat techniques. Players manage an additional resource, Qi Points, to perform their combat techniques. There are actions and reactions you can perform on your turn in combat. You might parry a blow, or counter attack if an enemy misses you. There is a lot more detail to the rules compared to a lot of OSR games I typically play. I was reminded a lot of <em>Break!!</em>, which also feels influenced by 5e and more “trad” games.</p>
<p>Wandering Blades feels like a good bridge game, something that you could probably use to pull in players who prefer games like D&amp;D 5e. The characters you create have a bit more detail and mechanical weight to them. The rule set isn’t too far off from the core of D&amp;D. The vibes aren’t particularly dark and grotty. I suspect the game won’t be a big leap for most 5e fans. If you’re an OSR fan that gets annoyed at games that aren’t doing any heavy lifting when it comes to mechanics and design, you may enjoy what Daniel has tried to do.</p>
<p>You have 24 hours (after I post this) to go back the thing. <a href="https://www.kickstarter.com/projects/tonyatplusoneexp/wandering-blades">Go do it!</a> Gotta support Canadian content.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/wandering-blades/"/>
    <published>2025-05-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/xenos-rampant/</id>
    <title>Xenos Rampant</title>
    <updated>2025-04-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/xenos-rampant-1.jpg" alt="Xenos Rampant"></p>
<p>I finally managed to play a game of <a href="https://www.ospreypublishing.com/ca/xenos-rampant-9781472852366/">Xenos Rampant</a>—two games in fact, it proved to be quick and easy to play. Xenos Rampant is written by Daniel Mersey and Richard Cowen, a wargame that takes Mersey’s <a href="https://www.ospreypublishing.com/ca/lion-rampant-second-edition-9781472852618/">Lion Rampant</a> and brings it into the world of science fiction.</p>
<p>Xenos Rampant is a minis agnostic platoon sized game. A ‘standard’ game will probably be 4-6 units, but there is a lot of latitude. You will build your units from some core archetypes and a lot of customization. You can make fairly flavourful approximations of the sorts of units you would field in 40K. Units are typically 5 strength points, with each strength point typically referring to a single model in the unit. But the game lets you model things in a mix of ways, so a 5 strength point unit might be 5 Sisters of Battle, or a single Canoness who would track her strength points with a dice. One issue to me was that it’s easy for everything to feel a bit too similar. I ran Sisters of Battle and Evan, my wargaming compatriot, ran his weird kit-bashed AdMech / Imperial Guard minis. I built my Sisters Repentia, the chainsword wielding maniacs of the Sisters of Battle, as <em>Berserk Infantry</em>, with <em>High Powered Blades</em>, *Unarmed (no guns), and <em>Fanatical Discipline</em> as customizations of that unit type. There are lots of 40K units that might also be modelled exactly like this, even if you’d like them to feel more distinct. I imagine this game would work nicely as an alternative ruleset to the Horus Heresy, with Space Marines fighting Space Marines.</p>
<p>The game is very easy to play. Players take turns moving all their units, with a catch: you roll to activate units, and keep activating units till you fail or have activated them all. When that happens your opponent till take their turn, going through the same process. (This is similar to one of the greatest games ever, <a href="https://save.vs.totalpartykill.ca/review/song-of-blades-and-heroes/">A Song of Blades and Heroes</a>.) There are three actions a unit can take: Move, Shoot, or Attack (move into combat). In Xenos Rampant each unit has one action they can do without having to roll. After playing 2 games of Xenos Rampant I’m not sure I like the rule, the extra reliability felt overly impactful in our admittedly small sample size of games.</p>
<p>There is only one dice roll to resolve combat, whether you are shooting or fighting up close. You roll 10d6 if you’re at full strength, 5d6 if you’re less than half, and need to beat a target number. You need a number of successes equal the opposing units armour score to remove a strength point. There is no additional rolling or faffing about. A simple example: rolling 10 dice and getting 7 successes into a unit with 3 armour would remove 2 models (if that’s how you’re tracking strength points), the last success having no effect. Like Warcry and other games with simple resolution systems, this makes the game play super quick.</p>
<p><img src="/assets/img/xenos-rampant-2.jpg" alt="Xenos Rampant"></p>
<p>We didn’t dig into all the extra rules and advice for running the game in various settings. They have sample rules and advice for running games like Weird World War, Star Trek, etc. Between these extra rules and all the other customization, it really does feel like you could express any game or setting you wanted within this generic ruleset.</p>
<p>If I have one criticism it’s that the rules writing and organization of the rule book isn’t as clear or concise as I think it could be. The rule set turned out to be so simple and elegant, but I had put off playing for so long because I thought the game would be more fussy than it turned out to be. (By a long shot!) Rules sometimes don’t live where you would expect them to. The rules summary at the back of the book is missing details you would want. I plan to write up my own cheat sheet. (Maybe the act of doing so will humble me.)</p>
<p>Xenos Rampant is great. Evan mentioned that <a href="https://www.goonhammer.com/xenos-rampant-the-goonhammer-review/">the Goonhammer review</a> was so positive he didn’t think the game could live up to its hype, and yet it did! A game we will definitely return to. And yet, there is still something compelling about all that jank in actual 40K. A topic for another day.</p>
<p><img src="/assets/img/xenos-rampant-3.jpg" alt="Xenos Rampant"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/xenos-rampant/"/>
    <published>2025-04-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-hazard-die-for-mothership/</id>
    <title>A Hazard Die for Mothership</title>
    <updated>2025-03-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mothership-hazard-die.png" alt="Rolling a 1 on your Hazard Die"></p>
<p><a href="https://bsky.app/profile/benlaurence.bsky.social/post/3llh37ks7js2f">Ben is interested in getting people blogging about Mothership.</a> People are good, so of course it wasn’t long before someone shared something: <em><a href="https://blog.catshavenolord.page/hazards-in-space-adapting-the-hazard-die-for-mothership/">Hazards In Space! Adapting the Hazard Die For Mothership</a></em>. Funny enough, this is something <a href="/momship/houserules/">I had also done when running Gradient Descent</a> a few years ago, and probably should have carried forward when I was running <a href="/campaigns/mothership1e/">Another Bug Hunt</a>.</p>
<p>Mothership’s play loop is pretty free-form and loose, like a lot of OSR games: describe a situation and have a conversation with your players till the situation is resolved. This loop is illustrated on page 27-28 of the <a href="/review/mothership-wardens-guide/">Warden Manual</a> in a neat and tidy spread. I like to run games this way as well, but I find left to my own devices my games drift towards some all vibes no rules FKR-ish nonsense.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Forcing some structure on myself is helpful.</p>
<p>When I ran Gradient Descent using 0e Mothership, and Another Bug Hunt using the current rules, I never felt like I was really taking advantage of the stress and panic system. I don’t call for rolls that much, so there is less chance for people to gain stress through failure. I also don’t have a good habit for just doling stress out because it makes fictional sense.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Folding gaining stress into the act of exploration seems like a reasonable approach for play. Here is a small update to my earlier attempt at moving <a href="https://necropraxis.com/2017/11/22/hazard-system-v0-3/">the Hazard Die</a> to Mothership:</p>
<blockquote>
<p><strong>Hazard Die</strong></p>
<p>When exploring a dangerous environment roll a d10 each time the players perform a notable action (i.e. move between locations, carefully search a space, attempt to hack a computer, etc).</p>
<p>1: Encounter<br>
2-4: Environment<br>
5-6: Exhaustion<br>
7-8: Expiration<br>
9-10: Easement</p>
<p><strong>Encounter</strong>: roll on a random encounter table. Gain 1 stress.<br>
<strong>Environment</strong>: something about the players immediate surroundings change: lights go out, gravity fails, doors lock, etc. Perhaps there are hints of a future encounter. Gain 1 stress.<br>
<strong>Exhaustion</strong>: the characters are hungry or fatigued. They must rest or gain 1 stress.<br>
<strong>Expiration</strong>: batteries die, oxygen runs dangerously low, etc.
<strong>Easement</strong>: a moment of calm, the players may lose 1 stress, but never reducing it below the value they started the session with.</p>
</blockquote>
<p>Mothership has real Alien vibes. In a horror games it feels like the general mood should always be “it’s quiet, too quiet.” Mothership’s typical 10% chance of a random encounter seems inline with that, so I left it alone. I merged what <a href="https://necropraxis.com/">Brendan</a> calls Percept &amp; Locality into a single entry named Environment. I think the general intention is the same: hints at future badness. The big change from my previous table is that Encounter and Environment results tick up a players stress. As players explore a location they will slowly accrue stress.</p>
<p>The other results are unchanged from my previous iteration. Exhaustion forces players to pause unless they accept 1 stress. This result is only meaningful if strict time records are being kept. In Another Bug Hunt infected characters will eventually turn into bugs after enough time has passed: make sure you track that shit! If characters are being chased, this is another result that will likely result in them gaining stress as they can’t stop to chill out. In Mothership you don’t have torches, but there are lots of electronics that have a chance to break down. Expiration is the place for those failures to happen. Since we are doling out stress I thought there should be a chance for players to lose some of the exploration based stress they have earned.</p>
<p>Is this good? I’d have to play and see. With these sorts of rules you want to get the mouth feel just right. Maybe a violent encounter should result in d5 stress. Maybe this is way too much stress and your characters become broken husks without also tweaking the stress relief rules. I will report back.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The way I play is nonsense, not FKR, which I think is a very cool and interesting scene.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>How to dole out stress just because feels like something to dig into more. You don’t want to do so in a way that feels arbitrary, or takes away from the agency of the players.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-hazard-die-for-mothership/"/>
    <published>2025-03-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/getting-started-with-odd/</id>
    <title>Getting Started with OD&amp;D</title>
    <updated>2025-03-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://thefantasticisfact.bearblog.dev/getting-started-with-original-dungeons-dragons/">The Fantastic is Fact has a great post about getting started playing OD&amp;D</a>, my favourite version of Dungeons and Dragons!   This post has a good overview of all the various retroclones of the game, including my favourite, <a href="/review/delving-deeper/">Delving Deeper</a>, and Marcia’s Fantastic Medieval Campaigns. Also good links for further reading and resources, like <a href="/grab-bag/philotomy/">Philotomy&rsquo;s Musings</a>, which I also host here.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/getting-started-with-odd/"/>
    <published>2025-03-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/it-was-a-renaissance/</id>
    <title>It was a Renaissance</title>
    <updated>2025-03-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Thomas M, who writes one of <a href="https://ttrpg.in/">my favourite RPG newsletters</a>, asked for suggestions about people producing games in <a href="https://bsky.app/profile/newmadras.bsky.social/post/3lleajgzxkc22">“the NSR, post-OSR, and generally the experimental side of the OSR”</a> for what I assume will become an article for Rascal or his newsletter.</p>
<p>I reject the premise of his query: the OSR is and always has been experimental! That’s the whole point. The “R” stands for Renaissance. Of course I complained, like a maniac, and Thomas followed up his thinking on the matter:</p>
<blockquote>
<p><em>The term OSR has a kind of nostalgic or backwards-looking bent to it.</em> While that never applied to all individuals, it applied to some/enough. I think it&rsquo;s natural for folks who break from that orientation to use different terms.</p>
</blockquote>
<p>I reject that premise even more! To quote myself: <a href="/blog/negative-space/">”The OSR is a gaming movement focused on player agency, problem solving, and simple open-ended rule sets inspired by old editions of D&amp;D and games from that period of time.”</a></p>
<p>I agree that the OSR began with retroclones and people trying to reproduce the original D&amp;D games, but that’s certainly the least interesting part of the OSR at this point.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> People quickly moved on from Retroclones. LotFP is 15 years old. DCC RPG is over a decade old. Troika is going to celebrate its 10th birthday this year. All games directly inspired by something older, pushed in new directions.</p>
<p><a href="https://www.drivethrurpg.com/en/product/96527/old-school-hack">Old School Hack</a> came out at the same time as LotFP. If it came out today people would call it <a href="https://www.prismaticwasteland.com/blog/posters-posers-and-posrs">“Post-OSR”</a>, but it was released into the maelstrom because the OSR has always been more than just retroclones. Many of the replies to Thomas’s inquiry pointed him to Into the Odd, an important and influential game. Also one that’s a decade old and came out of the OSR scene on G+. Maze Rats is another example of an old influential OSR game that moves well past the world of 3D6 down the line. These games would go on to inspire games like the superlative Mausritter.</p>
<p>OSR modules have almost always been fresh and interesting, where a lot of the excitement in the scene has lived. <a href="/review/deep-carbon-observatory-storytelling-as-information-design/">Deep Carbon Observatory</a> is over a decade old now. Brilliant writing, art, and fun to play! LotFP’s modules (boo, hiss, I know) didn’t attempt to ape TSR trade dress or vibes: they charted their own unique course. <a href="/review/scenic-dunsmouth/">Think about how good Scenic Dunnsmouth is!</a> On the flipside, DCC RPG modules prove you can do what TSR was doing, but better in every single way. <a href="https://the-cryptid.gumroad.com/l/fWSrw">In the Woods</a> is ten years old now and remains one of the most beautiful games/adventures to come out of the OSR. Another example of something people would call Post-OSR if it came out today.</p>
<p>Reynaldo and Grey Wizard worked on <a href="https://breakrpg.com/">Break!!</a> for what must be a decade. A game that came out of the OSR scene, and certainly has OSR sensibilities, but feels innovative and fresh. Luke Gearing’s <a href="https://www.swyvers.com/">Swyvers</a> is another game in this same vein. Its system feels decidedly retro, but somehow the whole game feels new—I guess because it is.</p>
<p>This is a lot of words to not actually answer Thomas’s question about “what’s new” and I have to apologize for that. I feel irrationally compelled to correct people when I see them parrot a definition of the OSR that I could imagine coming from the lips of the most reprobate members of this scene. Probably because it erases me, my friends, and our experience. The OSR didn’t begin and end with AD&amp;D.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I would have called it the smallest part of the OSR, but then OSE came out and seems more popular than ever. I also shouldn’t malign the retroclones, that undercuts how big a deal they were at the time, and also misses the point that they existed so people could share their bananas adventures. I suspect most of the people that were really into OSRIC already owned AD&amp;D 1e.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/it-was-a-renaissance/"/>
    <published>2025-03-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/most-adventures-are-bad/</id>
    <title>Most Adventures are Bad</title>
    <updated>2025-03-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://alldeadgenerations.blogspot.com">Gus</a>, Mr. Dungeon Crawling himself, asks the hard questions: <a href="https://alldeadgenerations.blogspot.com/2025/03/most-adventures-are-bad-adventure.html">why do most adventures suck?</a> He suggests ways to improve the adventures you are writing (to sell for cash-money). Something he touches on, that gets glossed over in a lot of the discussions I see about writing and running adventures, is around that distinction between writing to be consumed by yourself versus writing to be consumed by others. You can run an amazing session with keys that look like <a href="https://save.vs.totalpartykill.ca/blog/room-descriptions/">the original keys for Dwimmermount</a>. You don’t need fancy maps. You don’t need perfect prose. You need enough information to remind yourself of the amazing ideas in your head!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/most-adventures-are-bad/"/>
    <published>2025-03-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-electrum-archive/</id>
    <title>The Electrum Archive</title>
    <updated>2025-03-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/the-electrum-archive-breakout-con.jpg" alt="My Electrum Archive character sheet"></p>
<p>I met up with <a href="https://emielboven.itch.io/">Emiel</a> and <a href="https://permacrandam.blogspot.com/">Ava</a> shortly after they arrived in Toronto for <a href="/tag/breakoutcon">Breakout Con</a>. I love to see my D&amp;D friends in real life: that’s what it’s all about. (Our meetup also included Jon, the Retired Adventurer, who lives so close to me it’s embarrassing I only see him when Ava is in town.) I managed to see them a few times before they left, ending my convention crashing a game Ava ran of <em><a href="https://emielboven.itch.io/tea-01">The Electrum Archive</a></em>. We played through an adventure that was intended to be part of <a href="https://emielboven.itch.io/tea-02">the second zine</a>, but which was cut for space—the zine was already massive. The adventure was a lot of fun, so I’m looking forward to its release. In <em>The Electrum Archive</em> the typical dungeons are the crashed spaceships of an ancient people. Our characters were sent to find a missing posse of soldiers who were exploring one such ship. We would discover they had all been murdered like something out of Alien. The adventure included: someone gaining telepathy; the rest of the party not clueing into how that happened, and instead gaining random crap mutations; a giant mech suit that ended the session just hulk smashing stuff; lots of sphincters; blood, guts and gore. So, all the good stuff.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-electrum-archive/"/>
    <published>2025-03-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/nirvana-on-fire/</id>
    <title>Nirvana on Fire</title>
    <updated>2025-03-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/nirvana-on-fire-1.jpg" alt="Nirvana on Fire Cover"></p>
<p><em>Nirvana on Fire: Expanded Edition</em> is a 36 page module for <a href="/tag/mothership">Mothership</a> written by David Kenny, featuring art by Jéromê Berthier and top-tier graphic design by Eric Hill. As the name suggests, this edition expands upon an earlier release, featuring additional writing, art, a nicer layout, etc. The pitch for <em>Nirvana on Fire</em> has the players responding to requests for help from a remote colony:</p>
<blockquote>
<p>The power station on the moon Bodhisattva 2a is failing; without it, the inhabitants of Siddhartha’s Peace, the small Neo-Buddhist colony established there, will freeze to death. Abbot Benz-Shiroyuki requests aid. Print a new power converter at the Manufactory and as payment, receive salvage rights to the decommissioned Terraforming Tower at the top of the moon’s space elevator.</p>
<p>In his briefing, the abbot neglects to mention the tower’s AI has come to believe itself a manifestation of the deity Bishamonten. Pushed by Straylight LLC and the dire conditions in Siddhartha’s Peace, the AI is set on taking extreme measures to protect the colony, even if it requires feeding it to the flames of revolution.</p>
</blockquote>
<p>I recall being sorely tempted by <a href="https://www.kickstarter.com/projects/magnumgalaxygames/nirvana-on-fire-expanded-edition">this book’s Kickstarter</a>, the cover image is so bold and eye-catching. As usual, shipping was too expensive so I moved on with my life. This weekend I attended <a href="/tag/breakoutcon">Breakout Con</a>, where I saw the zine for sale in real life. Beautiful. When I went to pay, the lady working the stall said, “no pressure, but this also comes in a fancy box.” There is no world where I don’t buy the box.</p>
<p>The first party modules for <a href="/tag/mothership">Mothership</a> are excellent and provide a strong template to follow when it comes to organizing your ideas for an adventure. <em>Nirvana on Fire</em> takes those lessons to heart. The module opens with a lot of information to help orient the GM to what’s going on in the scenario. The opening spread is a timeline of how the the colony on Bodhisattva 2a came to exist, how its problems have manifested. The following spread explains how you might use the module. David tells you how you could kick things off, and what “win” conditions might be. This is followed by an overview of the factions at play and the colony itself.</p>
<p><img src="/assets/img/nirvana-on-fire-4.jpg" alt="Nirvana on Fire Cover"></p>
<p>The graphic design of this module is top tier stuff: they should have put Eric Hill’s name on the cover. I didn’t recognize Hill’s name at first, but he’s the fellow that did the layout for Hull Breach. Of course this thing is going to look hot. Jéromê Berthier art is bold. Lots of reds and blacks. Thick lines. Together the pair take the book to another level.</p>
<p>There are two main adventuring sites in the initial version of this adventure. The first is the colony, Siddhartha’s Peace. It’s described in a single spread, with short descriptions for each of its 10 locations. The GM will roll on a corresponding random table as players move from location to location, which often make the locations a more dynamic. There is a revolution fomenting in the town. Some of the townspeople have become adherents of the AI Bishmamoten. A few encounters involve this tension. The last encounter on the table is “the revolution begins &hellip;”.</p>
<p>The “dungeon” in this module is a tower that sits atop the colony’s space elevator, the centre of their terraforming activities until the AI took over. This is 10 rooms, described over two spreads. I would have preferred if the map of the tower was less abstract: it is a simple flow chart, basically. Using the illustration of the exterior of the tower by Jéromê will help you picture the space in your head. As before, a random table provides encounters and colour as players move from location to location. The last encounter on this table is the sole monster that stalks the halls of the terraforming tower, the Spear of Bishmamonten. I was reminded of <a href="https://save.vs.totalpartykill.ca/review/the-god-that-crawls/">The God That Crawls</a> or <a href="https://save.vs.totalpartykill.ca/review/deep-carbon-observatory-storytelling-as-information-design/">Deep Carbon Observatory</a>, other adventures with a singular powerful monster hunting the party.</p>
<p>Two additional adventuring locations are included in this extended edition. They add more depth to the module. The shorter of two is an addition to the colony, written by Roy Leahy. Players can explore an abandoned Starlight facility, where the company was spying on the citizens and conducting creepy experiments. This location has a nice map. Once again the encounters table elevates the quiet space into something dynamic. The other adventuring location is Facility D-U8K81, written by Noora Masyk. This location reminded me of some of the first party adventures: descriptions are longer, keyed with bullet points. Unlike the other adventuring sites in this module, all the “monsters” to be encountered are described within the location keys. (In this adventure the random encounters table adds some colour.) Both adventuring sites are nice additions to what was already a solid module.</p>
<p><em>Nirvana on Fire</em> has an amazing cover, and it’s honestly what got me to buy the book. But, contrary to popular belief, you usually can judge a book by its cover. This book is great: I would love to get it to the table. The boxed set comes with a pad of themed character sheets, a GM screen, some patches, and dice. I have zero regrets with my purchase, it’s honestly amazing, but it’s very decadent and certainly unnecessary. That said, these dice are great.</p>
<p><img src="/assets/img/nirvana-on-fire-6.jpg" alt="Nirvana on Fire Dice"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/nirvana-on-fire/"/>
    <published>2025-03-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/pointcrawls-emergent-play/</id>
    <title>Pointcrawls &amp; Emergent Play</title>
    <updated>2025-03-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I love <a href="https://newschoolrevolution.com/pointcrawls-emergent-play/">this post from Yochai about running a sandbox style</a> game using his game Cairn and the advice and tools from its Dungeon Masters guide. I&rsquo;m a big fan of people writing about how they actually prep and run games. I wrote briefly about <a href="/review/carcosa-review-reprise/">the start of my Carcosa campaign</a>, how I kicked it off, but never came back to talk about how it was going, or offer advice on running a hexcrawl. It&rsquo;s something I keep meaning to do, and seeing this post makes me want to do so all the more.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/pointcrawls-emergent-play/"/>
    <published>2025-03-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/constant-downpour-remastered/</id>
    <title>Constant Downpour Remastered</title>
    <updated>2025-02-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/constant-downpour.png" alt="Constant Downpour Art"></p>
<p>I picked up <a href="https://spicytunarpg.itch.io/constant-downpour-remastered"><em>Constant Downpour Remastered</em></a> when I spotted it <a href="https://rattiincantati.com/products/constant-downpour-remastered">for sale over on Ratti Incantatti</a><sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. <em>Constant Downpour</em> is a survival hex-crawl for Mothership. The players crash land on Venus 3 during a routine mission. Unbeknownst to them someone had planned this crash as a hit. The players need to make it off the planet, before they go crazy or get beaten to death by the Venusians. The adventure was written by Marco Serano, and is inspired by the Ray Bradbury short story <em>The Long Rain</em>. David Simons is the main artist for the adventure.</p>
<p>There is a lot to love about this adventure. Exploring the wilderness is taxing. Marco links hex exploration to the Mothership rules for stress, to help capture the unrelenting nature of the rain, lack of sunlight, etc. There is a posse of mercenaries who crashed before the players, who will pursue them if they drag their feet. Giant Venusians who will try and kill them for being interlopers on their planet. There is the company the players are working for, who have secretly facilitated the crash, and a cabal within the company trying to bring it down from the inside. There are 17 keyed hexes, and some small dungeons. There is a lot happening on the world to draw the players in. <a href="https://tenfootpole.org/ironspike/?p=9153">The vibes are great.</a></p>
<p>There are clear procedures for play, something that if often lacking when it comes to running hex crawls. Characters gain stress for every two hexes they move through, forcing engagement with the panic system of Mothership. I like how simple and unrelenting the rules are. I had similar thoughts after I finished running Gradient Descent. There are additional procedures for crossing rivers, adding more depth to the activity.</p>
<p>There are four main factions. Potamo Major are the group that hired the party, and organized the crash. Poto Minor is a rebel group operating with Potamo Major trying to take them down. Crew 612 are another group sent to die on Venus 3—they are effectively a rival adventuring party. Finally there are the Venusians, the group indigenous to the planet. Each faction is detailed briefly, with key locations listed and the groups recent successes. There are descriptions of important NPCs following these descriptions. The Venusians or Crew 612 can be used to force the players into action when they get complacent or overly cautious.</p>
<p>There are 91 hexes in this adventure that have no descriptions. The GM will generate the descriptions for these hexes by rolling on random tables. For a jungle hex you roll a d10 to determine the type of jungle setting the players have encountered (dense foliage, natural walkways, complete darkness), and then another d10 for a random description of that location. There are 24 entries between those three tables. There are two d10 tables for descriptions of clearings, with 20 entries between them. Both types of wilderness have sounds and smells tables to add to their descriptions. Four rolls on various tables gives me: “A lattice of thick vines loop in the air. The vines look fleshier and bumpier than vines previously seen. The slap of large leaves echo in the thick sulfurous air. The vines ahead cross in near perfect plus signs.” I love these vibes, but this is more rolling than I want to do to generate what is effectively an empty hex.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>These tables could simply be used as inspiration, forgetting about all the rolling. Random tables are often used to communicate the nature of the world, even if you might only use one entry from the table in a game. Such tables encourages an open-ended view of the game world: there is nothing canonical. A prevalence of random tables is often a defining characteristic of OSR games and adventures. I worry people feel the need to include them where they don’t make much sense, or should be designed in a different way.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>One of the themes of the module is this idea of repetition, getting lost in the sameness of the world. In that way you could argue this approach to describing the wilderness reinforces that aspect of the adventure. If you roll up these descriptions you’ll see traces of what has come before. In Marco’s own words, “Weaponizing deja vu and melding grays work to reinforce the feeling of becoming lost to the environment.”</p>
<p>Travelling through these hexes in this game serves a purpose: they are a tax. Players gain stress as they move from hex to hex, and will always face an encounter. Marco has done a great job of using the mechanics of Mothership to feed into how the adventure works. There is always some amount of tension coming from each move through the wilderness the players make.</p>
<p>Marco’s suggestion for how to use these randomly generated hexes in play is also poor advice in my opinion:</p>
<blockquote>
<p>When describing what is in front of players, it is beneficial to give two distinct descriptions. Example:</p>
<p>Warden: You finally see light as you break out of the complete darkness. Ahead is a clearing. The grass stands upright unaffected by the wind. It creates a mathematical curve .To the left the jungle continues and you see thousands of white orbs dangle from the branch extremities. Suddenly, the fruits fall, exploding on impact, hurling pebble sized seeds across the jungle floor. Which direction do you want to go?</p>
</blockquote>
<p>It doesn’t actually matter which way you go! These are two random descriptions, and it’s likely you’ll move into a new hex with two random descriptions. Marco does a great job of placing clues, in-game maps, and geographic features throughout this module that will help the players put some thought into where they will explore in the game. This will make wandering the wilderness more meaningful. The advice given above undercuts the work he’s done.</p>
<p>If running this module I would generate all the hex descriptions and their encounters up front. I think seeing the encounters fixed in place might help create more connections between hexes. Where the players choose to go will be informed by what they’ve learned of the world so far. There is no need to roll two descriptions per hex. Marco has also included a lot of digital material that will help ease running a game. Every illustration is included by itself, making it easy to share with players as they encounter a Venusian Tank or a giant man-eating plant. There are six player facing ‘fog of war’ maps, and they can also be given to the players as the discover them through play. (By reaching certain locations or finding actual maps in the game.) There are even some recording you can play for your players, to make your game a little bit more immersive.</p>
<p>On the whole <em><a href="https://spicytunarpg.itch.io/constant-downpour-remastered">Constant Downpour Remastered</a></em> is a solid adventure, and my gripes are minor compared to everything the adventure brings to the table. <em>Constant Downpour</em> takes some big swings. I didn’t even comment on the weird page numbering scheme or how cool the keyed hexes are! As I said at the start, there is a lot to love.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="https://rattiincantati.com/">Ratti Incantatti</a> is without a doubt the best thing about Oshawa.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><em><a href="/tag/carcosa">Carcosa</a></em> is criticized for being repetitive with some of its hex descriptions. There are lots of hexes with a Shub-Niggurath to deal with, or yet another village. I tried to reverse engineer the setting based on the frequency of the hexes, and the details within those hexes, because it felt like there was a clear structure to copy. When I asked McKinney about this he said he placed monsters and villages where he wanted them, but used the tables found in the book to generate the monsters just like another GM might. What I like about <em>Carcosa</em> is McKinney doesn’t make the reader do any rolling to come up with a boring hex description: he wrote it out for you! In between all the boring is the stuff I love. I am also a firm believer that the pedestrian makes room and helps situate your own creativity in the setting.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p><a href="/zak">Zak</a> wrote two good posts on random tables, <em>5 Kinds of Random Generators &amp; What Makes Them Not Suck [2011]</em> and <em>Fast Tables &amp; Slow Tables [2010]</em>. Grimacing Emoji.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/constant-downpour-remastered/"/>
    <published>2025-02-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/blogging-is-forever/</id>
    <title>Blogging is Forever</title>
    <updated>2025-02-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The <a href="/microblog/bloggies-2024/">Bloggies</a> have me thinking about blogging. As you well know, I am pro-blogging. I think everyone should write and share their thoughts. My <a href="https://funkaoshi.com/blog/funkaoshi-year-20">personal blog</a> has been chugging along for over 20 years! <a href="/microblog/microblog/">Social media is transient: blogs are forever.</a> There is value in writing stuff down.</p>
<p>It is easy to feel like a topic has already been discussed, that it’s common knowledge. But common to who? My ideas about gaming are informed by the books and blogs I have read, the games I’ve played, and the friends I have made along the way. I talked to people on Google+ a long time ago and left with a sense of what I want from RPGs. There are lots of new blogs that are clearly great, but that I don’t find that interesting because they feel like they talk about topics I’m done with. But so what! Not everything needs to be for everyone. There is always someone new who will come along and not know what’s up. Maybe they find some obscure Goblin Punch post from a decade ago. More likely they read stuff being shared right now.</p>
<p>Clayton won the Bloggies with his post on puzzle monsters. He dubbed this idea the <a href="https://www.explorersdesign.com/the-1-hp-dragon/">1HP monster</a>, riffing off <a href="https://www.latorra.org/2012/05/15/a-16-hp-dragon/">an older forum post from stras</a>. This is one of my favourite parts about an active blog scene. People taking ideas and running with them, learning from one and other. Clayton’s post also introduces stras’s decade old post to a new generation of gamers.</p>
<p><a href="https://x.com/SaveVsTPK/status/1535275195430313984">Reading the Elusive Shift left me with a strong sense that we are re-learning all the lessons of the 70s when it comes to RPGs.</a> People have done this all before, and will do it all again. That’s part of the fun of this hobby. Maybe you’ll discover that playing to find out what happens is what it’s all about, and share that with your friends. I’m sure the Bakers would be happy for you.</p>
<p>This blog is full of all sorts of posts of varying quality, and of varying interest to other people. I have a blog post about converting all the to-hit and AC scores in OD&amp;D from descending to ascending AC, not because I thought it was revelatory, but because I didn’t want to have to work it out again. Sharing is caring, but the post was for me. There are lots of reasons to put stuff online. Perhaps the best is writing for yourself.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/blogging-is-forever/"/>
    <published>2025-02-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/bloggies-2024/</id>
    <title>Bloggies 2024</title>
    <updated>2025-02-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The <a href="https://sachagoat.blot.im/bloggies-2024-commence">2024 Bloggies</a> are just about wrapped up. As usual there are a ton of great blogs that were nominated to fight for the top spots. Over on the <a href="https://discourse.rpgcauldron.com/">RPG Cauldron</a> <a href="https://discourse.rpgcauldron.com/t/bloggies-2024-discussion/1566/36?u=funkaoshi">Sly Flourish asked if someone could put together an OPML file of all the finalists</a>. <a href="https://save.vs.totalpartykill.ca/blog/osr-opml/">I know how to do that!</a> So I did. You can import an <a href="https://save.vs.totalpartykill.ca/grab-bag/bloggies-2024.opml">RSS feeds for all the finalists</a> into your favourite RSS reader. Enjoy.</p>
<p><a href="https://save.vs.totalpartykill.ca/grab-bag/bloggies-2024.opml">Download the Bloggie 2024 OPML file</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/bloggies-2024/"/>
    <published>2025-02-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/skorne/</id>
    <title>Skorne</title>
    <updated>2025-01-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/skorne.jpg" alt="Skorne booklet on my sofa"></p>
<p>There is an expanded edition of <em><a href="https://dreamingdragonslayer.itch.io/skorne">Skorne</a></em>, <a href="https://dreamingdragonslayer.wordpress.com/2025/01/14/skorne-v2-1-update/">which came out some time ago</a>, but I only noticed recently. <em>Skorne</em> is a very simple <a href="/blog/negative-space-reprise/">OSR</a>/<a href="https://undergroundadv.blogspot.com/2020/09/explaining-free-kriegsspiel-to-various.html">FKR</a> game, available as a PDF, which I printed out like a booklet. <em>Skorne</em> was created by Samuel James, who writes the blog <a href="https://dreamingdragonslayer.wordpress.com/">Dreaming Dragonslayer</a>. <a href="/blog/paradigms-and-gaming/">I have discussed <em>Skorne</em> on the blog</a>, in passing, some time ago. The game deserves more than a passing glance.</p>
<p><em>Skorne</em> looks to take inspiration from games like <a href="/microblog/into-the-odd/"><em>Into the Odd</em></a> and <em><a href="https://www.drivethrurpg.com/en/product/197158/maze-rats">Maze Rats</a></em>. <em>Skorne</em> is a simple rule set tied to a simple campaign conceit. You are a band of renegades, there are evil tyrants ruling the world, led by the devil prince Skorne. The game begins with the player characters awakening in the ruins of a village destroyed by a warband of Skorne. Like <em>Mork Borg</em> there is a bit of a ticking clock, where the world marches towards ruin as time passes. Classic. If only Final Fantasy games still managed to keep things so tight.</p>
<p>The rules for the game fit on a handful of pages, but ostensibly boil down to opposed 2d6 rolls. Characters have 3 stats: Strength, Dexterity, Willpower. Creating a character will take moments. You roll for your attribute bonuses, and roll for a starting set of equipment, attributes (like a missing eye) or magic spells. Characters have 10 inventory slots. Some situations may cause a player’s character to be fatigued. Like Mausritter, this is tracked by consuming an inventory slot. When a character has ten points of fatigue they die.</p>
<p>Borrowing from <em>Into the Odd</em>, there is no dice rolling to hit in combat damage. Players start the game with 3 HP, each hit doing one point of damage. If players or enemies have a good position, for whatever reason, they may be able to do more hits of damage, or negate some incoming damage. When a character reaches zero hit points they must make a Strength save to avoid death. The combat rules reminded me of one of my favourites, [<em>Pits and Peril</em>][pp], which is also minimal, and expects a lot of adjudication to come from “the fiction”. In that game, as with this one, you will jockey for position and advantage to succeed in combat.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>The later half of the book is random tables and advice for running the game. Good random tables help sign post what a game is about, and <em>Skorne</em> has good random tables. The advice for running the game is clear, actionable, and to the point. There is a short bestiary, which will help illustrate how to make monsters a game where stats and numbers aren’t really that important. The game concludes with a short page about the history of the setting: loose and open ended to do with as you wish. When I first wrote about the game I commented on how it sort of jumps right to it, assuming the reader will know what’s up. A lot of the additions to the game help frame things more explicitly.</p>
<p><em>Skorne</em> is a really well executed rules light game. It’s a great example to learn from for people looking to make something minimal. What rules and writing are here all funnel you towards a particular sort of game. It’s a quick read, and one you could get to the table quickly: just my sort of thing.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>In <em>Pits and Peril</em> it feels like more of a requirement or your combat will never end.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/skorne/"/>
    <published>2025-01-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/art-by-nohr/</id>
    <title>Art by Nohr</title>
    <updated>2025-01-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mork-borg-g+.png" alt="Screenshot from G+"></p>
<p>G+ died in slow motion. There were redesigns people hated.  Tweaks and changes throughout its life, as Google tried to make it work the way they wanted. The site was shuttered in April 2019.  The social network was never the hit Google wanted, but it was a weirdly popular RPG space—certainly the epicentre of the best parts of the OSR for a period of time. People never stopped posting, right up until the end.</p>
<p>I remember seeing pictures of Mörk Borg in the dying days of G+ and knowing I wanted it despite not knowing what it even was. Despite it being written in Swedish.</p>
<p><img src="/assets/img/art-by-nohr-1.jpg" alt="Art by Nohr"></p>
<p>There is lots of love about Mörk Borg, but I believe a large part of its success is due to the bananas art and graphic design of Johan Nohr. <a href="https://www.explorersdesign.com/mork-borg/">Clayton Notestine has written at length about what makes Mörk Borg’s graphic design so fantastic</a>, so I don’t have to. I get annoyed when people are dismissive of Mörk Borg’s graphic design. You can flip to the back of the book and see the adventure Johan laid out: neat, tidy and functional. Clearly he could have made the whole book like that if he wanted to. The excitement on the page is a choice. I digress.</p>
<p><img src="/assets/img/art-by-nohr-2.jpg" alt="Art by Nohr">
<img src="/assets/img/art-by-nohr-3.jpg" alt="Art by Nohr"></p>
<p>Johan has produced a lot of art for the RPG scene since my first encounters with his work. He did the graphic design and art for <a href="https://save.vs.totalpartykill.ca/microblog/into-the-odd/">Into the Odd’s fancy edition</a>, showing the world he isn’t a one trick pony. He did the graphic design for <a href="https://save.vs.totalpartykill.ca/blog/cy_borg/">CY_BORG</a>, showing the world he can make something that feels cohesive with Mörk Borg, while managing to be its own thing. He’s painted countless covers, pictures of dogs, pictures on cardboard. The man keeps himself busy.</p>
<p><img src="/assets/img/art-by-nohr-4.jpg" alt="Art by Nohr"></p>
<p><a href="https://pittrapshop.com/products/art-by-nohr-signed-and-doodled-in"><em>Art by Nohr</em></a> is a chonky coffee table art book, collecting work from 2006 to 2023. The book was published via one of those kickstarters I backed without really thinking about any of the costs. <a href="https://x.com/SaveVsTPK/status/1788576790526529976">I paid so much money to ship this book to my actual house. </a> A heart breaking amount. If you know me you know I don’t ship fucking nothing to my house, shipping makes me crazy. I have books waiting for me across the globe, one day I’ll see them. But this book I was too hyped for.</p>
<p><img src="/assets/img/art-by-nohr-5.jpg" alt="Art by Nohr"></p>
<p>The book is massive and beautiful. The sort of book you want to lay flat on your dining table and flip through slowly. As I write this post it’s sitting next to me, but I find I don’t actually have anything interesting to say. I love the intensity of Johan’s art. It’s interesting to see 20 years of work in one place. What else is worth talking about? The book is sitting on a shelf next to art books for <a href="https://drawpaintacademy.com/zorn-palette/">Anders Zorn</a>, <a href="https://ago.ca/exhibitions/cassatt-mcnicoll-impressionists-between-worlds">Mary Cassatt and Helen McNicoll</a>, and <a href="https://ago.ca/exhibitions/denyse-thomasos-just-beyond">Denyse Thomasos</a>. He keeps them good company.</p>
<p>I love Johan’s art. Maybe you to do? <a href="https://pittrapshop.com/products/art-by-nohr-signed-and-doodled-in">If so, it’s time to blow some money.</a></p>
<p><img src="/assets/img/art-by-nohr-6.jpg" alt="Art by Nohr"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/art-by-nohr/"/>
    <published>2025-01-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/2024-in-minis/</id>
    <title>2024 in Minis</title>
    <updated>2025-01-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mini-painting-stats.png" alt="My mini painting stats for 2024"></p>
<p>One of my goals for 2024 was to buy fewer minis, and paint more of the minis I already owned. I made a big spreadsheet of all the warhammer that litters my house: some real “if you can&rsquo;t measure it, you can&rsquo;t manage it” energy. That saying is a bit dubious, but I do think there was value in seeing what my pile of shame looked like concretely. I would move units up and down my list, trying to plan out a rough order for painting.</p>
<p>It’s interesting to look at these numbers now. January was my most productive month, and the first half of the year much better for output than the second. You can guess when I went back to work by looking at how many minis I painted each month. A final push in December was made possible my the holidays.</p>
<p>Looking at the models I painted, it’s clear the best motivator for myself when it comes to painting is getting models on the table for gaming. At the start of the year I was playing a lot of 40K, and was painting units to add some variety to my Necron army. A <a href="https://save.vs.totalpartykill.ca/blog/horus-heresy-age-of-darkness/">Horus Heresy</a> tournament in April got me painting models for my Sons of Horus army. A return to <a href="https://save.vs.totalpartykill.ca/blog/mordheim-2024/">Mordheim</a> in spring had me wrapping up the undead minis from Cursed City. A Necromunda campaign in the summer got me to repaint my Escher gang, and add a few extra models into the mix. If you’re trying to paint more, play more.</p>
<p>I’ve been playing Age of Sigmar Spearhead recently, when I can find the time, using a partially painted crew of Stormcast Eternals. I hate playing with unpainted minis. I was trying hard to finish them before the clock ticked over to 2025. I’m so close! They’ll be my first minis for 2025.</p>
<p><img src="/assets/img/stormcast.jpg" alt="Stormcast minis partially painted"></p>
<p>The other goal for all this tracking was to minimize how much of a consumer I was in 2025: I wanted to buy less minis. I didn’t track the dates I bought new minis, but if I did, you could also guess when I went back to work based on when those purchases happened. As I have mentioned before, I find when I’m most busy and stressed is when I’m buying the most gaming material. Instead of playing, the hobby just becomes an act of consumption.</p>
<p>I’m not sure tracking anything led to the two outcomes I wanted. Regardless, it’s nice to see what I accomplished over the year. I love painting. I need to make the time to do it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/2024-in-minis/"/>
    <published>2025-01-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-negadungeons-and-the-texture-of-death/</id>
    <title>The RPG Epistles of Paul T: Negadungeons and the Texture of Death</title>
    <updated>2024-12-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>Once again my friend Paul T. drops a blog post as comments in the discord server we use to organize our <a href="https://twitter.com/search?q=%23torontOSR%20from%3ASaveVsTPK&amp;src=typd&amp;f=live">#TorontOSR</a> meetups. As you are no doubt aware, I hate when interesting posts are lost to the ether of the Internet. So enjoy this discussion of campaign design, which makes the case for the infamous <a href="http://rottenpulp.blogspot.com/2013/03/negadungeon.html">negadungeon</a>, which he calls anti-dungeons below. Paul argues that existence of true crap-sack environments for the players to explore adds real tension to a campaign, makes the choices players make when they explore more meaningful.</em></p>
<hr>
<p>If we imagine a dungeon where every room is roughly the same — e.g. each room has an Orc or some other 1 HD enemy, and 50 gp — we can say that the dungeon is &ldquo;balanced&rdquo; (for the sake of this example). But it has very little texture. The game might still be fun — how much gold can you collect before you overreach and snuff it? — but it&rsquo;s fairly monotonous. The choice of room you go into matters very little — you could go through the dungeon in any direction, and it wouldn&rsquo;t really matter. Just leave after you&rsquo;ve pushed your luck far enough, and that&rsquo;s the only choice to be made, really. Over the long term, you&rsquo;d get bored of play rather quickly; it has fairly little depth.</p>
<p>But if there are some rooms that are huge scores, and some that are total deathtraps, which should be avoided, now the dungeon has a lot more surprise, tension, and variability. Suddenly it really matters which way you go and which rooms you explore, and in what order. You start worrying about how to, if possible, look ahead, scout, do some reconnaissance, etc.</p>
<p>There is more variability, more tension and excitement, and much more difference in terms of how the game can go and what comes of it. You could step into the dungeon and walk into a deathtrap, finding nothing, and losing many men. Or you could bypass that room and find the treasure and walk out victorious. The gamble is heightened, the tension is through the roof, and players really have to think (and their cleverness is rewarded a lot more). It adds new dimensions to the game.</p>
<p>You can imagine this applying to larger areas of the dungeon — groups of rooms, themed areas, or levels. The upper caves are dangerous but not profitable; the crypt is a well of wealth. Once the players learn this, they can take advantage of it, so it becomes a question of how and when they can manage to figure it out (hopefully before they die!).</p>
<p>Now we scale this even higher, and apply it to dungeons. This gives texture to the whole campaign, overall. Aesthetically, thematically, etc — e.g. the premise of your campaign is that there are Dwarven tombs around, and those are full of wealth, but goblin-holes also exist, and they rarely have much in them but death and offal.</p>
<p>Of course, it does matter a great deal what your social contract is and what kind of timescale you&rsquo;re playing on. Old-school D&amp;D has the potential to be played at variable depth, and can become an incredibly deep game — but at the cost of increased commitment, patience, and so on.</p>
<p>If I&rsquo;m doing a one-shot for some friends, I&rsquo;d never pull out an anti-dungeon. But if we have a larger campaign setting, long scale, and other priorities [as you would find in a West Marches campaign], it might be a great tradeoff for the group if there was a lot of texture in this sense, on a larger scale.</p>
<p>I don&rsquo;t know many people who are currently using anti-dungeons (except for horror-themed one-shots), but I do know a similar example: Eero, in his campaign, has a rule, which is that any adventure hook has a 1 in 6 chance of being a fake, a lie, or a trap. When he generates adventure hooks, he rolls a die for each. If it&rsquo;s a 1, it is something like this. The &ldquo;treasure map&rdquo; actually leads you into a dead end canyon, where you&rsquo;ll be surrounded and robbed by bandits. The &ldquo;missing princess&rdquo; is long dead, and you&rsquo;ll be press-ganged into working in the mines, instead. And so on. If you were just playing for one night, and you rolled a 1, that would likely be frustrating and unsatisfying for most people (although there are many/some who really enjoy this kind of thing, as well, whether sincerely or perversely).However, add that to a sandbox campaign setting, and dynamics emerge.</p>
<p>When you know that every adventure has an expected payout perfectly relative to its difficulty, like the rooms in the dungeon, it almost doesn&rsquo;t matter what you choose. The GM gives you an adventure hook, you strap on your armour and you go in. But if some rooms are jackpots and others are deathtraps&hellip; and the same goes for dungeons or adventures, then suddenly you have to get a lot more discerning and more clever. The game takes on new dimensions. You might learn you need to investigate an adventure hook, find clever ways to pursue it without putting yourself in danger, do proper reconaissance or background research, and come up with new ways to approach any apparent problem. There&rsquo;s an added layer of richness there. Where before your game was all, &ldquo;hey, there&rsquo;s a Dwarven mine under the mountain? Ok, let&rsquo;s go loot it, boys&rdquo;, now instead it becomes something more like, &ldquo;well, shit. What do we know about Dwarven mines? Where is this information coming from? Do we know anything about the history of the region? Who else knows about it? Can we interview people who live in the area? Were Dwarves known for hoarding gold, by any chance?&rdquo; Etc. You have to evaluate and strategize at a higher level; the game takes on a different kind of depth.</p>
<p>This has effects on the kinds of campaigns and settings you might be able to come up with or play in, as well. It can allow you to have a much more anti-ludic orientation in developing your setting or campaign, as well as the kinds of things that happen within it.</p>
<p>Let&rsquo;s say you know there&rsquo;s a farm out by the forest, and the farmer is under a curse; anyone who stays in his home turns into an undead, mindless, ravenous creature. Over the years, he has dug a pit under his farmstead, where he keeps all the ravenous undead. If something happened to him or the enclosure, it could endanger the whole area.</p>
<p>If your game presumes that all adventures have payoffs, you can&rsquo;t even include this in your game; you&rsquo;d have to finagle some reason why there&rsquo;s an appropriate amount of gold there, as well (or whatever your game demands). The players can see a rumour of a missing person and zombies and go, &ldquo;ok, cool, sounds like an adventure, let&rsquo;s do it!&rdquo;</p>
<p>But if you like the idea of a living, breathing, more real, more textured, anti-ludic setting and game, you totally can place this cursed farmstead in it: there is nothing to be gained by visiting this place, but it can exist in your setting, and that can lead to a more interesting and variable setting.</p>
<p>After all, you don&rsquo;t know where the game will go - as <a href="https://www.necropraxis.com/">Brendan</a> says, every trap is also a weapon. Perhaps the PCs will become the foes of a local band of brigands, and they can lure them onto the farmstead and unleash the undead. Or one is a budding necromancer, and can learn to control them and make them into his own army. Or whatever; the possibilities open up a lot.</p>
<p>[So there is one reason for anti-dungeons.] The game expands and takes on new dimensions; many more and many different outcomes are possible. Some of your play might be unrewarding to the PCs or unsatisfying or dangerous, and players have to be more careful, but now all kinds of things might happen which wouldn&rsquo;t in your &ldquo;correct&rdquo; setting where each adventure has a guaranteed payoff.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-negadungeons-and-the-texture-of-death/"/>
    <published>2024-12-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/bluesky/</id>
    <title>BlueSky</title>
    <updated>2024-12-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://bsky.app/">BlueSky</a> feels like it&rsquo;s having a moment. I&rsquo;m on the site using my domain as
my username, <a href="https://bsky.app/profile/save.vs.totalpartykill.ca">@save.vs.totalpartykill.ca</a>. When Google+ was a thing, I
would just link my posts there, and use that space as my comments. That really
bit me in the ass. Anyway, let&rsquo;s do that again. If you reply to <a href="https://bsky.app/profile/save.vs.totalpartykill.ca/post/3lcouvk7j722r">my link
to this post on BlueSky</a>, it should show up as a comment here. Shoutout to
<a href="https://github.com/ascorbic/bluesky-comments-tag">Matt Kane / ascorbic</a> for making this set up easy to do. I&rsquo;m not sure if
something like BlueSky can capture all the things that made Google+ great.
Being able to actually comment on someones post, and nothing be constrained to
some character limit really encouraged a lot of interesting collaboration. Still,
it feels like there is a lot happening on that space recently.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/bluesky/"/>
    <published>2024-12-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/negative-space-reprise/</id>
    <title>Negative Space Reprise</title>
    <updated>2024-11-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>This is an update to <a href="/blog/negative-space/">an earlier blog post</a> I wrote on rules and OSR games, which was published in the zine <a href="https://mixed-success.itch.io/issue1">Mixed Success</a>, which you should also check out.</em></p>
<p><img src="/assets/img/kingdom-death-kingsman.jpg" alt="Kingdom Death Minis"></p>
<p>Playing four sessions of Thor Olavsrud &amp; Luke Crane’s <a href="/campaigns/torchbearer/">Torchbearer</a> had me thinking about how we engage with the rules of the games we play. Torchbearer is a machine that produces a story of grotty dungeon exploration. Its rules are highly procedural. Torchbearer&rsquo;s mechanics will push the story of your session towards death and dismemberment. Smart players will work together to avoid this grimdark fate. There is no playing this game without understanding its rules, and there is no playing the game effectively without understanding them deeply. This isn’t a game where you can just ‘wing it’—both as players or as the game master. Torchbearer stands in contrast to the games I normally play: games so rules-lite you might describe them as rules-optional.</p>
<p>Torchbearer is a modern ruleset for playing a very old-school sort of game: dungeon crawling adventures most commonly associated with Dungeons &amp; Dragons (D&amp;D). That’s what originally drew me to the game. I’ve been playing RPGs on and off since the 90s, but since returning the hobby a little over a decade ago now I have been most drawn to the games coming out of the Old School Renaissance (OSR). The OSR is a gaming movement focused on player agency, problem solving, and simple open-ended rule sets inspired by old editions of D&amp;D and games from that period of time. Torchbearer is a very different take on a genre I love, it’s a game that is far more baroque and that feels more purposeful. I’d argue the messy games you may remember from your youth are purposeful in their own way.</p>
<p>My favourite edition of D&amp;D is the original version of the game published in 1974 (OD&amp;D). In OD&amp;D, players start the game with a single d6 of hit points, and weapons in the game typically do a single d6 of damage. Hopefully you can see that your heroes won’t be long for this world if you end up in a fight and simply start rolling dice: your dungeon delving adventure will trend towards death and disappointment as your character is cut down by goblins, kobolds, and orcs. The odds aren’t in the player’s favour, so play becomes about fictional positioning to avoid leaving things to chance. Clever play is all about stacking the odds in your favour, and your best odds occur when you aren’t rolling any dice.</p>
<p>This style of play will only work if there is a shared understanding between the players that the person running the game will do so in a fair and impartial manner. In Torchbearer the rules force this impartiality: players will push and bend them to create the advantage they need to succeed. In an OSR game this is usually accomplished diegetically: there are no mechanics for dropping chandeliers on your enemies, tripping colossal monsters, etc. The players need to convince the game master their actions are meaningful, and collectively decide what the benefits should be. In both cases the savvy player is trying to manufacture certainty.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> While you might be able to get far in an OSR game being completely oblivious to its rules, you won’t get far if you don’t attempt to play smart. Your games will likely feel boring or flat as your character is cut down again and again.</p>
<p>Games like Torchbearer have rules and mechanics that drive the action of the game. They are active participants in producing a story through play. The rules of OSR games can feel more passive in this regard. It’s easier than you think to play sessions of D&amp;D where you don’t roll any dice. The rules found in OSR games are often focused on modeling failure states. In other words, they come into play when you fuck up.</p>
<p>In this way, OSR play feels like it’s about engaging with the negative space of the rules. The rules layout the guardrails for play: “this is a game about exploration and adventure.” You might need to Save vs. Magic, it’s written on your character sheet. You might need to fight a monster, you have hit points and to-hit bonuses. The game tells you what it’s about, where you need to worry, and play then is about trying not to worry. OSR play isn’t simply playing pretend because the game frames what your pretend looks like—like all good role playing games.</p>
<p>Games that work well provide support for play through their rules, GM advice, player advice, etc. This is true regardless of the model of play as described above. When making a game, especially a rules lite game, you should think about how players will approach the rules of play, and if there is enough there to encourage forward movement and interest. It’s easy to look at a game like D&amp;D, realize you always ignore encumbrance rules, and drop them. And in that way keep stripping things back till you’re left with a system that is some variation of “just roll high on a d20”. Or conversely build a game up with the bare minimum you need to play, not realizing it all works because of the years of context sitting in your head. If you inadvertently create a game missing key rules needed for play, or leave these rules as an exercise for the reader, you veer into the world of Fuck You Design.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>Many OSR games work because they rely on their players having internalized all the norms and tropes of the game. Torchbearer tries to encode those tropes into the games rules, producing a game that is far heavier, but more self contained. I often play games with people who don’t know the rules of the game we’re playing. When they need to roll dice someone else will let them know. This works because on some level they do understand the goals of the game, and are navigating its edges. The games I enjoy are simpler, for me. If they fall flat for you, i’m sure there are several blog posts you can read, movies you can watch, doorstop-fantasy books you can consume, and new friends you can make to help get you up to speed. It’s simple.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I should note that in a game focused on narrative and story, savvy play could look quite different: failure is often more interesting than success! A player might be happy to have their character die, it might be the satisfying end to their arc in the story being told by their gaming group.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>“<a href="http://todistantlands.blogspot.com/2022/05/fk-you-design.html">Fuck-you design</a> uses the OSR’s imaginative, DIY ethos as justification for big honking holes in its design structure. Specifically, it leaves gaps around important processes or concepts whose real-world counterparts are abstract, complex, or nonexistent.” — Alex Chalk&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/negative-space-reprise/"/>
    <published>2024-11-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/queen-mab/</id>
    <title>Queen Mab</title>
    <updated>2024-10-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Patrick&rsquo;s launched his latest Kickstarter, <a href="https://www.kickstarter.com/projects/gawain/queen-mabs-palace">Queen Mabs Palace</a>. In a real plot twist, the book isn&rsquo;t a D&amp;D module, but a novel. I suppose novels were the first adventures. I&rsquo;m reading Patrick&rsquo;s last book now, <a href="https://falseparcels.bigcartel.com/product/gackling-moon-hardcopy">Gackling Moon</a>, which is a gazeteer for <a href="http://falsemachine.blogspot.com/search/label/The%20Wodlands">the Wodlands</a>, a weird fantasy setting. It reminds me the Wanderer&rsquo;s Journal from Dark Sun: pure vibes. There is some gaming material in the book, but it feels there is maybe <em>just</em> enough to still call it a gaming book and not have people moan too much. In many ways it&rsquo;s the setting book version of <a href="https://save.vs.totalpartykill.ca/blog/fire-on-the-velvet-horizon/">Fire on the Velvet Horizon</a>. I should say more here, but just wanted to point out that Queen Mabs Palace feels like the natural follow up to a book like Gackling Moon, perhaps.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/queen-mab/"/>
    <published>2024-10-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/ramanan-sivaranjan-awards-for-excellence-in-gaming-2024/</id>
    <title>Ramanan Sivaranjan Awards for Excellence in Gaming 2024</title>
    <updated>2024-08-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Work was mind numbingly busy, and then I hopped on a plane to the East Coast. I saw people posting about the Ennies and realized those assholes hosted their awards before I announced the winners of the Ramanan Sivaranjan Awards for Excellence in Gaming. What’s up with that?</p>
<p>This is the 10th year for the Ramanan Sivaranjan Awards for Excellence in Gaming. While these awards improve like a good scotch, the Ennies continue to be &hellip; well, the Ennies. There is nothing wrong with being the Teen Choice Awards of the RPG industry, of course. Someone’s got to do it! I just want something different. Maybe you do too.</p>
<p>As always, there is only one rule when it comes to these awards: the books in contention must have arrived at my doorstep, or digitally in my inbox, during 2023. As I noted last year:</p>
<blockquote>
<p>&hellip; while Trophy, which arrived at my home in January, should clinch some awards at the Ennies this year, it will need to wait till next year to fight for its spot as The Ramanan Sivaranjan Award for Excellence in Gaming winner. If I had backed it digitally, I’d have included it for contention this year. Simple, right?</p>
</blockquote>
<p>In the business, we call this foreshadowing. I hope you enjoy my picks.</p>
<h2 id="best-gaming-supplement-hull-breach--brought-to-life-by-ian-yusem">Best Gaming Supplement: <a href="https://www.hullbreachrpg.com/">Hull Breach </a>, brought to life by Ian Yusem.</h2>
<p><img src="/assets/img/awards-2024-hull-breach.png" alt="Hull Breach Cover"></p>
<p>Hull Breach is a fantastic anthology of material for Mothership: adventures, monsters, advice, etc. With its fanciful layout and polish, its closest analog might be the popular zine, Knock, from The Merry Mushmen. Hull Breach goes a little further in its approach to anthology. Ian has tried to tie various articles together to suggest their use for campaign play. Everything is neatly indexed and cross referenced. You can see he wanted this to be <em>the</em> companion to Mothership 1e: unfurl the mission accomplished banner.</p>
<h2 id="best-necromunda-rpg-gangs-of-titan-city-by-nick-spence-ben-brown-and-zachary-cox">Best Necromunda RPG: <a href="https://soulmuppet-store.co.uk/products/gangs-of-titan-city-1">Gangs of Titan City</a> by Nick Spence, Ben Brown, and Zachary Cox.</h2>
<p><img src="/assets/img/awards-2024-gangs-of-titan-city.png" alt="Gangs of Titan City cover"></p>
<p>Gangs of Titan City is the Necromunda RPG no one was asking for, but clearly should exist. Like Zach’s other works it is an odd amalgam of RPG ideas. You can see the influence of powered by the apocalypse games and the OSR to produce something new. This game feels so weird and niche I would love to see it find a wider audience. There is a strong emphasis on tools for the GM to use to make a session of gaming go. Some of that story game influence, I suppose. The only thing this book is missing is advice on playing with your Necromunda minis. A real missed opportunity. Finally, Dai Sugars did the layout so you know this book is hot and good.</p>
<h2 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2023-trophy-gold-by-jesse-ross">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2023: <a href="https://trophyrpg.com/">Trophy Gold</a> by Jesse Ross.</h2>
<p><img src="/assets/img/trophy-gold-3.jpg" alt="GM Advice in Trophy Gold"></p>
<p><a href="https://save.vs.totalpartykill.ca/review/trophy-gold/">I have already enumerated the ways I think Trophy Gold is amazing.</a> Everything I picked up during the rest of 2023 was really in a battle to unseat this champion of a game. It was all my friends and I would chat about when it came to RPGs for a good while. Jesse Ross has made something compelling with Trophy Gold. The game really manages to be this impressive amalgam of OSR and Story Gaming. It doesn’t feel like it should work, but does! The book itself is beautiful. The Gauntlet, aka Jason Cordova, did an amazing job turning the small digital zines that were Trophy from the Gauntlet Codex into something special. The three Trophy Books: Dark, Gold and  Loom are some of the nicest RPG books I own. Jesse did the art and layout as well as the writing: the triple threat! <sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<h2 id="honourable-mentions">Honourable Mentions</h2>
<p>Keeping this list of shout outs short this year was a challenge: there was a lot I loved, and a few games here were real contenders for awards. Much love to <a href="https://www.gauntlet-rpg.com/brindlewood-bay.html">Brindlewood Bay</a> by Jason Cordova, <a href="https://www.drivethrurpg.com/en/product/437324/Sword-Weirdos">Sword Weirdos</a> by Casey Garske, <a href="https://www.ospreypublishing.com/ca/doomed-9781472854254/">The Doomed</a> by Chris McDowall, The <a href="https://www.themerrymushmen.com/product/black-sword-hack-ultimate-chaos-edition/">Black Sword Hack</a> by Alexandre ‘Kobayashi’ Jeannette, <a href="https://cy-borg.io/">CY_BORG</a> by Christian Sahlén and Johan Nohr, <a href="https://scrapprincess.itch.io/noofutra-pdf-edition">NooFutra</a> by Scrap Princess, <a href="https://www.prismaticwasteland.com/shop/p/barkeep-on-the-borderlands">Barkeep on the Borderlands</a> by Prismatic Wasteland, and <a href="https://ultraparadiso.itch.io/warped">Warped Beyond Recognition</a> by Quadra. I am annoyed at myself for not having played Brindlewood Bay yet: what did I even do with my time off? Be better than me, check this game out, and give it a go!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>My name appears in the credits of Trophy Gold, I ended up writing a small part of one of the adventures featured later in the book. I also made what is probably as close as the game will get to an official character generator. You&rsquo;ll have to believe me when I say this isn&rsquo;t an obama giving himself the nobel peace prize moment. This win is all Jesse!&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/ramanan-sivaranjan-awards-for-excellence-in-gaming-2024/"/>
    <published>2024-08-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-art-of-the-cover/</id>
    <title>The Art of the Cover</title>
    <updated>2024-05-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.explorersdesign.com/the-art-of-the-cover/">Clayton takes a look at what elements make for a compelling cover, highlighting some of my own favourite books in the process.</a> This post was likely sparked by Wizards of the Coast teasing the cover of the Player&rsquo;s Handbook for the next update to D&amp;D. The cover is pretty boring and uninspired, but I think at this point Dungeons &amp; Dragons doesn&rsquo;t need a fancy cover to sell itself. It is Transformers to everyone else&rsquo;s Gobots. The new D&amp;D cover tells its fans, &ldquo;don&rsquo;t worry, this is more of the same.&rdquo;</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-art-of-the-cover/"/>
    <published>2024-05-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/collaborative-worldbuilding-glimpses/</id>
    <title>Collaborative Worldbuilding Glimpses</title>
    <updated>2024-05-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I enjoyed this post from Ty over on Mindstorm, where he takes Jason Cordova’s <a href="http://www.brindlewoodbay.com/blog/paint-the-scene">Paint the Scene</a> idea and tries to jam it into OSR gaming. <a href="https://www.mindstormpress.com/collaborative-worldbuilding-glimpses"><em>Collaborative Worldbuilding: Glimpses</em></a> is all about sharing elements of world building with your players. Mindstorm puts out consistently good blog posts: well worth adding to your RSS feed.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/collaborative-worldbuilding-glimpses/"/>
    <published>2024-05-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/gangs-of-titan-city-solo/</id>
    <title>Gangs of Titan City Solo</title>
    <updated>2024-05-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://aloneinthelabyrinth.blogspot.com/2024/05/gangs-of-titan-city-solo-experiment.html">Alone in the Labyrinth talk about their solo campaging of Gangs of Titan City.</a> I&rsquo;ve had the game city on my bookshelf for some time now. I still hope to get it to the table one day. It sounds like my local gaming club is getting into Necromunda, and that might be a good spingboard for some Necromunda themed RPGing. <a href="https://save.vs.totalpartykill.ca/microblog/gangs-of-titan-city/">I wrote a little bit about the game when I picked it up from my brother in the UK.</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/gangs-of-titan-city-solo/"/>
    <published>2024-05-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/another-bug-hunt-play-reports/</id>
    <title>Another Bug Hunt Play Reports</title>
    <updated>2024-05-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve started running another Mothership campaign to hopefully play through all of <a href="/review/another-bug-hunt/">Another Bug Hunt</a>. <a href="/campaigns/mothership1e/">I&rsquo;ve made a new mini-site over here to catalog what&rsquo;s happened so far</a>, and share play reports and my thoguhts on running the module.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/another-bug-hunt-play-reports/"/>
    <published>2024-05-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/another-bug-hunt/</id>
    <title>Another Bug Hunt</title>
    <updated>2024-04-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/another-bug-hunt-cover.png" alt="Another Bug Hunt Cover"></p>
<p>My copy of <a href="https://www.tuesdayknightgames.com/products/mothership-core-set">the Mothership Starter set</a> arrived on the weekend. I love it. The box is dense, packed with all sorts of good stuff. What I was excited about was the new adventure, Another Bug Hunt. This will be the first adventure people new to Mothership will encounter. It’s quite possible this will be the first adventure someone new to gaming may run, period. The Mothership Kickstarter was wildly successful: I have to believe there are a non-trivial number of people for whom Mothership will be their first RPG. I assume the brainiacs at Mothership HQ realized how important this module would be, because there is a lot of talent tied up in its creation. It’s amazing to read such a fully realized introductory adventure.</p>
<p>Another Bug Hunt is split into four scenarios, the first a classic of the genre: players find themselves exploring an “abandoned” base, trying to piece together what happened to its MIA staff. The base is a small complex, a 10 room &ldquo;dungeon&rdquo;. There are two entrances to the base, the one around back leading straight to the big-bad monster. I love that you could start the adventure stumbling upon the encounter that feels like the end. This is the OSR nonsense I am here for.</p>
<p>Advice for running this adventure, and running games in general, is scattered throughout Another Bug Hunt. The adventure pairs well with <a href="/review/mothership-wardens-guide/">the (wonderful) Warden’s Guide</a>. A short prologue to the scenarios has the players make a fear save. The adventure explains the purpose of the save, when to make them, and how you might give players bonuses on the roll based on what they say their character is doing to cope with what is going on. This is an important part of Mothership, so it makes sense to have it be the players first interaction with the game. The fist scenario contains the most advice, and feels the most introductory. A lot of effort has gone it trying to highlight the invisibile assumptions of OSR play. (Of course, being seeped in this stuff, perhaps i&rsquo;m not the best person to comment on whether they&rsquo;ve succeeded or not.)</p>
<p>The next scenario in Another Bug Hunt involves working with three factions, each with their own plan for how to best deal with what is happening on the planet. One group wants to get the fuck out here—why wouldn’t you? The next wants to retrieve all the research they have done on the weird alien monsters they’ve encountered. The last wants to save their friends and make sure they have power to weather an incoming dangerous storm. There are three missions to tackle, but a twist after the first one will make the subsequent missions far trickier to deal with. Each also provides important information or benefits, so it will all play out differently depending on the choices players make. It’s a nice dynamic set up.</p>
<p>The third scenario in Another Bug Hunt is when the characters in the movie say the name of the movie. The players explore an alien mothership, in search of more of the missing crew and a better understanding of what&rsquo;s happening on this world. This is a very deadly dungeon. Or could be, if players are incautious or overly bold. The third scenario reminded me of Gradient Descent, with complex rooms that are more alien. It provides a nice contrast to the first dungeon.</p>
<p>The adventure ends with players trying to get off the planet. Players earlier choices will factor into how easy or hard escape will be. This is another scenario that feels it’s a classic of this genre: escaping hordes of aliens. This scenario is very open ended. There is a timeline, some rough rules for how things will play out, but what the players do could be all over the place.</p>
<p>Another Bug Hunt looks to be another fantastic adventure from the Mothership crew. I am hoping I will be able to run it soon.  I am very curious to see how it plays. Each adventure has advice for running it as a one shot, though they seem best suited to be run as a single campaign. Running through this zine will probably take several sessions. That feels like a good way to kick off your new career as a Mothership Warden.</p>
<p><img src="/assets/img/another-bug-hunt-art.png" alt="Players try and escape the planet as aliens rush their ship!"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/another-bug-hunt/"/>
    <published>2024-04-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/rpgs-as-skirmish-games/</id>
    <title>RPGs as Skirmish Games</title>
    <updated>2024-04-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Some friends were discussing how one might approach making RPGs play a bit more like skirmish war games. From my perspective, playing with minis and measuring distances are the only ingredients you need in order to change how a game feels. A good wargame will make the choices you make around positioning matter.</p>
<p>It’s often the case when playing D&amp;D using &ldquo;theatre of the mind&rdquo; that characters simply move from monster to monster, fire their ranged weapons from anywhere to anywhere, etc. It&rsquo;s hard to keep track of where everyone is, what the complex state of the game world looks like. To mitigate this I will sometimes sketch on paper (or on the screen) when playing to help players better understand their circumstances, what they can and can’t do. I am just as likely to simply eat the messy abstraction: it makes combat play much faster. When I was playing 4th Edition D&amp;D a single combat might be the bulk of a gaming session!</p>
<p>Approaching running a skirmish style RPG by looking directly at indie narrative skirmish wargames might be interesting and fruitful as well. Games to checkout include: <a href="https://www.forbiddenpsalm.com/forbidden-psalm">Forbiden Psalms</a> (based on Mork Borg) and it&rsquo;s many variations, <a href="https://brettfp.itch.io/brawl-arcane-28">Brawl Arcane 28</a>, <a href="https://save.vs.totalpartykill.ca/review/song-of-blades-and-heroes/">A Song of Blades and Heroes</a>, and <a href="https://www.drivethrurpg.com/en/product/437324/Sword-Weirdos">Sword Weirdoes</a>. These games feel like they could form the basis for playing an RPG in and of themselves.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/rpgs-as-skirmish-games/"/>
    <published>2024-04-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/horus-heresy-age-of-darkness/</id>
    <title>Horus Heresy: Age of Darkness</title>
    <updated>2024-04-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/horus-heresy-dreadnaught.jpg" alt="My Luna Wolves Dreadnaught"></p>
<p>I recently attended a <a href="https://thehorusheresy.com/">Horus Heresy</a> tournament organized by local gaming group <a href="https://discord.gg/F6feaupc">Hogtown 40K</a>. This was a full day of gaming, the most warhammer I have played in quite some time. (My last epic adventure in Warhammer was playing a never ending game of <a href="/tag/40K/">40K</a> in Lexington, with my friend’s husband before their wedding.) I have been painting my <em>Horus Heresy: Age of Darkness</em> boxed set in slow motion since it was released, so playing in this tournament felt like a nice conclusion to that hobby project.</p>
<p>For those unfamiliar, the Horus Heresy is the galactic civil war that sets up many of the important elements of the 40K setting as we know it: a probably dead emperor of mankind on a golden throne, chaos space marines, demons, etc. The Horus Heresy takes place 10,000 years before the time period of 40K. The game <em>Horus Heresy: Age of Darkness</em> is essentially Games Workshops’ take on Napoleonics. There is an emphasis on treating the game like any other historical, except the history of this game is 100% made up. People will paint armies appropriate for particular time periods of the war. They will make sure their colour schemes are consistent and correct.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Compared to larger Warhammer 40,000 scene, there is a greater emphasis on the narrative side of the game.</p>
<p><em>Horus Heresy: Age of Darkness</em> feels like a modern take on retro rulesets. If you played Warhammer 40K prior to its 8th edition, <em>Horus Heresy</em> will feel familiar. You’ll see universal special rules, vehicle facing, blast templates, etc.  There are lots of niche rules, which makes for a very flavourful game, but also one that is a bit tricky to keep entirely in your head. You will need at least two (giant) rulebooks to play, with rules for your units spread between both. The game would have felt impossible to play if I didn’t create my army list on <a href="https://newrecruit.eu">New Recruit</a>, which collects all the rules for your units together in one place.</p>
<p>Most of Games Workshop’s games share a lot of DNA, and this game is no exception. You use d6s throughout. You roll to hit, then to wound, then make armour saves. Like all GW games, you often roll a fuck-ton of dice to accomplish very little. There are lots of small differences between <em>Horus Heresy</em> and modern 40K. Armour Piercing isn’t a modifier, you either ignore armour saves or you don’t. When a unit loses a combat, there is a chance they will rout and just be cut down by the opposing side. Similarly a unit that is routing can be killed outright by any unit that manages to charge into it. These changes will lead to faster game play: you just lift models. Some changes slow the game down, but make for fun situations. Melee combat happens in initiative order, like Mordheim: you might be able to kill a few dudes carrying massive thunder hammers before they 100% blow you up. Like most Games Workshop games, <em>Horus Heresy’s</em> turn structure is “I go, you go”. They have introduced a pool of reactions you can make during each phase of the opposing players turn, making the games feel a bit more dynamic, and ensuring both players are engaged throughout each turn. You might shoot back when shot, fire overwatch when being charged, etc. The number of reactions you can make is small and intuitive. It’s a nice addition to the game.</p>
<p>The format for the tournament was cute: each player made a list of 1250 points, a little under half of what is recommended for a full game of <em>Horus Heresy</em> (3000 points); players were paired up and played as a team against their opponents. I was encouraged to sign up for the tournament, even though I had never played a game of <em>Horus Heresy</em> before, because the format of the tournament lends itself to teaching and learning the game. My first partner was someone with a lot of experience playing the game.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> That ended up being the case in subsequent games as well.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> Games that would have been a slog to get through if I was playing alone flew by with ease.</p>
<p>I honestly had no good reason to pick up the <em>Age of Darkness</em> boxed set, but i&rsquo;m glad I did. Getting into Heresy has been a fun hobby project these last months and years. Getting ready for this tournament, painting my last few minies, was particularly fun. I always find it motivating painting for an event or game, trying to get a unit done under the wire. Up next is getting my Sons of Horus army up to 3000 points.</p>
<p><img src="/assets/img/horus-heresy-reavers.jpg" alt="Reavers"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>One thing Games Workshop does well is make sure the lore of their setting allows for maximal creativity when it comes to the hobby of building and painting miniatures. In Horus Heresy, if your Ultramarines are a platoon that turned to Chaos and have black helmets because you like black, that would work. There is space in the setting for this sort of deviation. The scene around the Horus Heresy seems to value people taking the time to think through what they are making, and putting care into their hobby activities.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Harrison: what a god damn hero!&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>Shout out to Graeme and Matt as well!&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/horus-heresy-age-of-darkness/"/>
    <published>2024-04-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/smaller-games-of-40k/</id>
    <title>Smaller Games of 40K</title>
    <updated>2024-03-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/combat-patrol-1.jpg" alt="Necons"></p>
<p>I&rsquo;m enjoying the latest iteration of <a href="https://save.vs.totalpartykill.ca/tag/40k/">Warhammer 40,000</a>. With the release of its 10th Edition, the designers created a smaller scale game mode they dubbed <a href="https://warhammer40000.com/combat-patrol/">Combat Patrol</a>. The armies you play are all built from the models in the start collecting boxes they sell. There is no list building. The units (sometimes) have simpler rules than the corresponding unit in the full game. Most armies only have 5 or so units in their list. This all comes together to produce a game that is simple to play. I’ve played many games of Combat Patrol at this point. If you are trying to learn the game, I can’t recommend this format enough: it’s really well done.</p>
<p>What if you want some variety? Warhammer 40K is a game that’s designed with bigger games in mind,  so simply making smaller lists can lead to weird situations. <a href="https://www.youtube.com/@PlayOnTabletop">Play on Tabletop</a>, a Canadian Warhammer YouTube Channel, has been <a href="https://www.youtube.com/watch?v=Axtcs_tQ3Cw">running a tournament where they pit 500 point lists against one another</a>.  To try and avoid some unfortunate pairings have added a small set of additional restrictions when building lists for these 500 point games:</p>
<ol>
<li>You must have at least one character.</li>
<li>You cannot include any epic heroes.</li>
<li>The maximum toughness of any unit is 9.</li>
<li>You must have two units with the infantry keyword, excluding characters.</li>
</ol>
<p>They are playing a tournament, and the additional caveat for their games is the winner keeps playing their list till they are beaten. This feels like another, more organic, approach to balance. Challengers will know what they are facing, and try and build a list with that in mind. They also need to keep in mind their list will be frozen in amber if they win.</p>
<p>I’m a big fan of smaller scale games of 40K. I&rsquo;m curious what other attempts at playing 40K in sub-1000 point lists might look like.</p>
<p><strong>Update 2024-05-10</strong>: <a href="https://playontabletop.com/king-of-the-colosseum-events/">Play on Tabletop are running a few King of the Colosseum tournaments, and have shared their rules online.</a></p>
<p><img src="/assets/img/combat-patrol-2.jpg" alt="Necons"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/smaller-games-of-40k/"/>
    <published>2024-03-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/mordheim-2024/</id>
    <title>Mordheim 2024</title>
    <updated>2024-03-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mordheim-2024-vampire.jpg" alt="vampire"></p>
<p>Since I last wrote about <a href="/tag/mordheim">Mordheim</a> I have played through two 10-game campaigns. The first was with the Undead warband feature in <a href="blog/mordheim/">my last post about the game</a>, Volchyakrov’s Wolves. The second campaign was set in Games Workshop’s Lustria setting, their take on Amazon adventures. I played a Pirate warband, the Motley Crew.  After playing several games of <em>Mordheim</em> I can now see its appeal. <em>Mordheim</em> does narrative war gaming incredible well. It is the model and inspiration for so many games that follow.</p>
<p><em>Mordheim</em> is meant to be played as a campaign, and those campaigns begin with the creation of a warband. You start with a leader and recruit a few heroes and henchmen to join them. In most cases, your starting crew will feel underpowered. The dregs in my undead warband were incredibly crap out of the gate, as were the cabin boys of my pirates. The expectation of the game is your crew’s power will grow over the course of a campaign. (Though injury and death is a very real threat.) You’ll want as many heroes as you can take, as they can explore Mordheim after each game in search of treasure. You should round out your warband with henchmen only after recruiting a full compliment of heroes. I would prioritize bodies over equipment for your first games. <em>Mordheim</em> is a game that rewards ganging up on your foes.</p>
<p>The rules of the game are old-school: roll to hit, roll to wound, roll to save, roll to determine injury, etc, etc. Like a lot of Games Workshop games, there is often a lot of rolling to accomplish nothing. The saving grace of <em>Mordheim</em> is you are generally rolling 1-2 dice, rather than 10-20. Once you’re familiar with your warband the game will play fairly quickly. The core rules of the game aren&rsquo;t that long: and there are some good cheat sheets out there. The rules aren&rsquo;t always as clearly written as one would hope, but in the year 2024 we have 25 years of discussion to help us fill in any gaps.</p>
<p><img src="/assets/img/mordehim-2024-undead.jpg" alt="undead warband"></p>
<p>Games are split into a recovery phase, movement phase, a shooting phase, and a hand-to-hand combat phase. You need to set up all your charges and reposition all your models before getting into the nitty gritty of combat. Shooting can be effective, but this feels like a game where your crews are meant to get stuck into one another. Most models have one wound. When they lose that wound, you’ll roll to see if you’ve knocked them down, stunned them, or taken them out of action. You don’t need to roll to hit a knocked down model, and if you attack a stunned model it’s automatically taken out of action. Ganging up is the name of the game. My (pretty useless) zombies ended up being surprisingly effective in that first campaign. My pirate crew consisted of a lot of mediocre men, but would often get the kill through teamwork. Most games will end with a warband routing. When you lose 25% of your team you’ll need to make rout tests, rolling under your leader’s leadership skill. You can also choose to voluntarily concede at this point. You want to avoid making injury rolls, so taking the loss may still put you ahead in the grand scheme of a campaign.</p>
<p>After a game you run through a post-game sequence, the beating heart of <em>Mordheim</em>. To start, you will check if downed models are dead, injured, or totally fine. There is a lot of flavour in the injury tables for heroes. Your out of action model might end up in a pit fight, sold to slavers, or other such nonsense. My vampire lost an inch of movement and can’t run because of leg injuries. Your models will gain experience, and in turn gain levels. The initially useless cabin boys in my pirate warband were quite effective by the end of the game. Your heroes can explore Mordheim, rolling on big tables to figure out if they discover anything exciting beyond the Wyrdstone that’s central to the game. Finally you will use the income you’ve earned to buy new equipment for your crew, recruit more models, and get ready for your next game.</p>
<p>The mechanics and gameplay are a small part of what makes the game really compelling. John Blanche did all the art. The various warbands are all very flavourful. This is a seriously vibes-forward game. The game lends itself to maximum creativity. There are lots of beautiful warbands and fan art out there if you go looking.</p>
<p><a href="https://www.theswordandboardtoronto.com/products/mordheim-campaign-season-3">I am just about to start another campaign at the Sword and Board.</a> I’m really looking forward to seeing how this one plays, now that I’m a lot more comfortable with the game. <em>Mordheim</em> is an incredible game. <a href="https://www.youtube.com/watch?v=tivhQDSEBJQ&amp;list=PLzrPO7KIAtwXh3Aql1jVDw4cdIl-yZUd2&amp;index=3">The 25th Anniversary of the games release is happening this year.</a> There is no better time to give the game a try if you haven&rsquo;t played before, or jump back in for old times</p>
<p><img src="/assets/img/mordheim-2024-pirates.jpg" alt="pirate warband"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/mordheim-2024/"/>
    <published>2024-03-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/odd-turns-50/</id>
    <title>OD&amp;D turns 50</title>
    <updated>2024-01-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I am a man with too many hobbies and interests, but <a href="http://grognardia.blogspot.com/2024/01/fountainhead.html">James’s lovely ode to OD&amp;D</a> has me thinking about the game once again. Some of the longest campaigns I’ve ran and played in have been <a href="https://save.vs.totalpartykill.ca/tag/odnd/">OD&amp;D</a> games: impressive for a game that came out 6 years before I was born. The 50th anniversary of D&amp;D is this year. I suspect we’ll see a lot of writing about the game over the coming months. For example, here is a great post from Gus that looks at the history and design of the earliest D&amp;D dungeons: <a href="https://alldeadgenerations.blogspot.com/2024/01/the-underground-maze.html">The Underground Maze or Primordial Stack</a>. Something worth revisiting this year is <a href="http://save.vs.totalpartykill.ca/grab-bag/philotomy/">Philotomy’s Musings</a> by the enigmatic Jason Cone. A lot of the modern thinking about OD&amp;D feels like it comes directly from his writing about the game. I plan to re-read the OD&amp;D booklets: it’s been a while.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/odd-turns-50/"/>
    <published>2024-01-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/bloggies-2023/</id>
    <title>Bloggies 2023</title>
    <updated>2024-01-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Last year Prismatic Wasteland ran a cool little tournament of sorts called the <a href="https://www.prismaticwasteland.com/bloggies-2022-voting-begins">Bloggies</a>, where he picked an initial pool of really cool blog posts, and then had people vote to crown the best blog post of the year. <a href="https://www.prismaticwasteland.com/blog/the-winners-of-the-2022-bloggies">Zedeck won last year</a>, and so was tasked to <a href="https://zedecksiew.tumblr.com/post/738394645845966848/the-bloggies-2023-finalists">continue the tradition into 2023</a>. And so the Bloggies 2023 have begun. <a href="https://docs.google.com/forms/d/e/1FAIpQLSeJxsJfr38BXUL04o65mJPpUNe1aUeFbyKd2yNHy78miMH3Gg/viewform">The first round of voting is taking place now, with a set of 16 posts on RPG theory.</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/bloggies-2023/"/>
    <published>2024-01-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/doomed-campaign-sheets/</id>
    <title>Doomed Campaign Sheets</title>
    <updated>2023-12-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I love this: <a href="https://www.traaa.sh/the-doomed-sheets">nicer warband and campaign sheets for The Doomed</a>, aka Grimlite from <a href="https://www.traaa.sh">traaa.sh</a>. If you haven&rsquo;t seen traaa.sh before, it&rsquo;s such a well designed blog. They always post useful stuff. So this is really par for the course. Evan and I have been playing The Doomed recently, continuing our epic multi-system neverending Warhammer 40,000 campaign. I&rsquo;ll have to write about those games soon. <a href="https://docs.google.com/spreadsheets/d/1du62z_8ZI8yj5rBkRxVBnDG74unNZRBn45MXBUicPvc/edit#gid=0">I have been tracking everything in Google Sheets.</a> Looking at these sheets gives me ideas for how to tweak my digital set up, though I like the idea of writing things out on paper. That feels more legit.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/doomed-campaign-sheets/"/>
    <published>2023-12-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/magpie-cube/</id>
    <title>Magpie Cube</title>
    <updated>2023-12-06T10:58:40Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I haven&rsquo;t played Magic: The Gathering seriously since High School, though I stil have many of my cards and decks from the 90s. (Sadly most everything I have are the sorts of cards that no one cares about, nevermind my cards are hardly pristine.) <a href="https://possumcreek.medium.com/the-magpies-cube-54eac20f36fd">Reading Jay Dragon talk about a diffferent format for playing the game, what he&rsquo;s dubbed the Magpie Cube, was really facinating.</a> I was only vaguely aware of the cube format of organizing games, which Jay sums up before expanding upon in ways game design nerds will surely enjoy. Briefly, you and your friends play magic games drafting cards from a very small fixed pool of cards. If you&rsquo;re already playing Magic and want to make it feel more fresh, this seems like a great approach. This format also feels like it strips away the whole pay-to-play aspect of the game. Every so often I&rsquo;ll see something about Magic and feel this energy trying to pull me back in. Thus far I&rsquo;ve always resisted: not today, satan!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/magpie-cube/"/>
    <published>2023-12-06T10:58:40Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/mythic-bastionland-kickstarter/</id>
    <title>Mythic Bastionland Kickstarter</title>
    <updated>2023-12-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mythic_bastionland_kickstarter.png" alt="Mythic Bastionland Art"></p>
<p>The <a href="https://www.kickstarter.com/projects/bastionland/mythic-bastionland-rpg-before-into-the-odd">Mythic Bastionland Kickstarter</a> is wrapping up today. For those unfamiliar this is the Arthurian take on Chris&rsquo;s games Into the Odd and Electric Bastionland. I&rsquo;ve been excited about this game since he first started talking about it, as it ties into my interests in this genre. (You may recall my aborted attempt to create a vaguely Arthurian / Dark Souls setting many months ago now: <a href="https://save.vs.totalpartykill.ca/gygax-75/">The Misericorde</a>.) Chris is working with Alec Sorensen, and the art they have shared so far looks really incredible. My friend Alex was <a href="https://todistantlands.github.io/2022/10/29/mb-playtest-notes.html">running the playtest version of this game</a> when it was first announced, and we had a fun time questing around the hexcrawl he created. The game works well, and I assume knowing Chris it&rsquo;s only been tightened up and improved upon since first announced. He&rsquo;s one of my favourite game designers. This will be great.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/mythic-bastionland-kickstarter/"/>
    <published>2023-12-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/false-machine-and-gackling-moon/</id>
    <title>False Machine and Gackling Moon</title>
    <updated>2023-12-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/speak_falsemachine.png" alt="Speak False Machine Illustration"></p>
<p><a href="http://falsemachine.blogspot.com/">Patrick</a> turned his blog into a giant bible sized book: <a href="https://falseparcels.bigcartel.com/product/speak-false-machine"><em>Speak, False Machine</em></a>. I have the <a href="https://falseparcels.bigcartel.com/product/speak-false-machine-digital">more modest PDF</a>, which I have been reading on my iPad here and there. When Patrick told me he wanted to make this book I thought him a bit mad: &ldquo;who wants an absolutely beastly book of blog posts?&rdquo; I thought. The scope of this thing is kind of incredible. Reading it now, though, I can see the appeal of this format: it&rsquo;s a much nicer way to read his writing. There is some slight rearangement of texts to form more of a cohesive narrative of sorts through his posts. I had forgotten some of his earlier posts, like his gaming with &ldquo;the teenagers&rdquo;. The new art work he commissioned for the book is great! There is no reason not to grab the PDF, and if you love False Machine the big book looks amazing.</p>
<p>Now that <em>Speak, False Machine</em> is shipping, he has moved on to getting <a href="https://www.kickstarter.com/projects/gawain/gackling-moon">his Wodlands setting turned into a proper book</a>. Once again he&rsquo;s found a great artist to work with. This project is looking great, and so obviously good I don&rsquo;t really understand why it isn&rsquo;t more wildly successful. (Well, probably because Patrick refuses or fails to do all the things people do when running Kickstarters, I suppose.) <a href="https://falsemachine.blogspot.com/search/label/The%20Wodlands">The original Wodlands posts are on his blog</a>, for those who want to read them before throwing your money at the computer screen. I am looking forward to this book a lot.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/false-machine-and-gackling-moon/"/>
    <published>2023-12-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/isle-of-wight/</id>
    <title>Isle of Wight</title>
    <updated>2023-11-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Michael, of <a href="https://blog.trilemma.com">Trilemma</a> fame, has started running <a href="https://blog.trilemma.com/2023/11/the-isle-of-wight-zombie-survival.html">a zombie survival game set on the Isle of Wight</a>. The game takes place at the end of the cold war turned hot. The players are all crew of the cargo ship BF Fortaleza. I managed to join in for one session, and hope to make some more in the future. I love Zombie World, as you all ay now, but <a href="https://trilemma.com/blog/post_assets/Isle%20of%20Wight%2020231111.pdf">the system Michael cobbled together</a> for his game worked really well. I think it illustrates neatly how you can really jam a bunch of ideas together and make something compelling enough. (I hadn&rsquo;t encountered the encounter move from The Regiment before, and it seems like something everyone should steal for their games.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/isle-of-wight/"/>
    <published>2023-11-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/erics-hobby-workshop-looks-at-inquisitor/</id>
    <title>Eric&#39;s Hobby Workshop Looks at Inquisitor</title>
    <updated>2023-10-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.youtube.com/watch?v=rBjxMiy5wi4&amp;">Eric&rsquo;s Hobby Workshop takes a look at one of Game Workshop&rsquo;s craziest games, Inquisitor!</a> The video is a great overview of the game if you aren&rsquo;t familiar with its whole deal. Eric managed to track down a bunch of 54mm models from the range which he&rsquo;s built, painted, and shown off in the video. <a href="/microblog/inquisitor-was-a-bad-game-and-that-s-why-i-loved-it/">It&rsquo;s been a few months since I last mentioned Inquisitor.</a> I should write about my own experiences with the game. One day.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/erics-hobby-workshop-looks-at-inquisitor/"/>
    <published>2023-10-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2023/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2023</title>
    <updated>2023-08-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>2022 was a slog from beginning to end. I was glad to be done with that year. Whenever my mood is sour I end up spending too much money: they call it retail therapy. My longlist of RPG books going into these awards was very long. My shortlist was anything but short. This has been another year where zeroing in on my final picks was a struggle.</p>
<p><a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> exist to highlight truly standout RPG books. They sit in contrast to the Ennies, the teen choice awards of the RPG industry. In this way I am the Pepsi to the Ennies Coke-a-Cola, since they never talk about me, but I always talk about them. But honestly, we all know who the real thing is when it comes to matters of taste.</p>
<p>The books in contention arrived at my doorstep, or digitally in my inbox, during 2022. That’s a long while ago now, I know, but that’s really my only rule with these awards and I will stick with it. So, while Trophy, which arrived at my home in January, should clinch some awards at the Ennies this year, it will need to wait till next year to fight for its spot as Ramanan Sivaranjan Award for Excellence in Gaming winner. If I had backed it digitally, I&rsquo;d have included it for contention this year. Simple, right?</p>
<p>Anyway, what are we fucking around for: you want to know who won.</p>
<h3 id="best-gaming-supplement-gig-economy-by-colin-sproule">Best Gaming Supplement: <a href="https://hurtleberrypress.itch.io/gig-economy">Gig Economy</a> by Colin Sproule</h3>
<p><img src="/assets/img/gig-economy-cover.jpg" alt="Gig Economy Cover"></p>
<p>I love this unassuming booklet. Gig Economy is 200 weird little NPCs to people your world with: retainers, rival adventures, townsfolk. There are no wasted words: everything is short and to the point. You can pick a random person and read what their deal is in seconds: great if you need someone mid-session. Each NPC has personality, some equipment, and a name. What else do you need? Nothing, that&rsquo;s what.</p>
<h3 id="best-attempt-at-distilling-800-blog-posts-into-a-game-errant-by-ava-islam">Best Attempt at Distilling 800 Blog Posts into a Game: <a href="https://killjestergames.itch.io/errant">Errant</a> by Ava Islam</h3>
<p><img src="/assets/img/errant-cover.jpg" alt="Errant Cover"></p>
<p>Errant is chonky book, the sort of book I would normally ignore because it&rsquo;s so chonky. Ava Islam has tried to jam all of the OSR into one game. There is advice and rules for almost anything you can imagine happening in a game of D&amp;D. Ava has documented her journey through the OSR, from a novice game master to one with plenty of experience and advice to share. I think for people who find the OSR opaque, confusing, or off-putting, Errant might be the game they are looking for: something that tries to be far more self-contained.</p>
<h3 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2022-into-the-odd-remastered-by-chris-mcdowall-with-art-and-graphic-design-by-johan-nohr">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2022: <a href="https://freeleaguepublishing.com/en/games/into-the-odd/">Into the Odd Remastered</a> by Chris McDowall, with art and graphic design by Johan Nohr.</h3>
<p><img src="/assets/img/into-the-odd-spread.png" alt="Into The Odd Spread"></p>
<p>Chris McDowall&rsquo;s Into the Odd feels like a real masterpiece. In the years since its release Into the Odd feels like it&rsquo;s become an impactful and influential game, a classic of the OSR. You can see the games influences in many modern OSR games. I had ignored this game when it first came out, more obsessed with OD&amp;D and LotFP. I&rsquo;m glad we all have a second chance to revisit and enjoy this game. Into the Odd Remastered is a beautiful book. Johan Nohr is a champion of graphic design, and this book highlights his versatility. (Of course, anyone paying attention to MORK BORG should have been able to see he&rsquo;s a man of talent.) The collage art found throughout the book captures the weird aesthetic of Into the Odd perfectly. I can&rsquo;t recommend this book enough.</p>
<h3 id="honourable-mentions">Honourable Mentions</h3>
<p>It feels like everyone is sleeping on <a href="https://falseparcels.bigcartel.com/product/demon-bone-sarcophagus">Demon Bone Sarcophagus</a>, the latest adventure from Patrick and Scrap Princess. I loved reading the book, and am disappointed I haven&rsquo;t found the time to get it to the table yet. I also loved <a href="https://lukegearing.itch.io/treasure">&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp; Treasure</a> by Luke Gearing, <a href="https://scablandspress.itch.io/anna-x66-redux">ANNA-X66: Redux</a> by Slade Stolar, <a href="https://shop.lostpages.co.uk/products/the-book-of-gaub-print-pdf-soundtrack">The Book of Gaub</a> by Charlie Ferguson-Avery, Evoro, The Furtive Goblin, Ivy H, John “Unlawful Games” Gregory, Rowan A. and Paolo Greco, <a href="https://ben-laurence.itch.io/downtime-in-zyan">Downtime in Zyan</a> by Ben Laurence, <a href="https://www.drivethrurpg.com/product/320333/Fermentvm-Nigrvm-Dei-Sepvlti">Fermentvm Nigrvm Dei Sepvlti</a> by Gord Cellar, <a href="https://swordfishislands.itch.io/the-frost-spire">The Frost Spire</a> by Jacob Hurst and Joshua Alvarado, <a href="https://dreamingdragonslayer.itch.io/skorne">Skorne</a> by Sam Doebler, <a href="https://10d10toads.itch.io/where-the-wheat-grows-tall">Where the Wheat Grows Tall</a> by Camilla Greer &amp; Evlyn Moreau, and <a href="https://possumcreekgames.com/pages/wanderhome">Wanderhome</a> by Jay Dragon.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2023/"/>
    <published>2023-08-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/kill-team-2021/</id>
    <title>Kill Team 2021</title>
    <updated>2023-07-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/killteam-2021-beastmen.jpg" alt="Kill Team 2021 Beastmen"></p>
<p>My current obsession is the 2021 edition of Kill Team. <a href="https://twitter.com/SaveVsTPK/status/1444056832343953411">This game is probably most famous for using shapes to represent distances</a>, but not having those distances have anything to do with the shapes used. How many inches do you think a square represents? If you said 4&quot; you&rsquo;d be wrong, it&rsquo;s 3&quot;. You might be asking yourself, why wouldn&rsquo;t you use a triangle for 3&quot;. Well, they had already used the triangle to represent 1&quot;. For reals. Anyway, this is a big tangent, because the game is actually loads of fun when you give it a chance. I&rsquo;ve been playing it over the last month or so at the other local game store, <a href="https://www.negativezonecomics.com/">Negative Zone Comics</a>, and been having a really great time. It&rsquo;s more complicated than <a href="https://save.vs.totalpartykill.ca/review/warcry/">Warcry</a>, but feels like it&rsquo;ll be manageable once you have more games under your belt. The core of the game feels fresh and interesting, rather than simply re-skinning 40K. Fighting in close combat is a simple dice game of trading blows or parrying. Shooting is complicated by marking models as concealed versus engaged. The various Kill Teams have really flavourful rules. I&rsquo;m hoping to play a short campaign with Evan, and will write up more thoughts once that&rsquo;s done.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/kill-team-2021/"/>
    <published>2023-07-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-quantum-hit-points/</id>
    <title>The RPG Epistles of Paul T: Quantum Hit Points</title>
    <updated>2023-07-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>The <a href="https://twitter.com/search?q=%23torontOSR%20from%3ASaveVsTPK&amp;src=typd&amp;f=live">#TorontOSR</a> posse met up recently and <a href="/tag/epistles">Paul</a> ran a game of D&amp;D for us using his tweaks and house rules. When I run games, I have players re-roll their hit points at the start of each session. This is something I picked up from Brendan. This mitigates how overly impactful a poor dice roll when rolling your hit points can be. Paul takes this idea further, with a scheme that reminds me of the hit dice mechanics from Carcosa, but a little less bananas.</em></p>
<hr>
<p>When your character is healthy and unhurt, you don&rsquo;t have a Hit Point total, just your Hit Dice. When you get attacked, hit, wounded, or otherwise in danger of dying, roll your Hit Dice. Keep the best result. That&rsquo;s your HP total, from which you subtract the damage taken. So, a character only has an HP total when they are wounded. When you heal again, erase your HP total. Next time you get hurt, that&rsquo;s when you&rsquo;ll roll your Hit Dice again.</p>
<p>Some people in my game call this &ldquo;quantum hit points&rdquo;. Getting hit is always scary - you never really know how many hit points you have! And it evens out over time, so characters are never effectively crippled by starting the game with a really bad HP roll (Imagine being that 2nd level Fighter who rolled a &lsquo;1&rsquo; at first level, and again at second level! Ouch!).</p>
<p>You get a new Hit Die every level. (Roughly speaking; there are some exceptions.) Following the old idea of the Hero and the Superhero (from Chainmail, and/or Arneson), at level 4 you get to keep two Hit Dice (you&rsquo;re now a Hero!), and at level 8, you get to keep three Hit Dice (you&rsquo;re a Superhero!).</p>
<p>But we can also do some fun things, like a long-term crippling injury: this means you lose a Hit Die for good. I&rsquo;ve used this for &ldquo;gambling away parts of your soul&rdquo;, as well, when I adapted the &ldquo;ghost&rdquo; in the Tower of the Stargazer to something more to my liking than pausing D&amp;D to play Chess for an hour. — <strong>Paul T, July 5th, 2023</strong></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-quantum-hit-points/"/>
    <published>2023-07-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/inquisitor-was-a-bad-game-and-thats-why-i-loved-it/</id>
    <title>Inquisitor Was a Bad Game, and That’s Why I Loved It</title>
    <updated>2023-06-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Tom over at the Beard Bunker writes, <a href="https://www.thebeardbunker.com/2023/06/inquisitor-was-bad-game-and-thats-why-i.html">&ldquo;Inquisitor was a bad game, and that’s why I loved it.&rdquo;</a> The game of Inquisitor I played with <a href="https://twitter.com/SaveVsTPK/status/1159297003479797760?s=20">Patrick and Evan, with Brendan</a> acting as a GM, was probably one of the most interesting war gamming experiences I&rsquo;ve had. Patrick blogged about both of our games, <a href="http://falsemachine.blogspot.com/2019/08/we-played-inquisitor-game-one-hunt-fat.html">Hunt the Fat Priest</a> &amp; <a href="http://falsemachine.blogspot.com/2019/08/we-played-inquisitor-game-two-rise-of.html">Rise of the Meta-Coral</a>, and I think manages to capture just how bonkers the game is. <a href="https://twitter.com/SaveVsTPK/status/1144029202494005248">I grabbed the rulebook for cheap a few years back.</a> If you spot it in the wild you should buy it, if only for the John Blanche art. There are many (many!) better rulesets out there, but there is some real charm to Inquisitor.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/inquisitor-was-a-bad-game-and-thats-why-i-loved-it/"/>
    <published>2023-06-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/satire-without-purpose-will-wander-in-dark-places/</id>
    <title>Satire Without Purpose Will Wander In Dark Places</title>
    <updated>2023-06-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I loved this essay by Tim Colwill about the Warhammer 40,000, its not-so-slow march towards bland corporatism, and being ineffectual at dealing with people who love the fascism of the setting: <a href="https://timcolwill.com/40K.html">Satire Without Purpose Will Wander In Dark Places</a>.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>Games Workshop has painted itself into a corner over the years, as they have made the Space Marines the heroes of their setting. That doesn&rsquo;t make any sense if the Imperium of Man is meant to be a cautionary tale about facism. It&rsquo;s hard to beleive this is their intention when most everything they produce undercuts this message, the Black Library novels being the biggest and most obvious culprit here.</p>
<blockquote>
<p>“Everything is bad” is an inherently conservative worldview and as such provides endless, consequence-free opportunities for authors to avoid discussing exactly why things are bad in the first place, who is responsible for them being bad, and what can be done about it.</p>
</blockquote>
<p>Tim points out that &ldquo;everything is bad in 40K&rdquo; is a weak defense of the setting, but I do think it&rsquo;s a viable way forward if they fully commited. To paraphrase Rick Priestley, Warhammer 40,000 doesn&rsquo;t need to be serious business. The setting exists so people can pretend to blow each other up with guns and tanks and monsters. They don&rsquo;t need to dress that up, but they do need to make sure that in &rsquo;not-dressing it up&rsquo; they don&rsquo;t endorse the reprehensible.</p>
<p>Tim ends the essay with a warning about the neo-nazis that will be cheering the new Warhammer TV shows alongside you. This is another area of the essay I don&rsquo;t think quite lands: there is no controlling other people&rsquo;s interests. Even if Games Workshop does an amazing job cleaning up its house, Warhammer is still a fun hobby. It&rsquo;ll attract all sorts of people. Obviously no one wants to support a company that is actively courting a terrible fan base, but if being a part of the OSR has taught me anything, it&rsquo;s that sometimes really crap people will like the same stuff as you.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="https://www.polygon.com/reviews/23742799/warhammer-40k-leviathan-review-10th-edition-release-date-price">Polygon&rsquo;s review of 10th Edition 40K</a> is a good companion peice to this article, with its focus on Games Workshop&rsquo;s shift to removing people the credits of their games and videos, making them feel inhuman and corporate.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/satire-without-purpose-will-wander-in-dark-places/"/>
    <published>2023-06-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/final-fantasy/</id>
    <title>Final Fantasy</title>
    <updated>2023-05-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.linkskywalker.com/finalFantasy.html">Nick writes about one of my favourite video games, and probably the most difficult Final Fantasy game in its series, FF1.</a> It&rsquo;s an excellent game, and wears its D&amp;D inspiration quite heavily on its sleeve. The monsters are so clearly taken from the Monster Manual. It even has Vancian magic! It&rsquo;s genuinely challenging. I remember having to try some dungeons several times. Resource management plays such a heavy role in this game, something that became far less important as the series would move on. Nick discusses how it&rsquo;s probably the most OSR of all the FF games.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/final-fantasy/"/>
    <published>2023-05-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/battle-of-bastionland-40000/</id>
    <title>Battle of Bastionland: 40,000</title>
    <updated>2023-04-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://docs.google.com/document/d/1RZ4kELJYqW3a0aePwp6hGyE12qV55YADCqQEHFuSECg/edit">Chris recently shared a draft of a war game set in Bastionland.</a> It&rsquo;s a simple war game, where he looks to be experimenting with squads of random starting strength and the sort of grotty mood of <a href="https://www.patreon.com/Turnip28">Turnip28</a>. I thought some of the ideas he was trying out looked interesting, and decided to give the game a go.</p>
<p>I have <a href="/tag/warhammer">Warhammer 40,000</a> miniatures, so I&rsquo;m going to play a Warhammer 40,000 game.</p>
<p><img src="/assets/img/battle-of-bastionland.jpg" alt="Space Marines take the central objective"></p>
<p><em>Necrons awaken to find their tomb ship amalgamated into a Space Hulk, now adrift in the warp. The Sons of Horus have been fighting aboard this ship for weeks, months, years and millennia, all at the same time. The two groups are jockeying for control of a safe haven within the hulk.</em></p>
<p>I set up a spaceship board with a room in the centre. I had objectives in each corner and one in the middle. The game would end when one side controlled the central objective and two other objectives for two turns in a row, or one side was wiped out.</p>
<p>I needed a few additional house rules for this scenario to work:</p>
<ul>
<li>Opening or closing a hatch door costs one Order Dice. If the OV of the Order Dice is 4+ you can also move 3&quot; before or after opening or closing the hatch.</li>
<li>Claiming an objective costs one Order Dice. Objectives remain under a warband&rsquo;s controls until claimed by the other warband.</li>
</ul>
<p>Here are some highlights from the game:</p>
<ul>
<li>On the first turn I rolled that no additional Terminators would fill up the 2-man Terminator squad, while one of the Tactical Marines squad had all its units arrive as reinforcements.</li>
<li>On the Necrons turn I rolled a 1 again for reinforcements: the Overlord would be alone the entire game.</li>
<li>On one side of the board a Sergeant and his Tactical Marines were in a firefight with a Royal Warden and their Necron Warriors. The game is quite deadly: if someone shoots at you it&rsquo;s hard to avoid losing a unit. With reaction dice letting you fire overwatch as a unit moves out to shoot at you, there was a lot of picking off each sides squads. In the end, over a couple turns, the marines came out on top.</li>
<li>In the middle of the board, the Prateor and Terminator were up against a Necron Overlord. The Overlord used a reaction dice to take out the Terminator moving up to try and engage him. The Royal Warden moved up and opened a hatch, shooting and killing the Praetor. He was then killed by the Tactical Squad.</li>
<li>The marines had the central objective and the two on their side of the board. There was on another squad of Necrons, untouched this battle, but they couldn&rsquo;t get into the fray fast enough. The Space Marines won the game.</li>
</ul>
<p><img src="/assets/img/battle-of-bastionland-hallway.jpg" alt="Battle Of Bastionland Hallway"></p>
<p>The active player has 4 order dice they can spend to perform actions with a squad, the other player gets 2 they can use to react to the active players moves. I would usually focus most of my orders on a single unit, as you can&rsquo;t move that far if you&rsquo;re only moving d6 inches. You also need to manage the negative status effects you collect as you move and shoot, which also takes an order. In practice the game felt like it was using alternating activations. The pace and flow of the game is quick. The action moves between the players at a real clip.</p>
<p>It&rsquo;s very easy to kill units: perhaps too easy. I probably need a board with more cover. Though, perhaps all the death better simulates the closer quarter combat of my Kill Team Space Hulk board.</p>
<p>This is a very early draft of the game. I am curious where it will end up. I&rsquo;m not even sure Chris will pick this game up again any time soon, he has so many other games on the go. Till then, we have a fun skeleton of a game to play.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/battle-of-bastionland-40000/"/>
    <published>2023-04-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/cy_borg/</id>
    <title>CY_BORG</title>
    <updated>2023-04-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/cy_borg-cover.jpg" alt="Cy Borg Cover"></p>
<p>I was looking for minis at the Sword and Board when I spotted a copy of <a href="https://www.drivethrurpg.com/product/393473/CYBORG-Core-Rules">CY_BORG</a> sitting on a shelf. I&rsquo;ve been waiting for this book to show up locally since it was first announced: I hate paying for shipping. I&rsquo;m honestly not that interested in Cyberpunk as a genre, but I am very interested in most everything <a href="https://jnohr.itch.io/">Johan Nohr</a> is involved in. Mork Borg has some of the best art and graphic design you&rsquo;ll see in an RPG book. Paired up with Christian Sahlén, the duo have created quite the book.</p>
<p><img src="/assets/img/cy_borg-world.jpg" alt="Cy Borg World"></p>
<p>Like <a href="https://morkborg.com/">Mork Borg</a> the world of CY_BORG is shared as short vignettes. There is detail and flavour to jump off from, but it’s far from overwhelming and very open ended. You can take the world in your own direction.</p>
<p><img src="/assets/img/cy_borg-omens.jpg" alt="Cy Borg Omens"></p>
<p>Borrowing from Mork Borg there is also a campaign calamity mechanic where things progressively get worse as the game moves along, ending with a world ending event. In CY_BORG we have news headlines instead of omens.</p>
<p><img src="/assets/img/cy_borg-characters.jpg" alt="Cy Borg Characters"></p>
<p>Like Mork Borg the default is simple characters who will mostly be defined by their gear. You also have optional classes if you want more specificity (and mechanics). I like this approach. I also like all the pink.</p>
<p><img src="/assets/img/cy_borg-bestiary.jpg" alt="Cy Borg Bestiary"></p>
<p>A good bestiary will double as world building. The creatures shared in this book tell a story about the world. Most creatures note how much it costs to bribe them, for example.</p>
<p><img src="/assets/img/cy_borg-adventure.jpg" alt="Cy Borg Adventure"></p>
<p>Adventures are a great thing to include in your game: they help tell the reader what the game is all about in a way that’s useful and practical. You can read about the sorts of games one might play with these rules. The included adventure has the players helping an indebted neighbourhood. They must break into a casino and destroy the records of their debt, stored in an &ldquo;offline database&rdquo;. Like Mork Borg, the layout of the adventures shifts to something far more utilitarian and practical, while still having some style.</p>
<p>My friend Emmy wrote <a href="https://bonesofcontention.blogspot.com/2023/04/mundane-vacations-cyborg.html?m=1">a much longer, better, review of this book</a>, if you want to read something with some more substance. I found the Ben Milton looked at the book as well: <a href="https://www.youtube.com/watch?v=810m_TNTJ1A">you can watch him flip through the whole book</a>. I had similar feelings to the two of them when reading this game&rsquo;s rule 0: &ldquo;Player Characters cannot be loyal to or have sympathy for the corps, the cops, or the capitalist system. They might find themselves reluctantly forced to do missions for them or their minions. But make no mistake—they are the enemy.&rdquo; There&rsquo;s nothing to disagree with here, but these sorts of declarations always feel a bit dorky. If you as a player aren&rsquo;t making this choice, it&rsquo;s kind of a meaingless action on everyone&rsquo;s part. More so, you could probably play an interesting game, one where you learn something about the world and the dark nature of capitalism, playing dirtbag cops, corporate goons, etc. All of that said, the sorts of people that will get overly upset about this rule are probably the sorts of people you want keep out of a healthy gaming community, and in that way this rule is doing the work it needs to.</p>
<p>I really enjoyed reading CY_BORG. I am keen to get this to the table. The art and writing really pull you in. It feels like an easy game to get into: the rules will be familiar, and there is a lot in the book to help get you going with your game.</p>
<p>This was originally <a href="https://twitter.com/SaveVsTPK/status/1649004880340680704">a series of tweets</a>, but Twitter isn&rsquo;t long for this world. I thought it best to post something more permanent over here.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/cy_borg/"/>
    <published>2023-04-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/realms-of-chaos-raw/</id>
    <title>Realms of Chaos RAW</title>
    <updated>2023-04-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="/blog/warhammer-world-and-the-foundry/">When I met up with Patrick at Warhammer World</a> he picked up the second Realms of Chaos book, the Lost and the Damned. The two Realms of Chaos books are bananas, jammed full of all sorts of nonsense. <a href="https://falsemachine.blogspot.com/2023/04/roc-raw-creation-of-tristian-le-tigre.html">Patrick decided to attempt to create a Choas Champion using the rules outlined in the books.</a> It&rsquo;s as silly as you might imagine.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/realms-of-chaos-raw/"/>
    <published>2023-04-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/break-kickstarter/</id>
    <title>Break Kickstarter</title>
    <updated>2023-04-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/break-2017.png" alt="Break 2017"></p>
<p>A million years ago Rey started talking about a game he was working on called <a href="https://www.kickstarter.com/projects/576526373/break-a-trpg-inspired-by-classic-videogames-and-anime?"><em>Break!!</em></a>, I suppose building on top of the ideas began in his OSR setting <a href="https://save.vs.totalpartykill.ca/tag/baroviania/">Baroviania</a>. Back in 2017 Grey or Rey sent me an early draft of the game, but it was so full of stuff I honestly thought the games release was imminent. Honestly i&rsquo;m sure they did too. But no! The years ticked by and I was worried this game would never happen, as Rey improved the rules or Grey improved the layout and art. This game is such a creative vision of what an RPG can be. Everything i&rsquo;ve seen over the years is so beautiful and feels so fully realized. I&rsquo;ve been hyped for this game for years now. Many of us have. <a href="https://www.kickstarter.com/projects/576526373/break-a-trpg-inspired-by-classic-videogames-and-anime?">Now they are ready to take your fucking money.</a> The game&rsquo;s already funded. It happened in minutes, apparently. And why not? This game is going to be amazing.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/break-kickstarter/"/>
    <published>2023-04-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/behind-closed-doors/</id>
    <title>Behind Closed Doors</title>
    <updated>2023-04-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/behind-closed-doors.jpg" alt="Behind Closed Doors"></p>
<p>I picked up <a href="https://lukegearing.blot.im/">Luke Gearing&rsquo;s</a> adventure for the <a href="https://soulmuppet-store.co.uk/pages/best-left-buried">Best Left Burried</a> system, <a href="https://soulmuppet-store.co.uk/products/best-left-buried-behind-closed-doors">Behind Closed Doors</a>. It was also waiting for me in my brother&rsquo;s flat in London. If you were looking for something with some strong old-school Warhammer Fantasy RPG vibes look no futher. The players are given license to hunt down witches, and are set off into the world to do just that. There are some witchy things going on, but no overarching plot to this sandbox adventure. There its lots of love in this book. There is a creepy castle that feels straight out of a good LotFP adventure. There is a powder keg of a town that ends the book that would likely be a lot of fun to play through. The book looks like it&rsquo;d be a bit challenging to use: I felt the urge to take notes as I was reading. There is lots going on: places to go, people to see. I&rsquo;d be interested to run this with a system like Dogs in the Vineyard. This feels like it should be a more notable adventure than it seems to be. It feels like some very good OSR nonsense. I would check it out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/behind-closed-doors/"/>
    <published>2023-04-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/gangs-of-titan-city/</id>
    <title>Gangs of Titan City</title>
    <updated>2023-04-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/gangs-of-titan-city-coffee.jpg" alt="Gangs Of Titan City Coffee"></p>
<p>I had shipped several books to my brother in UK, one of those was <a href="https://soulmuppet-store.co.uk/products/gangs-of-titan-city-1">Gangs of Titan City</a>. I don&rsquo;t think it&rsquo;s unfair to say this is a Necromunda RPG with all the serial numbers filed off. The RPG is what I&rsquo;d describe as OSR,  but you can see the influence of games like Apocalypse World and Blades in the Dark. The game has a clear structure to play, starting with an escalation phase where you figure out what&rsquo;s going on and prepare for your operation, an operation phase where you&rsquo;ll play out the action of your chose mission, and finally a fallout phase where you see how your actions have changed the larger world, tally XP, etc. There its lots of support in the book itself to help you start your campaign and keep it going. The mechanics of the game are quite simple, familiar to people who have played any PbtA game: you roll 2d6 and add an attribute modifier to see if you succeed. There are no predefined moves, you&rsquo;ll pick the modifier you use based on the action you&rsquo;re trying to accomplish. The game looks interesting. I&rsquo;d be keen to try and work in using minis as part of play.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/gangs-of-titan-city/"/>
    <published>2023-04-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/warhammer-world-and-the-foundry/</id>
    <title>Warhammer World and the Foundry</title>
    <updated>2023-04-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/the-foundry-group.jpg" alt="The Foundry Group"></p>
<p>I was in England over the last couple weeks to visit my brother. As has become somewhat of a tradition, I met up with <a href="https://falsemachine.blogspot.com/">Patrick</a> at <a href="https://warhammerworld.warhammer-community.com/">Warhammer World</a> in Notthingham. This time we were also joined by <a href="https://www.bastionland.com/">Chris</a>. He drove down from Manchester, so was able to cart us off to Bryan Ansell&rsquo;s retirement project, The Foundry. Ansell turned part of his home (I think) into this storefront and museum for OldHammer style miniatures. I picked up some pirates I may try and use in the next Mordheim league. The minuatures they had on display were really quite amazing. The store is small, but very dense. There are so many metal minis, it&rsquo;s kind of overwhelming.</p>
<p><img src="/assets/img/the-foundry-chaos.jpg" alt="The Foundry Chaos">
<img src="/assets/img/the-foundry-marines-and-elves.jpg" alt="The Foundry Marines And Elves"></p>
<p>We also did the tour of Warhammer World exhibition space. There are lots of dioramas on display that are really quite incredible. It&rsquo;s well worth checking out if you&rsquo;re in the UK and love Warhammer. I hadn&rsquo;t been since 2017, and there were lots of new minis and dioramas for me to enjoy, and even the old ones continue to impress.</p>
<p><img src="/assets/img/warhammer-world-horus-heresy.jpg" alt="Warhammer World Horus Heresy">
<img src="/assets/img/warhammer-world-crimson-fists.jpg" alt="Warhammer World Crimson Fists">
<img src="/assets/img/warhammer-world-parade-watchers.jpg" alt="Warhammer World Parade Watchers">
<img src="/assets/img/warhammer-world-krieg.jpg" alt="Warhammer World Krieg">
<img src="/assets/img/warhammer-world-tanks.jpg" alt="Warhammer World Tanks">
<img src="/assets/img/warhammer-world-titans.jpg" alt="Warhammer World Titans"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/warhammer-world-and-the-foundry/"/>
    <published>2023-04-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/10th-edition/</id>
    <title>10th Edition</title>
    <updated>2023-03-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.warhammer-community.com/2023/03/23/the-next-edition-of-warhammer-40000-has-been-revealed/">They announced the latest edition of Warhammer 40,000 last night at AdeptiCon.</a> I never even managed to play a game of 9th edition, the pace of their releases feels a bit ridiculous. I had told friends I was going to ignore whatever comes next in protest. Except, in a real plot twist, everything they&rsquo;ve announced sounds weirdly amazing. The rules are going to be free. The army rules, normally sold as (expensive) Codex books are also going to be free. The rules are going to be simplified. (No more lists and lists of strategems!) I am curious if they can pull this all off—and fight the urge to sell you 50 new strategems in a few months.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/10th-edition/"/>
    <published>2023-03-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/prose-vs.-bulletpoints/</id>
    <title>Prose vs. Bulletpoints</title>
    <updated>2023-03-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>With some serendipitous timing, <a href="https://lukegearing.blot.im/bullet-points-vs-prose">Luke Gearing has written a blog post comparing room descriptions written in long form prose rather than bullet points</a>. I think prose falls down as the descriptions get too long, as I noted in <a href="/review/demon-bone-sarcophagus-more-quick-thoughts/">my review of Demon Bone Sarcophagus</a>. If you&rsquo;re presented with a page of information, that&rsquo;s a lot to process, even if you&rsquo;ve read it previously. Luke&rsquo;s examples, written out nicely, are a good example of how to do prose well. They are still quite short and easy to quickly read. They present information in a similar fashion, but are nicer to read.</p>
<p>I have described the hex descriptions of Carcosa <a href="/blog/four-letter-word/">as tweet sized bites of information</a>, descriptions you can quickly read in the midst of a game. They are both flavourful and useful. Well, sometimes. Sometimes they are too terse. Terse descriptions and bullet points can become too utilitarian, too boring. I often find it hard to read adventures written in this style because they are so dull. Silent Titans and Luke&rsquo;s own Gradient Descent are both good examples of marrying beautiful writing written out in bullet points. I found both easy to run and read. (Patrick&rsquo;s module is still quite wordy as that style goes, mind you.)</p>
<p>Of course, a lot of D&amp;D books will never be run, simply read. I suspect this is actually the more common use case. DMs may harvest your book for ideas, a room or NPC, or simply something that will live in their brain. It&rsquo;s perfectly reasonable to optimize for reading over play: sacraligous, I know.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/prose-vs.-bulletpoints/"/>
    <published>2023-03-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/demon-bone-sarcophagus/</id>
    <title>Demon Bone Sarcophagus</title>
    <updated>2023-03-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dbs-player-map.png" alt="Demon Bone Sarcophagus Player Map"></p>
<p>I finished reading the rest of <a href="https://falseparcels.bigcartel.com/product/demon-bone-sarcophagus"><em>Demon Bone Sarcophagus</em></a> this morning. This adventure is a big dungeon crawl, a tomb for the Empress of Fire, now resting in the titular Demon Bone Sarcophagus. The adventure was made by <a href="https://falsemachine.blogspot.com/">Patrick Stuart</a> and <a href="https://monstermanualsewnfrompants.blogspot.com/">Scrap Princess</a>, produced as part of a Kickstarter that concluded during the pandemic. I waited for the hardcopy to arrive before giving it a proper read.</p>
<p>The dungeon is a giant triangle, composed of smaller triangles. You can see the player facing map above. This layout feels a bit repetetive, because it is, but the choice is likely thematic and meant to evoke the fire triangle (ignition, oxygen, fuel). The choice also produces a dungeon that is very interconnected. There are lots of paths through the dungeon. There are tunnels made by a giant sloth running through the complex as well, which is another layer of interconnection. Players may break their way into these tunnels, or rooms may collapse into them during play. There are &ldquo;glass girls&rdquo;, acid golem monsters, wandering above the tomb that players can attempt to use to blast new holes into the dungeon, creating yet another layer of interconnection. The dungeon itself feels quite dynamic in this regard. I&rsquo;m not sure I&rsquo;ve read an adventure that expects the layout to change so much through play: can you think of any?</p>
<p>It&rsquo;s a bit of a fun house dungeon, each set of 4 triangles that compose the larger tomb thematically linked. I&rsquo;m not sure there was actually <em>that</em> much utiltity in reading the whole thing up front, versus quickly skimming things and playing a little bit by the seat of your pants, like god intended. I think being familiar with the factions and people that are wondering the tomb is likely more important, and they are presented up front.</p>
<p>The rooms descriptions are verbose. It feels like everyone nowadays copies what has become the house style for Old School Esentials, which likely originated with <a href="http://hackslashmaster.blogspot.com/2012/06/on-set-design.html">Courtney Campbell&rsquo;s posts on writing room descriptions</a>: terse, bullet points, information revealed in the order players will encounter it, etc. Silent Titans is written this way, and I think is a great example of how you can marry great writing with this more utilitarian style. Demon Bone Sarcophagus feels a bit old school in its presentation by comparison. That the typography and copy editing are sloppy does it no favours here either. There is lots of evocative stuff throughout this dungeon, but some rooms are hard to quickly parse.</p>
<p>There are some great pieces of art from Scrap in this module. I love the version of the Reductor, one of the NPCs in the book, that is featured on the back cover of the module. It manages to look backlit. If you like <a href="/blog/scribbling/">Scrap&rsquo;s art</a> you&rsquo;ll like what we have here, if you don&rsquo;t you won&rsquo;t. There is a good mix of work from Scrap: simple B&amp;W illustrations to full colour pieces.</p>
<p>Scrap and Patrick have a good eye for what will make for a good adventure. You can feel all the stored kinetic energy just waiting to burst on these pages. I love all the random encounter tables, each entry a monster or NPC paired with the action they are performing. Many entries feel like they might be the centre of a fun night of gaming. The opening of the adventure, like Patrick&rsquo;s other adventures, opens with a bang: the players stumble upon the aftermath of a huge fight, characters from various factions lay dead and dying everywhere, while key members have fled into the tomb. Like everything this team does, it all feels quite unique, even though it&rsquo;s just a dungeon crawl through a tomb.</p>
<p>These are just some quick thoughts after having read the module. I am keen to run this soon. It looks like it&rsquo;ll be fun to play through. I&rsquo;ll report back on how that all goes.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/demon-bone-sarcophagus/"/>
    <published>2023-03-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/demon-bone-sarcophagus-flamethrower-skeleton/</id>
    <title>Demon Bone Sarcophagus: Flamethrower Skeleton</title>
    <updated>2023-03-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Patrick could have given this monster a dumb fantasy name, but like a true professional tells you what it does on the box.</p>
<p><img src="/assets/img/dbs-flamethrower-skeleton.jpg" alt="Demon Bone Sarcophagus Flamethrower Skeleton"></p>
<p><a href="https://falseparcels.bigcartel.com/product/demon-bone-sarcophagus">Demon Bone Sarcophagus</a> seems a little intimidating to me. There is lots going on within this book. Lots of text to kick things off. Lots of text throughout. It all feels quite dense. Scrap mentioned that a lot of the text in the book is there to help orient the DM to what&rsquo;s going on, to make it an easier adventure to run. Fair enough: let&rsquo;s read this thing!</p>
<p>The book opens with a bunch of backstory that&rsquo;s all tucked away in one place, so you can just skip past it like a true Patrick Stuart fan. The book doesn&rsquo;t jump straight to the dungeon, but presents its bestiary first, like Veins of the Earth. The bestiary doubles as a nice dramatis personae for the module. Adventuring through the dungeon looks like it&rsquo;ll involve a lot of mucking about with NPCs and so learning about them upfront is a good idea. Everything you need to know about the NPCs in monsters is consolidated in one place, but if there are interactions between the creatures and the dungeon, that information is repeated in the room descriptions as well. As was the case with the secend edition of <a href="/tag/dco">Deep Carbon Observatory</a>, this book is broken down into (mostly self contained) spreads. You should be able to run the adventure from the book without a lot of faffing about. In theory, anyway. I&rsquo;ll report back once I&rsquo;ve run this thing.</p>
<p>I&rsquo;ve been reading the book on and off this weekend, making it through about half the book. Sometimes I have big plans to write about these books I like, but never get around to it because I have too much to say and the weight of figuring out what to write is too much. This time around I will share thoughts as they come to me.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/demon-bone-sarcophagus-flamethrower-skeleton/"/>
    <published>2023-03-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/scenic-dunnsmouth-and-friends/</id>
    <title>Scenic Dunnsmouth and Friends</title>
    <updated>2023-03-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/g-plus-pin.jpg" alt="G Plus Pin"></p>
<p><a href="https://breakoutcon.com/">BreakoutCon</a> is this weekend. Sadly I will miss it, i&rsquo;m out and about, but I did manage to meet up with some friends last night, before the convention began in earnest. It was a bit of a G+ reunion. <a href="https://www.patreon.com/zzarchov">Zzarchov</a> drove down from middle of nowhere Ontario. <a href="https://lurkerablog.wordpress.com/">Richard G</a> drove up from Upstate New York. We rounded out the posse with some <a href="/tag/torontOSR">torontOSR</a> regulars: myself, Brendan, Alex, and KYANA. What a crew! KYANA gave everyone G+ buttons she made. An advantage of meeting up with Zzarchov is you get to see what he&rsquo;s been up to in the flesh. He had new reprints of several of his books, including one of my favourites, <a href="https://save.vs.totalpartykill.ca/review/scenic-dunsmouth/">Scenic Dunnsmouth</a>—a true classic of the OSR. The book was kickstarted as part of <a href="https://www.kickstarter.com/projects/cityoftears/the-city-of-tears-and-other-adventures">the Kickstarter for City of Tears</a>. It still features Jez&rsquo;s amazing art and layout. I assume you&rsquo;ll be able to buy it soon. This is me giving you notice to start paying attention to <a href="neoclassicalgames.com">Neoclassical Games wesbstore</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/scenic-dunnsmouth-and-friends/"/>
    <published>2023-03-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/initial-thoughts-on-trophy-gold/</id>
    <title>Initial Thoughts on Trophy Gold</title>
    <updated>2023-03-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I ran Temple of the Peerless Star<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> using <a href="https://trophyrpg.com/">Trophy Gold</a> for some of the TorontOSR posse. We split our game over two weeks. We normally play for about 2.5 hours nowadays, and that felt a bit too tight to get through the adventure. Our first evening began with two players, <a href="https://todistantlands.github.io/">Alex</a> and <a href="https://www.necropraxis.com">Brendan</a>, and ended the night with three, as Paul managed to pop by. Our second game was back to just Alex and Brendan.</p>
<p>I&rsquo;ve wanted to play Trophy Gold for an age now, since it was first released within <a href="https://www.drivethrurpg.com/product/293716/Codex--Gold-Aug-2019">one of the Gauntlet Codex zines</a>. The rules are interesting and unusual, and I have been curious about how it would feel to play. Trophy Gold is a game that takes the one-shot story game Trophy Dark and tweaks it to support ongoing play with some OSR sensibilities<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>. Both games are written by the talented <a href="https://jesseross.com/">Jesse Ross</a>, who also did the art and layout for the games. What! A third book, Trophy Loom, is a sort of anti-canon setting book you could use to flesh out games of Trophy Gold or Dark, or use in any other RPG you are playing. The writing, art, and graphic design of these books is top notch. The actual physical book for Trophy Gold is quite lovely. These things also contributed to my desire to get it to the table.</p>
<p><img src="/assets/img/trophy-gold-1.png" alt="How to Create a Character in Trophy Gold"></p>
<p>Creating characters for Trophy Gold is quite simple. The introductory section of the book walks you through the process, and the layout and design here is fantastic. Trophy Gold characters are quite minimal: a name, occupation, background, and 3 pieces of equipment will define them. Some characters may begin with the ability to cast ritual magic. There are random tables for all of these things, and they are very flavourful. Your character has two numeric stats you will track. Burden is the amount of gold you need to recover to support your lifestyle. If you don&rsquo;t meet your burdens you &ldquo;lose&rdquo; the game, your character must retire. Ruin tracks your character&rsquo;s journey towards darkness and destruction. When your ruin hits 6 you are lost to the wilds of Kalduhr: your character dies, becomes a monster, an evil NPC, whatever. The (weirdly amazing) <a href="https://docs.google.com/spreadsheets/d/1RFF5np5GKZvVufeuxJF3QMPxNY8k9TbvN1xJdiAXOj0/copy">Trophy Gold character keeper on Google Sheets</a> walks you through the whole process of making a character. <a href="https://character.totalpartykill.ca/trophy/">You can also use my random character generator, like god intended</a>.</p>
<p>The mechanics of the game are simple, and create a satisfying game play loop. To explore the world you describe what you want to do and make a Hunt Roll. In some ways this lines up with a Random Encounter Rolls in D&amp;D, or more closely with how Brendan outlines running the game using a Hazard Die. That was how it felt in play: perform some exploratory action and see if any danger finds you. You collect a meta-game currency, called Hunt Tokens, via your Hunt Roll. You can trade these tokens in for gold or to accomplish a goal. Exploration will likely lead to risky activities, mediated with a Risk Roll, or Combat, which has its own mechanics.</p>
<p>At first blush, how Hunt Tokens are used in this game feels at odds with what I expect from the games I play. <a href="http://hackslashmaster.blogspot.com/2011/09/on-how-illusion-can-rob-your-game-of.html">Courtney has written many essays on the dangers of the Quantum Ogre</a>, and I have taken his advice to heart. What do meaningful choices look like in a game where the treasure is in this room because you decided it was in this room? Well, for starters, players are aware of what’s smoke and what’s mirrors.</p>
<p>I would have loved to see more detailed advice on running Trophy Gold. The GM section in the book is quite small. There is tons of information out there in the form of podcasts and actual play videos, it&rsquo;s quite well supported in that regard, but that’s not my preferred way to learn how to play a game. I ended up asking a lot of questions in Trophy Discord—which is fantastic—to get a sense of what game play should look like, what the game should feel like in play, etc. (That there is so much information on Discord, and not in a more public / searchable space like a blog is a shame. If you’re going to make an OSR game, you should be required to foster the blogging culture to go with it!) I had lots on my mind prior to and during play. How many Hunt Rolls is too many? What are some examples of fleeing from combat, or trying to avoid it in the first place? How much extra Endurance should you give a group of monsters? They are often quite goofy, a well written example of play can really clarify how the rules of a game all fit together.</p>
<p><img src="/assets/img/trophy-gold-2.png" alt="Player Advice in Trophy Gold"></p>
<p>Adventures in Trophy are called Incursions. An adventure is described loosely, as the expectation seems to be that the details will arise through play. Trophy assumes a high level of collaboration between the GM and players. When players make Risk Rolls you&rsquo;re expected to solicit ideas of what might go wrong from everyone at the table. All players can also offer up Devil&rsquo;s Bargains: something bad that will happen regardless of how the roll goes in exchange for an extra dice to improve your odds of success. The GM could (and should!) turn describing spaces, rooms, NPCs, etc, over to the players. These are habits I normally don&rsquo;t have when running, and something I forgot to do throughout both games I ran. If anything, this was my biggest stumbling block with the game: trying to break my own habits and approach the game on its own terms.</p>
<p>An incursion is broken up into a series of sets, with each set having a goal for the players to achieve. Our game began with the players making their way into the Temple of the Peerless Star via the Sept. Their goal was to gain entry to the basement. Players are aware of the goal of the set. In some ways someone could argue Trophy is all meta-gaming: a game designed to simulate the act of playing an OSR game. Its original incarnation had instructions for deconstructing your favourite modules into higher level sets that your players could explore. What are the key beats of Deep Carbon Observatory? Let’s just go on a tour of those. As written, players generally have a lot more knowledge about what’s going on in an adventure than you would find in your typical OSR game, often being told upfront what the end goal of a particular area might be, or contributing directly to the overall narrative and fiction of the world they are exploring. Alex and Brendan knew what they needed to do, and in the initial set up for the scenario, so did the characters themselves. This alignment may not always exist.</p>
<p><img src="/assets/img/trophy-gold-3.png" alt="GM Advice in Trophy Gold"></p>
<p>I can say that in practice, the game I ran didn’t feel far away from the sorts of games I’d run with <em>D&amp;D</em> or <em>Into the Odd</em> or whatever else. It didn&rsquo;t feel high level, or that the players were divorced from the actions of their characters. We explored unknown spaces in search of treasure. Things developed in unexpected ways. There is risk and danger and all the good stuff. If I described the beats of the game we played to someone it would probably sound like any other game I run. But how we got those beats was sometimes quite different.</p>
<p>The player&rsquo;s accomplished their first goal diegetically, exploring the Sept, finding the trapdoor to the basement, and picking the lock to open it. The rolls to make all of this happen resulted in them being pickpocketed by another adventurer, who they ended up confronting and recruiting. She helped camouflage Alex&rsquo;s character with a ritual (Blur) so that he would draw less attention to himself when trying to pick the lock to the Basement. (The pickpockets character was picked up by Paul when he joined the game late.) The second set, exploring the basement, they accomplished by trading in Hunt tokens to accomplish a goal. They didn’t finish the 3rd set, the Catacombs, though exploring it was the bulk of our second session together. By the end of the night they had managed to secure enough treasure to flee back to town, and flee they did!</p>
<p>While discussing the game, Brendan reminded me of two posts that he felt would help one understand where this game fits in the broader landscape of RPGs: Grognardia&rsquo;s <a href="http://grognardia.blogspot.com/2008/04/on-oracular-power-of-dice.html">The Oracular Power of Dice</a> and his own <a href="https://www.necropraxis.com/2022/06/23/reflection-and-formation/">Reflection and Formation</a>. Trophy Gold has the Hunt Role as a formative rules that produce play at the table, its Risk Roll sitting somewhere in the middle, and the Combat Roll more traditional and reflective. To quote James, &ldquo;In old school games, the &lsquo;story&rsquo; arises from the synthesis of design, randomness, and reaction; it isn&rsquo;t something you can set out to create.&rdquo; Trophy Gold would seem to fit the bill.</p>
<p>We had a fun time gaming with Trophy Gold. The game is this weird mix of story gaming and OSR nonsense. I think it manages to make this marriage work. The game feels unique in this regard. I am still thinking aobut this game now, and will likely have more to say about it. I&rsquo;m not done with Trophy.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>This adventure was originally written for Dungeon World, turned into an actual play for their podcast, and finally turned into an incursion for Trophy Gold.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="https://www.indiegamereadingclub.com/indie-game-reading-club/a-tale-of-two-and-a-half-trophies/">Paul Beakley has a deeper dive into Trophy Dark, Gold and Loom for those of you who want to know more about the game, from someone with more experience playing these sorts of games and reviewing them.</a>&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/initial-thoughts-on-trophy-gold/"/>
    <published>2023-03-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/trophy-gold-dark-souls/</id>
    <title>Trophy Gold Dark Souls</title>
    <updated>2023-01-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/trophy-gold-dark-souls.jpg" alt="Trophy Gold rules for travel"></p>
<p><a href="https://trophyrpg.com/">Trophy Gold</a> has some optional light weight rules for journeys that have the players slowly building up a point crawl style map of the world. One thing I like about the suggested approach is that it feels very much like Dark Souls, where part of the fun will be discovering the unusual connections in the world. The game is very collaborative in nature, and there is an expectation that things develop organically through play, with input from the players alongside the GM. You could certainly run things with a more well defined game world, but it feels a bit counter to the spirit of the game.</p>
<p>I&rsquo;m curious if these moments would feel the same, when the players all know they are produced through the luck of the dice rather than the world building of a DM. I&rsquo;ll need to play to figure that out. My copies of Trophy Dark, Gold, and Loom arrived a couple weeks ago. They are incredible, and if you are lucky they will reprint and sell many more.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/trophy-gold-dark-souls/"/>
    <published>2023-01-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/nates-elden-ring-review/</id>
    <title>Nate&#39;s Elden Ring Review</title>
    <updated>2023-01-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My boy Nate&ndash;the man running what sounds like the greatest 5E game ever&ndash;<a href="https://swampofmonsters.blogspot.com/2023/01/elden-ring.html">reviews one of the greatest video games ever, Elden Ring</a>. I am a huge fan of Elden Ring, and plan to write about it one day. (I liked this game a lot. Nate&rsquo;s feelings are a bit more thoughtful, nuanced, and mixed.) There is so much you can steal from that game for your games of D&amp;D. If you have a PS5 I would strongly recommend you check it out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/nates-elden-ring-review/"/>
    <published>2023-01-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-history-of-gorkamorka/</id>
    <title>the history of gorkamorka</title>
    <updated>2023-01-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.goonhammer.com/what-happened-to-gorkamorka-part-one-gorkers-and-morkers/">Goonhammer writes about the history of GorkaMorka</a>, which proves to be far more interesting than you might expect. This is a look back at Games Workshop, and how it grew into the corporate behemoth it is today, through the lens of this one game. It&rsquo;s a fascinating read.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-history-of-gorkamorka/"/>
    <published>2023-01-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/</id>
    <title></title>
    <updated>2023-01-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://twitter.com/seanmccoy/status/1599809865836363782">Sean shared a pretty cool project on Twitter</a>, which has really blown up: <a href="https://seanmccoy.substack.com/p/dungeon23">#dungeon23</a>. The idea is simple: grab a day planner and write a dungeon room a day. At the end of the year, you&rsquo;ll have a Megadungeon. I love it! Not enough to do it, of course, but I have been enjoying seeing what people produce. If you decide to start this endevour, <a href="https://seanmccoy.substack.com/p/slow-down-youre-doing-fine">I suggest you follow Sean&rsquo;s advice</a>: keep things simple and have fun. Treating a project like this as if it was your second job is a recipe to give up by March.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/"/>
    <published>2023-01-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/mordheim-the-thronetaker-campagin/</id>
    <title>Mordheim: The Thronetaker Campagin</title>
    <updated>2023-01-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/mordheim-warband-upclose.jpg" alt="My Mordheim Warband Uplose"></p>
<p>This winter the <a href="https://www.theswordandboardtoronto.com/products/mordheim-thronetaker-campaign-season-1-league-registration">Sword &amp; Board is running a Mordheim campaign</a>. <a href="https://broheim.net/">Mordheim</a> is a beloved skirmish game made by Games Workshop many years ago. Players each control a warband exploring the ruins of the Mordheim, collecting the remnants of the meteor that destroy the city, Wrydstone. The game is famous for its John Blanche art, flavourful setting, and its rich detailed campaign system. As you play Mordheim your warband will grow in power game, end up maimed, likely both. I have wanted to play Mordheim for ages, and this league presents the perfect chance to do so.</p>
<p>To start, I needed a warband. I wanted to reuse as much stuff as I owned as possible, and settled on playing Undead. This gave me the chance to continue painting my minis from the Cursed City board game, and build a few extra people using kits and bits I owned. I ended up painting more minis than I need to start, but I have options depending on the direction the campaign takes my team.</p>
<p><img src="/assets/img/mordheim-warband.jpg" alt="Mordheim Warband"></p>
<blockquote>
<p>Khaimpo the Wretched finds himself in the employ of the Vampire Lord Volchyakrov, exploring the ruins of Mordheim. He is joined by the mercenaries Vrouwer Koning, Humeurige Van Dame and the coward Peters Van der Peters: the dregs of proper society. Zombies, Dire Rats and degenerate Ghouls round out this decrepit warband.</p>
</blockquote>
<p>I&rsquo;ve played one practice game of Mordheim, which was a lot of fun. The rules are … old school: there are tables, lots of dice rolling, and rules scattered throughout the book. <a href="/review/warcry/">Warcry</a> feels like it&rsquo;s the stronger game, but people aren&rsquo;t playing Mordheim for its tight game design. Mordhiem is a narrative game, and its the story of this campaign I&rsquo;m looking forward to seeing unfold.</p>
<p>Getting ready to play Mordheim has been a lot of fun. I enjoy painting, and having the activity be focused around play makes me enjoy it all the more. It can be easy to lose steam with bigger painting projects. Skirmish games present a nice opportunity to build, paint, and play quickly. They are a great way to get into the hobby.</p>
<p><img src="/assets/img/mordheim-zombies.jpg" alt="Zombies"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/mordheim-the-thronetaker-campagin/"/>
    <published>2023-01-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/mothership-wardens-guide/</id>
    <title>Mothership Wardens Guide</title>
    <updated>2022-11-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I have been reading the <a href="https://www.mothershiprpg.com/">Mothership</a> Warden&rsquo;s Manual over the last week, the &ldquo;DMG&rdquo; for Mothership. I find a lot of dungeon master&rsquo;s guides fall short. People manage to run D&amp;D in spite of its rulebooks, not because of them. Mothership&rsquo;s Warden Guide is superlative because it breaks down how to get the game you just bought to the table: it understands why these game master books should exist in the first place. There are <em>very</em> few books that pull this off well.</p>
<p><img src="/assets/img/mothership-prepare-your-first-session.png" alt="Mothership Prepare Your First Session"></p>
<p>Mothership&rsquo;s Warden&rsquo;s Manual&rsquo;s very first spread is a step by step breakdown of what you&rsquo;ll need to do to run your first session. There isn&rsquo;t any faffing about: you&rsquo;ve bought this game and you want to play it, here&rsquo;s what you should do to make that happen. There&rsquo;s even pictures of an example notebook so you can see what sample prep (and how little you probably need to have fun) looks like. Mothership is a horror game, and so one of the first things the game master is going to have to figure out is what makes a horror game different than your typical game of D&amp;D. Here Sean breaks things down in a very approachable way, with what he calls the TOMBS cycle. You can use Mothership to run all sorts of games, no doubt, but the Warden&rsquo;s Manual helps frame the sorts of games that likely make the most sense, by walking you through prepping such games in its opening section. The advice on prepping a game also serves as an introduction to the game and genre itself.</p>
<p>The middle section of the book is what I think of as more typical when it comes to DMGs: what are the mechanics and logistics of actually running a game? (Here Sean also tackles what must likely be one of the biggest stumbling blocks for people coming to Mothership: when should you roll the dice?) Into the Odd has great advice on running the game and I think this section from Sean is of a similar pedigree. Sean also talks more about the sorts of scenarios that are likely to come up in a Mothership game: investigations and social encounters. Again, what he&rsquo;s chosen to focus on in this book helps frame what the game is about.</p>
<p><img src="/assets/img/mothership-how-the-game-works.png" alt="Mothership How The Game Works"></p>
<p>Finally the book concludes with how to start and run a campaign. Like the opening of the book, this section is concrete advice to get you going. Sean&rsquo;s goal is to have you running a campaign quickly, not fall into the trap of prepping instead of playing.</p>
<p>Reading this book made me want to play Mothership again. I could do it better now! This book is likely so good because it&rsquo;s written as if it was going to be someone&rsquo;s first RPG. This is probably a ridiculous assumption, but the book is all the more accessible because of it. I&rsquo;m a very experienced RPG player at this point in my life, but the sort of guidance Sean&rsquo;s put down in this book is useful for everyone. For experienced players who are bringing their own baggage to the game, a book like this helps clear up assumptions and gets you playing all the more quickly.</p>
<p>As I said at the start, I think there are very few DMGs that are actually any good. <a href="https://save.vs.totalpartykill.ca/review/lotfp-grindhouse/">LotFP&rsquo;s Grindhouse Referee book</a> was my previous high watermark for these sorts of books. Raggi wants you to play his game and its infectious. For all the edginess of the line, the Referee and Tutorial books are so weirdly welcoming. Raggi&rsquo;s online persona has some real wrestling heel energy, but his books for new GMs are written from a place that feels really friendly and inclusive. He really included everything you&rsquo;d need to understand what a Weird Historical Horror RPG was about. (There is even a section on how to recruit players for your game—weirdly dated in this age of online game.) Brindlewood Bay is another game that is written with such care for the player that will run the game. It goes into great detail about how to start playing the game as quickly as possible. What your first session should look like, exactly. That these are all horror games is interesting. A coincidence? Something for someone else to discuss.</p>
<p>If you didn&rsquo;t back this Kickstarter what were you thinking? <a href="https://mothership-boxed-set.backerkit.com/hosted_preorders">Be sure to grab this game when you can—like now.</a></p>
<p><img src="/assets/img/mothership-find-the-horror.png" alt="Mothership Find The Horror"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/mothership-wardens-guide/"/>
    <published>2022-11-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/fantsatic-medieval-campaigns/</id>
    <title>Fantsatic Medieval Campaigns</title>
    <updated>2022-11-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/fmc-cover.png" alt="FMC cover by Gus, a skeleton on a d20"></p>
<p><a href="https://twitter.com/traversefantasy/status/1591051839675695105">I’ve been looking forward to Marcia’s tidied up version of OD&amp;D.</a> It’s a straight up retroclone: she hasn’t tried to fix the gaps in the game, <a href="https://save.vs.totalpartykill.ca/blog/let-s-play-od-d/">the gaps are the best part</a>. Enjoy. It&rsquo;s free!</p>
<p>If you haven’t read OD&amp;D you should, it’s really wild what they thought was enough for people to play a game. And really, they were right. People figured it out and made amazing things.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/fantsatic-medieval-campaigns/"/>
    <published>2022-11-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/one-scene-adventures/</id>
    <title>One-Scene Adventures</title>
    <updated>2022-11-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I met up with Alex, Brendan and Paul last night from the #torontOSR posse. We tried to play through James&rsquo;s The Cursed Chateau, but spent much of our time together drinking cocktails and catching up. Almost certainly inspired by this experience, <a href="https://todistantlands.github.io/2022/11/09/one-scene-adventures.html">Alex writes about one-scene adventures</a> as another form of one-shot play.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/one-scene-adventures/"/>
    <published>2022-11-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/warren-explains-why-you-gotta-be-blogging/</id>
    <title>Warren Explains Why You Gotta Be Blogging</title>
    <updated>2022-11-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Man, Twitter really does feel like a hot mess right now. And if we are all being honest with one another, it already felt like a hot mess, right? Warren from I Cast Light explains why you should be getting back to blogging: <a href="https://icastlight.blogspot.com/2022/11/blog-good-god-what-is-it-good-for.html?m=0">BLOG! Good God! What Is It Good For?</a> When I started blogging (a million years ago) social media didn&rsquo;t really exist as a thing, and people would share all the ephemera in their heads on their blogs. Some of your tweets are probably stupid, and should just disappear into the ether. Some of your tweets are probably worth simply posting to your blog: especially those that spark discussion. <a href="/microblog/microblog/">I wrote about &ldquo;microblogging&rdquo; here at Save vs. Total Party Kill some time ago.</a> Anyone can start a blog and contribute to the wider RPG scene.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/warren-explains-why-you-gotta-be-blogging/"/>
    <published>2022-11-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/campaign-notes-lessons/</id>
    <title>Campaign Notes Lessons</title>
    <updated>2022-11-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Josh from Rise Up Comus almost lost 6 years of notes about his D&amp;D campaign! This moment encouraged him to <a href="http://riseupcomus.blogspot.com/2022/11/i-lost-it-all-lessons-about-creating.html">blog about how he went about building up the trove of writing and prep that went into running his megadungeon campaign</a>. I love reading about the processes people go through to run games.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/campaign-notes-lessons/"/>
    <published>2022-11-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/speak-false-machine/</id>
    <title>Speak, False Machine</title>
    <updated>2022-11-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>In a project that seems like pure madness, Patrick is compiling the entirety (give or take) of his blog False Machine into a book. It&rsquo;s over 650 pages! Over half a million words! Bananans. <a href="https://www.kickstarter.com/projects/gawain/speak-false-machine">You can back the project on Kickstarter right now. Go do that now!</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/speak-false-machine/"/>
    <published>2022-11-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/social-media-ruckus/</id>
    <title>Social Media Ruckus</title>
    <updated>2022-10-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I suspect <a href="https://www.theverge.com/2022/10/28/23428132/elon-musk-twitter-acquisition-problems-speech-moderation">the death of Twitter</a> is greatly exaggerated. No one pays 44 billion dollars for something only to drive it into the sun, though that&rsquo;s honestly the best outcome one could hope for when it comes to Twitter. I&rsquo;ve been on that site since the dawn of time—I&rsquo;m twitter user 3,321—and I will be a little sad to see it go, but honestly not <em>that</em> sad. It&rsquo;s been dreadful for many years now.</p>
<p>Just to get a little bit ahead of any exodus, here are a few places you might see me besides this blog:</p>
<ul>
<li><a href="https://tabletop.social/web/@funkaoshi">Mastadon</a>, which honestly kind of sucks. It&rsquo;s like the Linux of social media. And I don&rsquo;t mean that as a compliment. But, at least we can trust it to chug along while not selling your data to advertisers. I&rsquo;m on tabletop.social, but another popular choice with open registration is <a href="https://dice.camp">dice.camp</a>.</li>
<li><a href="https://cohost.org/savevstpk/">Cohost.org</a>, which seems promising, but I am unsure how they plan to keep the lights on. It reminds me a bit of G+, in that you can create public (or private!) &ldquo;pages&rdquo; for people to follow, and you write posts with comments: no stupid threads.</li>
</ul>
<p>At the end of the day, the OSR is about blogging, and I&rsquo;m always up for more of that.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/social-media-ruckus/"/>
    <published>2022-10-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/demon-bone-sarcophagus-is-out/</id>
    <title>Demon Bone Sarcophagus is Out</title>
    <updated>2022-10-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dbs-cover.png.webp" alt="DBS Cover"></p>
<p>The first part of the infamous follow up to Deep Carbon Observatory is finally out, <a href="https://falseparcels.bigcartel.com/product/demon-bone-sarcophagus">Demon Bone Sarcophagus</a>. Time to buy while the Tories are demolishing the value of the British Pound! I&rsquo;ve been reading <a href="https://www.drivethrurpg.com/product/407992/DemonBone-Sarcophagus">the PDF</a> on and off: there is so much going on it&rsquo;s kind of bananas.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/demon-bone-sarcophagus-is-out/"/>
    <published>2022-10-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/player-safety-tools-in-mothership/</id>
    <title>Player Safety Tools in Mothership</title>
    <updated>2022-10-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Sean has shared some interesting thoughts on player safety tools in RPGs, something that&rsquo;s been on his mind as he writes the dungeon master&rsquo;s guide for his game Mothership: <a href="http://www.failuretolerated.com/thinking-about-safety-tools-in-rpgs">Thinking about Safety Tools in RPGs</a>. Here Sean frames safety tools as a form of hospitality.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/player-safety-tools-in-mothership/"/>
    <published>2022-10-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/into-the-odd/</id>
    <title>Into the Odd</title>
    <updated>2022-10-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/into-the-odd.jpg" alt="Into the Odd"></p>
<p>I had been not so patiently for my copy of <a href="https://freeleaguepublishing.com/en/games/into-the-odd/">Into the Odd</a> to arrive. <a href="https://bastionlandpress.com">Chris</a> teamed up with <a href="https://jnohr.itch.io">Johan Nohr</a> of <a href="http://morkborg.com">Mörk Borg</a> fame to produce this new edition of the game. They have made a really incredible book together, it&rsquo;s really quite beautiful. My love of this system has grown slowly over time. Paolo published Wonder and Wickedness and Into the Odd around the same time, but I next to no interest in the game. The implied setting seemed wasn&rsquo;t really to my taste. Also, I was all about OD&amp;D at the time. Over the years, perhaps with the release of Silent Titans, I have become much more aware and interested in Chris&rsquo;s works. He&rsquo;s one of my favourite OSR game designers now, and Into the Odd seems like one of the more important and influential works to have come out of the OSR.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/into-the-odd/"/>
    <published>2022-10-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2022/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2022</title>
    <updated>2022-08-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The Ennies are today? Well, this year has certainly zoomed by. I should say what I have to say before the Teen Choice Awards of the RPG scene monopolize the conversation. When I looked back on the games of 2021 I found an odd mix of stuff. The quality of material coming out nowadays is quite amazing. We are really spoiled right now when it comes to indie RPGs. Someone needs to tell you about them: why not me?</p>
<p><a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> exist to highlight truly standout RPG books. Unlike previous years I had a strong sense from the start what books I&rsquo;d end up picking. As usual there are some real gems in my honourable mentions, so don&rsquo;t sleep on those either!</p>
<p>The books in contention arrived at my doorstep, or digitally in my inbox, during 2021. That&rsquo;s a long while ago now, I know, but that&rsquo;s really my only rule with these awards and I will stick with it. Will the categories be the same as last year? Read on to find out!</p>
<p><strong>Best Adventure: <a href="https://www.drivethrurpg.com/product/357799/Tomb-Robbers-of-the-Crystal-Frontier?">Tomb Robbers of the Crystal Frontier</a> by Gus L</strong></p>
<p><img src="/assets/img/tomb-robbers-of-the-crystal-frontier-spread.png" alt="Tomb Robbers Of The Crystal Frontier Spread"></p>
<p>Gus continues to put out some of the best adventures in the OSR. He&rsquo;s spent the last however many years really going full-on nerd when it comes to dungeon crawling, and his adventures are all the better for his deep thinking on this topic. There is much to love about Gus&rsquo;s <em>Tomb Robbers of the Crystal Frontier</em>. As with <em>Prison of the Hated Pretender</em>, an honourable mention from last year, there is the occasional editorial note for new (or old!) DMs to better understand how to go about running these sorts of adventures. I love these snippets. The book features great art, also by Gus. He also did the layout.  A real renaissance man!</p>
<p><strong>Best Skirmish Game: <a href="https://www.wargamevault.com/product/359157/Space-Weirdos">Space Weirdos</a> by Casey Garske</strong></p>
<p><img src="/assets/img/space-wierdos.png" alt="Space Wierdos"></p>
<p>If you&rsquo;ve been burned by Games Workshop and their bloated and expensive rule sets then <em>Space Weirdos</em> will be a breath of fresh air. <em>Space Weirdos</em> is a nice and simple skirmish war game. I watched the game come together over the course of the pandemic, Casey sharing early drafts in my not so secret 40K discord server. I play tested it a few times over the course of the pandemic. Thanks to ZineQuest he did a very DIY print run, commissioned a cool cover, and added some solo rules. The game feels like it’s gained a lot of traction over the course of 2022, finding a nice audience of fans. If you have a handful of minis and some time you can and should be playing this game.</p>
<p><strong>The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2021: <a href="https://magpiegames.com/pages/cartel">Cartel</a> by Mark Diaz Truman</strong></p>
<p><img src="/assets/img/cartel.png" alt="Cartel"></p>
<p>Hold up: this isn&rsquo;t an OSR game. Yeah I know, but the heart wants what the heart wants. I picked up the ashcan version of Cartel at the end of 2016. Over the following years Mark would develop the game into something really compelling. A <a href="/blog/distance-and-time/">scandalous</a> game about the cartels and the drug war that has you playing the compromised people that make it all go: drug kingpins, petty gangsters, corrupt cops, complicit spouses, etc. The best Powered by the Apocalypse games feel like engines propelling the players forward, and I would say Cartel is one of the best Powered by the Apocalypse games. I’ve played the game several times now, and each time has left me wanting to play more. This game has likely been overshadowed by the success of Magpie’s other games, but it’s too good to ignore. I really love Cartel, and hope more people check it out.</p>
<h3 id="honourable-mentions">Honourable Mentions</h3>
<p>A special shout out to <a href="https://www.forbiddenpsalm.com/forbidden-psalm">Forbidden Psalm</a> by Kevin Rahman; <a href="https://roll4tarrasque.itch.io/fimbria">Fimbria</a> by Giuliano Roverato; <a href="https://www.exaltedfuneral.com/products/the-haunted-hamlet">The Haunted Hamlet and other Hexes</a> by the Lazy Litch; <a href="https://gregor-vuga.itch.io/kriegsmesser">Kriegsmesser</a> by Gregor Vuga; <a href="https://headofthegoat.itch.io/lowlife">Lowlife</a> by Sam Sorensen; <a href="https://narrativedynamics.itch.io/rebel-crown-serpent-oak">Rebel Crown &amp; Serpent Oak</a> by Michael Dunn-O&rsquo;Connor &amp; Eric Swanson;
<a href="https://www.snarlingbadger.com/reigninhell">Reign in Hell</a> by Adam Loper and Vince Venturella; and <a href="https://www.dundaswestgames.com/rossrifles/">Ross Rifles</a> by Daniel Kwan, Patrick Keenan, and Daniel Groh. Forbidden Psalm takes everything you love about MÖRK BORG, and adds minis: that&rsquo;s what I&rsquo;m talking about!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2022/"/>
    <published>2022-08-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/encounter-tables/</id>
    <title>Encounter Tables</title>
    <updated>2022-07-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I recently shared my <a href="https://save.vs.totalpartykill.ca/gygax-75/">Gygax 75 draft</a> and was complimented on putting a Dragon as the last entry on the example encounter table for the region. I stole this idea from my friend Nick, who wrote I feel is the best blog post on this topic: <a href="https://www.paperspencils.com/structuring-encounter-tables-amended-restated/">Structuring Encounter Tables, Amended &amp; Restated.</a>. A nice follow up blog post is <a href="https://www.prismaticwasteland.com/blog/encounter-checklist">this Encounter Checklist from Prismatic Wasteland</a>, which breaks down elements you should keep in mind when trying to build an interesting an effective encounter for your players.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/encounter-tables/"/>
    <published>2022-07-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/emvolume-2-monsters-/em-and-em-treasure/em/</id>
    <title>&lt;em&gt;Volume 2 Monsters &amp;&lt;/em&gt; and &lt;em&gt;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp; Treasure&lt;/em&gt;</title>
    <updated>2022-07-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>There are three books that make up <a href="/tag/odnd/">Original Dungeons &amp; Dragons</a>. <em>Book 2: Monsters and Treasure</em>, as the name implies, is all about monsters and treasure. OD&amp;D isn&rsquo;t a particularly mechanically complex game, so monsters can be described quite simply, mostly via prose rather than complex stat blocks. As monster manuals go this one is a bit all over the place. Some monsters have a brief description. Others ask you to look things up in Chainmail and make some corrections. Many simply suggest some lose mechanics for interacting with the creature.</p>
<p>Gygax rightly assumes you know what a bandit is and doesn’t waste any words explaining the obvious to you. Instead he spends a lot of time explaining the fighting composition of a group of bandits.</p>
<blockquote>
<p>Although Bandits are normal men, they will have leaders who are super-normal fighters, magical types or clerical types. For every 30 bandits there will be one 4th-level Fighting-Man; for every 50 bandits there will be in addition one 5th- or 6th-level fighter &hellip;</p>
</blockquote>
<p>I&rsquo;m not sure that&rsquo;s much better. I sincerely love the OD&amp;D monster booklet, though! It is charming. The collection of creatures hints at the world of the game, but the game itself is a bit hands off in telling you much about itself.</p>
<p>The treasure tables and descriptions of treasure are similarly terse, and mostly quite dry.</p>
<blockquote>
<p>[Ring of] Protection: A ring which serves as +1 armor would, giving this bonus to defensive capabilities and to saving throws.</p>
</blockquote>
<p>Into this fruitful void left by Gygax steps the man himself <a href="https://lukegearing.blot.im">Luke Gearing</a>. The cheekily named <a href="https://lukegearing.itch.io/volume-2-monsters"><em>Volume 2: Monster &amp;</em></a> is Gearing&rsquo;s take on an OD&amp;D monster manual. Luke leans even harder into the minimalism of OD&amp;D, giving us a book that is far more flavourful. It’s basically all flavour. His take on Cockatrice reads like a poem, likely because this is basically a book of poetry:</p>
<blockquote>
<p>Featherless Bird<br>
armoured with iron scale<br>
and useless wings purloined from bats<br>
stretched wide to embrace the world.</p>
</blockquote>
<p>There are stats for each creature, though they are as minimal as those found in OD&amp;D’s book of monsters. A Cockatrice is: HD 5, AC as Plate, damage 1d6, physical contact causes petrifaction. If you need Luke to tell you anything else about a Cockatrice this is probably not the book for you. If you want a picture of a Cockatrice you’ll be doubly disappointed!</p>
<p>Luke’s bandits are described as follows:</p>
<blockquote>
<p>1d6 relatives to grieve,
close enough to know who did it.</p>
</blockquote>
<p>But who is in charge! Luke isn’t trying to solve that problem with this bestiary. This is a book about transmitting feeling and mood.</p>
<p>I believe the best game books fold worldbuilding into everything they do. As terse as this book is, you get a strong sense of the implied world these monsters fit within. The implication throughout the book is that most monsters are men who have twisted themselves in pursuit of power, or have been twisted by men into the monstrous, with some fantastic beasts to round it all out. I like this take on the creatures of OD&amp;D. It aligns nicely with what I am trying to do in my recent <a href="/gygax-75/">Gygax 75</a> project.</p>
<p><img src="/assets/img/volume-2-monsters-dragon.png" alt="dragons as described by luke"></p>
<p>If you enjoy this take on the dragon you’ll enjoy this book. If you think this is some total art-house nonsense—and honestly, it kind of is—you will be disappointed: avoid this book, it’ll just piss you off. I for one enjoyed this unusual take. We already have Monsters &amp; Treasure, Monster Manual, The Fiend Folio, etc. No one needs to tell that story again.</p>
<p>Many months later Luke completed his take on Book 2 of OD&amp;D, releasing <a href="https://lukegearing.itch.io/treasure"><em>&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp; Treasure</em></a>. The book opens with treasure tables with clearer names than Gygax&rsquo;s Type A, B, C, etc, so that&rsquo;s already a bit of a win. Then we get section after section of treasure, starting with coins:</p>
<blockquote>
<p>Hoards of coins do not occur under normal conditions.<br>
Coins are hoarded as things begin falling apart.<br>
Hoards which are found were never claimed by their originator.</p>
</blockquote>
<p>The book opens with 12 different types on coinage one might find. Luke manages to make hordes of coins interesting, an impressive feat. Then we get trade goods, artifacts, maps, and what takes up the bulk of the book, magic items.  Unlike <em>Volume 2: Monsters &amp;</em>, which is essentially the art-house version of the OD&amp;D monster manual, <em>&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp; Treasure</em> is all original content, its connection to the original treasure book far looser. I really enjoyed everything he&rsquo;s come up with here. It&rsquo;s quite inspired.</p>
<p>The world building and implied setting is perhaps even stronger in this second book. (Maybe because it&rsquo;s also longer and wordier?) There is an undercurrent of sadness, displacement, and history that runs throughout.</p>
<blockquote>
<p>Old Key: When property must be abandoned there is much to consider. Many plan on returning, and keep a key. They are passed down generations, against the day of their return. Every key is an unfulfilled promise, a rusted chain of custody. Their tales cipher maps and directions to the promised places, even if young ears and old tongues do not recognise them as such.</p>
<p>If stolen, pursuit is inevitable.</p>
<p>Worth 5sp.</p>
</blockquote>
<p>A ring that lets you cast fireball is rendered like so:</p>
<blockquote>
<p>The Witness: A ring made from a petrified tree, smoothed and carved. Uncomfortably chunky on the finger. The tree saw the stars fall, and could speak it into being again. Once per day, the caster may evoke the ring to cast Fireball and extinguish a star.</p>
</blockquote>
<p>I find myself wanting to quote more and more of the items in this book. I feel like any random one I read is enjoyable.</p>
<p>What else is there to say? If you want a <em>very</em> simple OD&amp;D monster manual because the original one puts you to sleep, Luke&rsquo;s got you covered. But its not illustrated and very minimal! You need to be ready to use your imagination or you will be disappointed. I also think Luke should have included a table with all the monster stats, like Monsters and Treasure: that is the best part of that book! But, i&rsquo;m not sure it would fit with the aesthetic of this one.</p>
<p><em>&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp; Treasure</em> needs no caveats: it is a well executed book of treasure. Also barely illustrated, but the writing is really what you&rsquo;re here for, and it delivers. I loved this book. If you were only going to buy one of these books, the treasure one is what i&rsquo;d grab. But why would you do that? They are Volume 2: Monsters &amp; Treasure.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/emvolume-2-monsters-/em-and-em-treasure/em/"/>
    <published>2022-07-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/actionable-lore/</id>
    <title>Actionable Lore</title>
    <updated>2022-07-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Mateo over at Hex Culture has written a great post about how to make the lore of your setting more interesting and actionable for your players. <a href="https://hexculture.com/2022/07/situational-narrative-design-in-tabletop-games.html">He discusses an idea called Situational Narrative Design.</a> Richard jumps in with a related discussion on how to make the player&rsquo;s characters central and impactful in the wider world they play within: <a href="https://lurkerablog.wordpress.com/2022/07/08/the-pcs-are-a-faction/">The PCs are a Faction</a>. Finally Emmy has a nice short post on <a href="https://www.hypertextfish.org/env-story">Environmental Storytelling</a>, &ldquo;using objects and locations in RPGs to tell a history or fiction&rdquo;.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/actionable-lore/"/>
    <published>2022-07-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/encounter-checklist/</id>
    <title>Encounter Checklist</title>
    <updated>2022-07-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://www.prismaticwasteland.com/blog/encounter-checklist">Over at Prismatic Wasteland Warren discusses how to make sure your D&amp;D encounters are their most impactful.</a> I am a big fan of practical DM&rsquo;ing advice like this. You could write out his check list on a post-it note and refer to it when prepping a dungeon or an encounter table. If you need to quickly improvise something you could pick one of the elements he suggests and lean into that.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/encounter-checklist/"/>
    <published>2022-07-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/gardens-of-hecate/</id>
    <title>Gardens of Hecate</title>
    <updated>2022-06-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I was visiting <a href="https://www.theswordandboardtoronto.com">my local game store</a> and saw an art book featuring the work of Ana Polanšćak, the woman behind the incredible blog <a href="https://gardensofhecate.com">Gardens of Hecate</a>. As part of the <a href="https://www.exprofundis.com/what-is-inq28/">Inq28</a> scene, Ana produces some really unique and moody miniatures and war gaming ephemera. <a href="https://www.davetaylorminiatures.com/2022/04/05/the-art-of-volumes-1-3-now-on-sale/">The art book</a> chronicles her journey through the hobby, and is a real deep dive into her whole process when it comes to producing her work. A lot of the book is about how she thinks about world building, and is likely of interest to RPG nerds. There is a lot of overlap between narrative war gaming and RPGs, and Gardens of Hecate is the perfect example of that.</p>
<p><img src="/assets/img/gardens_of_hecate.jpg" alt="Gardens of Hecate Book"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/gardens-of-hecate/"/>
    <published>2022-06-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/gus-on-proceduralism/</id>
    <title>Gus on Proceduralism</title>
    <updated>2022-06-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>These notes and Arneson&rsquo;s would ultimately become Dungeons &amp; Dragons, but only by being codified could the game really be propagated and begin to gather a following. This same problem persists for designers today.</p>
</blockquote>
<p><a href="https://alldeadgenerations.blogspot.com/2022/06/a-manifesto-for-proceduralism.html">Gus has written a long essay on procedures in gaming</a>, why they mater, and a mode of thinking about games he calls Proceduralism. One could call this tract of thinking <a href="https://www.necropraxis.com/2014/05/22/proceduralism/">the Pahvelorn School of Game Design</a>. As it was for Gus, <a href="https://www.necropraxis.com/tag/pahvelorn/">that campaign</a> was so inspirational for me. It really shaped how I think and play games now, all these years later. I had bugged Gus to break this post up, there is so much here, and a lot of it could stand by itself, but he said &ldquo;no way!&rdquo; A man&rsquo;s gotta have a code, I suppose.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/gus-on-proceduralism/"/>
    <published>2022-06-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/dd-is-always-right/</id>
    <title>D&amp;D is Always Right</title>
    <updated>2022-06-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>An idea I read on James&rsquo;s blog <a href="https://grognardia.blogspot.com/">Grognardia</a> long ago, which I quite liked, was what he called &ldquo;D&amp;D is always right&rdquo;. Rather than assume the idiot choices the designer of some old module from the 80s made are incorrect, give them the benefit of the doubt! Try and work out how the oddly placed monsters, treasure, and traps fit into a coherent whole. Treat it like a creative exercise and you&rsquo;ll end up with something good. Wayne Rossi <a href="http://initiativeone.blogspot.com/2013/05/od-setting-posts-in-pdf.html">reverse engineering the OD&amp;D setting based on the rule books</a> is a similar pursuit. My dilemma is I can&rsquo;t actually find this blog post, though i&rsquo;m sure it exists! Do any of you remember this mythical post?</p>
<blockquote>
<p>[Regarding the phrase &ldquo;D&amp;D is always Right&rdquo;,] my point has never been, so far as I can recall, about &ldquo;recovering&rdquo; the original, hidden meaning of D&amp;D. I&rsquo;m not sure there is one in many cases. Rather, my point was simply akin to Chesterton&rsquo;s fence: don&rsquo;t assume a rule you don&rsquo;t understand isn&rsquo;t workable. Assume it is and see where that takes you. — James Maliszewski, 2022, who sadly also has no idea what post i&rsquo;m talking about.</p>
</blockquote>
<p><strong>Update</strong>: Thanks to Lucas in the comments, we stumble on this post, which is likely the one I was thinking about: <a href="https://maliszew.livejournal.com/450708.html">The Glories of Incoherence</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/dd-is-always-right/"/>
    <published>2022-06-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-t%C3%A9kumel-interview/</id>
    <title>The Tékumel Interview</title>
    <updated>2022-06-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Thanks to Sean McCoy we can enjoy this interview with <a href="http://www.failuretolerated.com/james-maliszewski-the-t%C3%A9kumel-interview">James Maliszewski about Empire of the Petal Throne</a>. They cover a wide range of topics. &ldquo;I wanted to talk to James about Tekumel, long campaigns, Barker and his tainted legacy, and where true ownership of an RPG setting lies.&rdquo; Tekumel is such an unusal setting. Seemingly so thoroughly divorced from your typical tolkien rooted fantasy. <a href="https://save.vs.totalpartykill.ca/play-report/empire-of-the-petal-throne/">James ran several sessions of Empire of the Petal throne for the TorontOSR peoples</a> before embarking on his epic campaigns, a fun experience.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-t%C3%A9kumel-interview/"/>
    <published>2022-06-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/three-layers-of-rules/</id>
    <title>Three Layers of Rules</title>
    <updated>2022-06-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://pretendo.games/">Jason Tochi</a> of <a href="https://jasontocci.itch.io/24xx">24XX</a> fame wrote a great post a little while ago about what he calls <a href="https://pretendo.games/2022/04/15/three-layers-of-rpg-rules/">the three layers of rules</a>: social, fictional, and abstract. If you&rsquo;re interested in game design it&rsquo;s a great way to think about things, especially in more rules light games. Where do the unspoken rules go? Probably to the social and fictional layers. This post is in the news again as Jason <a href="https://twitter.com/pretendogames/status/1532937555909521409">shared a version</a> included in the rules for his new game, <a href="https://jasontocci.itch.io/alight">Alight</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/three-layers-of-rules/"/>
    <published>2022-06-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/rules-cyclopedia/</id>
    <title>Rules Cyclopedia</title>
    <updated>2022-06-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>As I have discussed in the past, I got started with D&amp;D playing with the <a href="/blog/rules-cyclopedia/">Rules Cyclopedia</a>. When I went to buy my own D&amp;D books I ended up grabbing the AD&amp;D 2nd Edition Players Handbook instead. I didn&rsquo;t realize the games were quite the same, and assumed I&rsquo;d want the &ldquo;advanced&rdquo; version anyway. I’ve wanted to track down the Rules Cyclopedia for ages, but they are often hard to find or collectables. Alex, a player from my recent Torchbearer game, was given two copies by a friend of his. He asked the group off hand if anyone wanted one. Of course I do! So he mailed it off to me. What a lovely thing to do. And it&rsquo;s here now, and I am awash in nostalgia.</p>
<p><img src="/assets/img/rules-cyclopedia.png" alt="Rules Cyclopedia"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/rules-cyclopedia/"/>
    <published>2022-06-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/fuck-you-design/</id>
    <title>Fuck You Design</title>
    <updated>2022-05-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My friend Alex discusses <a href="http://todistantlands.blogspot.com/2022/05/fk-you-design.html">Fuck You Design</a>, an interesting response of sorts to my post about <a href="/blog/negative-space/">negative space</a> in RPGs. His post in turn has me wanting to write more myself. I love simple systems, so I am always looking for a good minimalist one. The problem is so many miss the mark. It takes a lot of care to make one that isn’t just you filling in all the holes with D&amp;D as you remember it. <a href="/blog/carcosa/">Carcosa</a> is a good setting in my mind despite missing a lot of details because what’s there is enough to help get you the rest of the way. Some adventures lean so far into terseness you run them and realize you are doing all the work. OD&amp;D doesn’t tell you what a helmet does, but there is enough to the game you can house rule something coherent. If it didn’t tell you what armour did that would be way more annoying. Anyway, this is enough for now. Read the post, it&rsquo;s great!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/fuck-you-design/"/>
    <published>2022-05-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/negative-space/</id>
    <title>Negative Space</title>
    <updated>2022-05-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>I updated this blog post for the zine <a href="https://mixed-success.itch.io/issue1">Mixed Success</a>, which you should also check out. The essay published in the zine is now republished on this blog as <a href="/blog/negative-space-reprise/">Negative Space Reprise</a> — RAM 2024</em></p>
<p><img src="/assets/img/kingdom-death-kingsman.jpg" alt="Kingdom Death, why not"></p>
<p>I just finished playing four sessions of <a href="https://www.torchbearerrpg.com">Torchbearer</a>. <a href="https://twitter.com/jesseabe">Jesse</a> ran the game for a small group of us. I will write more about Torchbearer later, it was a very interesting game. Today I simply wanted to write about rules and how players engage with them.</p>
<p>In OSR play, I think it quite common that players are doing their utmost to avoid engaging with the rules of play! They often exist to model some sort of failure state: saving throws, combat, etc. The odds are in the house&rsquo;s favour, so play becomes about fictional positioning to avoid leaving things to chance. OSR games are about overcoming challenges, and clever play in this space is all about stacking the odds in your favour. Of course, the best odds are the ones where you aren&rsquo;t rolling any dice.</p>
<p>I play with people who regularly don&rsquo;t know the rules of the game we&rsquo;re playing. If they need to know something the expectation is the DM will tell them. Torchbearer sits in stark contrast to all of this. You need to know the rules as a player and as a GM to play effectively. It&rsquo;s an interesting game of resource management. Just like B/X, but you have even more to manage besides your food, light, time. You also have to worry about your conditions, checks, etc. Playing the game is about engaging with the rules. Clever play comes from understanding the mechanics and bending the game to your favour.</p>
<p>When chatting after our last session of Torchbearer I brought up some of the above and one of the player&rsquo;s thought it so odd: you are just playing pretend, the game is rudderless. Players choices don&rsquo;t mean anything, because nothing really means anything. A fair assessment, for sure. But I suppose how I have described things above isn&rsquo;t the whole story.</p>
<p>OSR play feels like it&rsquo;s about engaging with the negative space of the rules. The rules layout the guardrails for play. This is a game about exploration and adventure. You might need to Save vs. Magic, it&rsquo;s written on your character sheet. You might need to fight a monster, you have hit points and to hit bonuses. The game tells you what it&rsquo;s about, and where you need to worry, and play then is about trying not to worry. OSR play isn&rsquo;t simply playing pretend because the game frames what your pretend looks like—like all role playing games.</p>
<p>Games that work well provide support for play through their rules, GM advice, player advice, etc. This is true regardless of the model of play as described above. When making a game, especially a rules lite game, you should think about how players will approach the rules of play, and if there is enough there to encourage forward movement and interest.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/negative-space/"/>
    <published>2022-05-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/lysander-candy/</id>
    <title>Lysander Candy</title>
    <updated>2022-05-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://games.elijahmills.com/tool/nomad-name-generator/">You should check out this name generator from Elijah Mills</a> which I discovered on <a href="https://discord.gg/4Wmeen8jYb">the NSR discord server</a>. This is pretty fantastic. As he describes it: &ldquo;I made a post-apocalyptic name generator for an upcoming collaborative project. We combined 200+ names from the Iliad and Odyssey with hot-rod terminology to get some really whacky results that are perfect for our setting.&rdquo;</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/lysander-candy/"/>
    <published>2022-05-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/jahtima/</id>
    <title>Jahtima</title>
    <updated>2022-05-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://art-needs-an-operation.itch.io/jahtima">Jahtima</a>, a new book in my mail via <a href="https://www.fourroguestrading.co">FourRogues</a>. (Between them and <a href="https://rattiincantati.com">Ratti Incantati</a> my RPG spending has become … well more, anyway. No regrets!) I saw book and was intrigued: an RPG about hunting monsters in early “medieval” Europe, which is currently what I am interested in. The graphic design is quite pretty or bold at times, but maybe also gonna give you a headache? This isn&rsquo;t a novel, though. Maybe a headache is fine if you can find the page quickly.</p>
<p><img src="/assets/img/rahtima.png" alt="Rahtima"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/jahtima/"/>
    <published>2022-05-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/microblog/</id>
    <title>Microblog</title>
    <updated>2022-05-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>This is a little bit of an experiment. This post is what some might call <a href="https://micro.blog">micro blogging</a>. If you&rsquo;re reading this in an RSS reader it&rsquo;ll look the same, but on my website this post is displayed a little bit differently. It should look a bit demure next to a bigger grown-up blog post. 20 years ago a lot of blogging felt short and casual. Nowadays it feels like people feel the need to say a lot, and find friction in the format. People move their casual messages to sites like Twitter or Facebook. But the ephemera you post online should belong to you as well. With the death of G+ I saw so much great stuff just vanish. So many messages from friends, interesting discussions, etc. Some of it lives in an export on my hard drive. A lot of it&rsquo;s likely gone forever. I should blog more, but blogging doesn&rsquo;t need to be long essays and deep discussions. Sometime it can just be sharing for the sake of sharing. Someone takes a small idea you have and turns it into something wonderful.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/microblog/"/>
    <published>2022-05-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-choosing-left-or-right/</id>
    <title>The RPG Epistles of Paul T: Choosing Left or Right</title>
    <updated>2022-04-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>In a plot twist of sorts, the <a href="https://twitter.com/search?q=%23torontOSR%20from%3ASaveVsTPK&amp;src=typd&amp;f=live">#TorontOSR</a> has been playing more narrative games of late. (You can call us <a href="https://twitter.com/search?q=%23storYYZ%20from%3ASaveVsTPK&amp;src=typed_query&amp;f=live">#StorYYZ</a>, of course.) We recently wrapped up a 4 session arc of <a href="/tag/cartel">Cartel</a>, which prompted some interesting discussion in our Discord. In a double plot twist, Paul T, who you may recognize from storygames.com, was the person who ran the game. He has somehow been sucked into the #TorontOSR, and joins us often, like some sort of ethnographer. Paul writes way too much and just throws it into the ether. A waste! So I have taken his words and shared them below (with his permission, of course). The conversational tone below is because it was part of a conversation. I thought this was an interesting view into how to think about playing so-called story games. The emphasis below is my own: this was maybe the idea that jumped out at me the most.</em></p>
<p><img src="/assets/img/cartel.png" alt="Cartel"></p>
<h3 id="choosing-left-or-right">Choosing Left or Right</h3>
<p>​In any game, there are important decisions to be made, which push things forward to move us towards escalation and resolution. Part of player skill in these endeavours is a) being able to identify which decisions are important, which are arbitrary, and which are both, and then b) making them so the game can move forward.</p>
<p>In an OSR game, very often that&rsquo;s &ldquo;do we go left or right here?&rdquo; Good players know when it&rsquo;s a meaningful decision and when it&rsquo;s an arbitrary one (so you can just flip a coin or whatever), and play accordingly. Move the game forward—it doesn&rsquo;t go anywhere unless you choose a corridor, bub.</p>
<p>In a dramatic game, though, those spatial decisions often/generally don&rsquo;t have any weight or importance. What really matters is morality, theme, and character drive. That&rsquo;s where the game doesn&rsquo;t do anything if the players don&rsquo;t move. Especially if we&rsquo;re trying to play on a short time frame (as happens if you play a handful of 2 hour sessions online: it&rsquo;s basically an extended one-shot). So it&rsquo;s important to identify those crucial points, and make a strong move on them. Strong means dramatic, important, or resonant.</p>
<p><strong>In an OSR game, failing to choose left or right when there&rsquo;s no real info to go on will just stall the game. In a dramatic game, similarly failure to decide whether you hate your mother or whether you want to poison or sleep with your rival will stall the game. The GM has tools to push things along, but the game doesn&rsquo;t really &ldquo;go&rdquo; until the players take strong positions on those things.</strong></p>
<p>And often, like left or right (especially in a short-form game), they are arbitrary, so you can go with your gut. However, it&rsquo;s important to pick one, make it strong, and make your choice quickly.</p>
<p>There are two main ways this happens in dramatic games:</p>
<ol>
<li>The player thinks about the story as an author, picking something that excites them or the people around them.</li>
<li>We set up a pregnant situation, usually with the player heavily involved and bought in emotionally, and then in play the player can think as the character and react passionately and instinctively. Follow your gut and react powerfully from the mindset of the character.</li>
</ol>
<p>You know when you&rsquo;re playing a character and suddenly you just know that they hate this new person who appeared? You don&rsquo;t even know why, it&rsquo;s just clear as day to you? That&rsquo;s the feeling. The second way is generally more exciting (for me, anyway) because it&rsquo;s visceral, but it requires some setup. You build a situation with that potential energy in it already, get excited about it, and then dive into character and play from the gut. This means driven, passionate characters, and a situation which puts pressure on them.</p>
<p>This is very exciting in play! A form of unconscious authoring which is both powerful and moving. However, when the conditions for it do not exist (as often happens in more short-term play), you have to make a choice: help the game move ahead by making the first move.</p>
<p>A good player in this style often makes bold moves like this. It can be complex or nuanced, or it can be simple, like announcing that you feel a certain way when an NPC is introduced (“Oh, a noble! I hate all nobles, and, by extension, hate this guy with a totally irrational passion”). It’s like playing White in Chess - there’s no battle yet, but you’ve got to advance a pawn and start one.</p>
<p>Next time you see a movie or TV show, note how the writers do this. Why’s Batman so angry? A criminal killed his parents.</p>
<p>In our Cartel game, I was happy when Sofia and Alvaro took a strong stance and made a move by choosing to kill her husband and his boss in order to take over the family. That&rsquo;s what allowed us to reach a sense of conclusion and forward motion. Nice!</p>
<p>That&rsquo;s an angle on it, anyway. Questions, comments, criticism are all welcome if anyone wants to discuss! — <strong>Paul T, March 24th, 2022</strong></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-rpg-epistles-of-paul-t-choosing-left-or-right/"/>
    <published>2022-04-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/paradigms-and-gaming/</id>
    <title>Paradigms and Gaming</title>
    <updated>2022-03-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/wanderhome-skorne.jpg" alt="Wanderhome Skorne"></p>
<p>I bought two games that <em>feel</em> like they exist in sharp contrast to one another. The first was <a href="https://dreamingdragonslayer.itch.io/skorne">Skorne</a>, an OSR/FKR game. It was a $3 PDF I printed at home and folded into a zine. The second is probably the most famous Belonging Outside Belonging game at this point, <a href="https://possumcreekgames.com/pages/wanderhome">Wanderhome</a>, which arrived at my door in its fancy coffee table book form.</p>
<blockquote>
<p>One player is SKORNE the devil prince: commander of demon rulers and their armies. The other players are renegades, part of mankind’s insurrection against the darkness that reigns. Overthrow the evil Tyrants. Free chained captives. Fight to the last man.</p>
</blockquote>
<p>That&rsquo;s all Skorne has to say about what kind of game you&rsquo;ll be playing. What else is there to say, I suppose? I already know what I&rsquo;ll do with this game. Anything else the author has to say is wasted words.</p>
<p>To be honest, it feels rare that an OSR game tells you explicitly what it&rsquo;s even about. <a href="/review/lotfp-rules-and-magic/">LotFP&rsquo;s Rules and Magic</a> opens like so:</p>
<blockquote>
<p>Roll 3d6 for each ability score (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom), in order, and record them on your character sheet.</p>
</blockquote>
<p>The book jumps right into the action.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Of course, I never struggled trying to understand what I was going to do when I picked up that rule book. I <em>knew</em>, somewhere deep in my brain.</p>
<p>Wanderhome, though. What the hell even is this game? I asked my friends:</p>
<blockquote>
<p>So is the source of conflict in Wanderhome dealing with nature and the traits of the people you meet? Am I thinking about this all wrong? Like some totally different paradigm I need to get my head around.</p>
</blockquote>
<p>A friend replied to tell me the obvious: it&rsquo;s a game about going places and meeting people. Whether there is conflict or tension is besides the point. The funny thing is, Wanderhome tells you as much right from the start. Again and again, really. The introduction is long and poetic and detailed. The art is beautiful and evocative. You can picture the Miyazaki movie unfurl in your head.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Still, I found myself thinking, &ldquo;but why?&rdquo;, in a way I never do with D&amp;D-a-likes because I have so deeply internalized what those games want you to do. Someone reading Wanderhome without any of the baggage of playing other RPGs will likely intuit what it&rsquo;s about with ease.</p>
<p>The easy thing to do when you come across a game outside your comfort zone is to dismiss it out of hand: &ldquo;how is this even a game?&rdquo; Personal preference turns into condemnation. I try and make an effort to understand where games are coming from. <a href="https://save.vs.totalpartykill.ca/review/night-witches-reprise/">The experience of playing games further afield from my tastes has at times been revelatory</a>. Approaching a game on its own terms with an open mind doesn&rsquo;t mean you&rsquo;ll end up liking it. There are many games I read and bounce right off. That&rsquo;s fine, not all games need to be for me, not should they.</p>
<p>I&rsquo;m looking forward to playing both of this games. I&rsquo;m sure i&rsquo;ll have much more to say.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>LotFP&rsquo;s rulebook starts this way because it was originally part of a trio of books, a Tutorial Book that would introduce players to the game, and a Referee Book that further solidfies LotFP&rsquo;s approach to gaming. Divorced of its siblings when turned into a hardcover, the Rules and Magic book ends up feeling almost aggressive or exciting: this is how you make a character let&rsquo;s go! Something I really love about that rulebook, actually.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Miyazaki minus all the violence that exists in his movies: ha!&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/paradigms-and-gaming/"/>
    <published>2022-03-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/gygax-75/</id>
    <title>Gygax &#39;75</title>
    <updated>2022-02-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dark-souls-knight.png" alt="Dark Souls Knight"></p>
<p>In 1975 Gary Gygax wrote an article describing a simple approach to creating a campaign world over 5 weeks, which you could then expand upon through play: like God intended. Ray Otus took this article and expanded on its ideas to create <a href="https://rayotus.itch.io/gygax75">a structured work book</a> with concrete steps for each week and his own example of creating a small campaign setting. <a href="https://dungeonsandpossums.com/2022/02/gygax-75/">Recently Dungeon Possum posted about his plans to go through this process.</a> This got me interested in doing the same. I am keen to create a basic-ass fantasy setting. I normally gravitate towards Gonzo He-Man nonsense. Playing Dark Souls and Demon Souls over the last year has me interested in Arthurian fantasy—by way of a confused Japanese man. And so that&rsquo;s what I will go with. We&rsquo;ll call it <strong>Misericorde</strong> for now, until I figure out the names for things in this setting.</p>
<p>Follow along on my blog, of course: <a href="/gygax-75">Gygax &lsquo;75: Misericorde</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/gygax-75/"/>
    <published>2022-02-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-monster/</id>
    <title>The Monster</title>
    <updated>2022-02-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Every so often Nate will pop into the discord we&rsquo;re both in to chat about his super-high level D&amp;D 5e game: <a href="https://swampofmonsters.blogspot.com">it&rsquo;s totally bananas and inspiring</a>. He made this off hand remark about <em>the</em> Red Dragon in his game:</p>
<blockquote>
<p>The red dragon Vlaurung lives in a palace in space and is the consort of Tiamat.</p>
</blockquote>
<p>One of my favourite parts of Dark Sun was that there was a singular Dragon: it made the monster more mythic in my mind. <a href="https://www.failuretolerated.com/">Sean</a> felt the same way about making monsters unique:</p>
<blockquote>
<p>I feel like almost any game could be made better by taking the monster manual and just writing <em>The</em> before every monster.</p>
</blockquote>
<p>And then Brendan reminded us that he figured this all out many years ago: <a href="https://www.necropraxis.com/2013/04/17/sui-generia/">Sui Generia</a>.</p>
<p>Some creatures feel like they maybe aren&rsquo;t as nice a fit for this treatment, your D&amp;D mooks: kobolds, orcs, goblins, etc. Alex suggested &ldquo;the Goblins being a single band of six (6) named assholes is as good as if not better than a monolithic Goblin.&rdquo; Chris followed up, &ldquo;I feel like you could have The Kobold, but still have a Kobold society that he&rsquo;s built down in the mines with stolen children or whatever and the kids all paint themselves blue and make shitty traps or whatever else kobolds do.&rdquo; I love it.</p>
<p>This feels like such a simple and compelling way to create a unique setting from a collection of very common elements. You could pick 10 of your favourite monsters and create a unique world for you and your friends. These conversations always have me thinking about running OD&amp;D again.</p>
<p>I didn&rsquo;t want this conversation to disappear into the ether that is random peple on a random discord, so here we are. Blogs are for remembering.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-monster/"/>
    <published>2022-02-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/scribbling/</id>
    <title>Scribbling</title>
    <updated>2021-09-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://falsemachine.blogspot.com/">Patrick</a> and <a href="https://monstermanualsewnfrompants.blogspot.com/">Scrap</a> are currently running a Kickstarter for the follow-up adventure to Deep Carbon Observatory, <a href="https://www.kickstarter.com/projects/gawain/demon-bone-sarcophagus">Demon-Bone Sarcophagus</a>, so now seems as good a time as any to talk about their work. I like seeing them succeed. When I first reviewed Deep Carbon Observatory I had the following to say about Scrap&rsquo;s work:</p>
<blockquote>
<p><em>Scrap Princess’ illustrations contribute to the overall tone of the book. I find her work is so frenzied and terrifying. Maybe that’s not the right word, but there is something about how she draws that I find really visceral. I don’t know anyone else that draws like her.</em></p>
</blockquote>
<p>All these years later, I still don&rsquo;t know anyone who draws like her. How does she even draw?</p>
<p><a href="https://twitter.com/SaveVsTPK/status/1239892904551821322">My pinned tweet on Twitter is this picture by Scrap Princess, from the Kickstarter for Deep Carbon Observatory Remastered.</a> I like it because it manages to be both funny and creepy simultaneously.</p>
<p><img src="/assets/img/scrap-o-hai-there.png" alt="Scrap O Hai There"></p>
<p>A few years later she would draw another favourite picture of mine, a picture of madness from Veins of the Earth. (Such an incredible book.) The picture feels like an evolution of the giant. I asked Scrap if that was her intention and she said, &ldquo;Nope. (Other than its horrible and in a cave?)&rdquo;</p>
<p><img src="/assets/img/scrap-madness.png" alt="Scrap Madness"></p>
<p>People will often denigrate Scrap&rsquo;s art as scribbles. Which, on the one hand, sure, but there is clearly more going on. I don&rsquo;t scribble this good. These eyes are piercing. The line work of her drawings feels frantic. It has an energy that feels charged. On Twitter, <a href="https://twitter.com/wldenning/status/1435956395615178758">Warren D summed things up nicely</a>: &ldquo;I always emotionally respond to Scrap’s art before I finish consciously visually processing it; &lsquo;feel&rsquo; it before I &lsquo;see&rsquo; it. Most WotC art I see quickly and feel nothing.&rdquo;</p>
<p><img src="/assets/img/scrap-crazy-eyes.png" alt="Scrap Crazy Eyes"></p>
<p>Fire on the Velvet Horizon is likely peak scribbling Scrap, but maybe also highlights what you can capture in such minimalist drawings. The history of that project is interesting. While Vein of the Earth was stuck in the miasma of layout and production, Scrap and Patrick worked on this monster book. Scrap mailed Patrick drawings and sketches, and he would turn them into monsters.</p>
<blockquote>
<p><em>The thing about Velvet Horizon that gets overlooked, constantly, is that I chose a wide range of drawings to send to Patrick, and that variety included extremely loose sketches, more developed drawings, stuff I thought was bad, stuff I thought was good. Then whatever he responded to , he responded to, and that drawing would then go into the book. However there&rsquo;s like a few entries where what he responded to was such a bizarrely small and brief drawing that I chose to draw a new drawing to go on that page, but I believe in every case the responded-to drawing is also on there too. There&rsquo;s a few where the drawing responded to was something in the margins or on the back of another drawing, and I hadn&rsquo;t even expected those scribbles to be up for consideration. That was all part of the experiment of that book.</em></p>
</blockquote>
<p><img src="/assets/img/scrap-mermaid.jpg" alt="Scrap Mermaid"></p>
<p>I asked Scrap if she was like Picasso and could draw perfectly but decided that was boring. She laughed in my face. (Well, virtually.) She then went on to say:</p>
<blockquote>
<p><em>Trying to get the hang of basics does inform my scribble style. It&rsquo;s been an ongoing process of trying to draw conventionally or at least do the basics, turning out bad ugly drawings, but in the process of improving that skill, my gestural style improves as well.</em></p>
</blockquote>
<p>Why does she draw the way she does? We can just ask her:</p>
<blockquote>
<p><em>What has made my drawing looking like how it does is that I really struggle with the basics, especially anything informed by methodicalness and close observation. At some point in high school me and a friend were drawing our own illustrations on a print out of fairly broken fighting game rpg someone had downloaded from the early internet. I was trying to draw conventionally and it was turning out bad, and he was just going for it doing these crazy scribbles and they turned out amazing. Even when they didn&rsquo;t look like what they were meant to , they still were hilarious. It was at that point that I realized if I just cut loose and scribbled and then tried to turn it into something , it would have much better results.</em></p>
</blockquote>
<p>Veins on the Earth and her later books feature a bigger variety of types of art, but everything she does is always more abstract and impressionistic than your typical RPG drawing. The Blink Dogs and the Anitpheonix from that book are a couple of my favourite examples of her not-scribbling style.</p>
<p><img src="/assets/img/scrap-blink-dogs.png" alt="Scrap Blink Dogs">
<img src="/assets/img/scrap-antiphoenix.png" alt="Scrap Antiphoenix"></p>
<p>Scrap isn&rsquo;t active on social media, but that doesn&rsquo;t mean we should Forget about D.R.E. This post mostly exists to share some of her art, and maybe introduce her to people who weren&rsquo;t around on G+ when she was more active in &ldquo;the scene&rdquo;. To get back to where we started, enjoy this picture from their latest <a href="https://www.kickstarter.com/projects/gawain/demon-bone-sarcophagus">Kickstarter</a>.</p>
<p><a href="https://www.kickstarter.com/projects/gawain/demon-bone-sarcophagus"><img src="/assets/img/scrap-demonbones.png" alt="Scrap Demonbones"></a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/scribbling/"/>
    <published>2021-09-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/deep-carbon-observatory-review-reprise-storytelling-as-information-design/</id>
    <title>Deep Carbon Observatory Review Reprise: Storytelling as Information Design</title>
    <updated>2021-09-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dco-trilobite.png" alt="Dco Trilobite"></p>
<p><a href="https://falsemachine.blogspot.com/">Patrick</a> and <a href="https://monstermanualsewnfrompants.blogspot.com/">Scrap</a> are currently running a Kickstarter for the follow-up adventure to Deep Carbon Observatory, <a href="https://www.kickstarter.com/projects/gawain/demon-bone-sarcophagus">Demon-Bone Sarcophagus</a>, so now seems as good a time as any to talk about their work. This is easy to do, as I&rsquo;m planning on running <a href="https://falseparcels.bigcartel.com/product/deep-carbon-observatory-remastered">Deep Carbon Observatory (Remastered)</a> tomorrow, it made its way from the UK to me via my brother after a good long while. When <a href="/review/deep-carbon-observatory/">I first reviewed DCO</a> it was simply from having read it. I have more thoughts now as I prepare to run the module and talk to other people about their experiences doing so.</p>
<p><a href="https://falsemachine.blogspot.com/2014/08/ceep-carbon-observatory-print-copy.html">Deep Carbon Observatory came out in 2014.</a> It featured a layout that be called serviceable at best. My friend Alex ran the module a couple years later, using that original version of the game. <a href="http://todistantlands.blogspot.com/2017/01/deep-carbon-observatory-session-1.html">He wrote about the inaugural session on his blog</a>. Our conversation about how to run the game transitioned into one about the game more broadly.</p>
<blockquote>
<p>From a &ldquo;usability&rdquo; standpoint [the original DCO] is middling to poor. The maps are hard to read, the info design is unambitious. But Patrick knows that good storytelling is a way of organizing information by sheer virtue of being interesting enough to remember. Honestly I think it&rsquo;s a shot across the bow of most conventional wisdom on module writing. — Alex Chalk</p>
</blockquote>
<p><a href="/blog/silent-titans/">I have written about how Patrick reveals information to the reader seemingly at the same pace it would end up being revealed to the player</a>, something I think makes his books as engaging to read as to play. It&rsquo;s a very unusual approach to module writing, one I don&rsquo;t think anyone else follows. The remastered edition of DCO does more work to help orient the reader, but for the most part you are thrown right into the deep end.</p>
<p>Patrick instructs you to read the whole god damn book before you run the adventure. Maybe this is actually a really obvious thing to do with a book, but I think a lot of thinking around information design in modules is rooted in the ideas coming out of the one-page dungeon contest: you should be able to look at a particular spread and have all the information you need to get the job done. The remastered edition brings this sort of thinking to DCO, but like Silent Titans, there are key facets of the module that won&rsquo;t reveal themselves to you till you get to the end of the book. In DCO Patrick coyly describes the backstory for the module with the sub-heading, &ldquo;in case of Speak with Dead, use this.&rdquo; This timeline is exactly the sort of thing that you&rsquo;d find in the introduction to a typical OSR module.</p>
<p>Patrick wants you to approach understanding a module the way he does: by reading the whole thing. You&rsquo;ll need to read it all at some point anyway: why not at the start? And so I did, and then felt some panic about how I would even run all of this. There is so much going on in DCO: there are the Crows, the Witch, a cannibal cult<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>, so many NPCs, the dam and its golem guardians, the actual Deep Carbon Observatory, etc, etc.  <a href="https://twitter.com/Jesseabe/status/1432722686048981006">Jesse Abelman told me to chill out: he ran the module straight from the book!</a><sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<blockquote>
<p>The layout of the [new] book was great, I could easily find anything I needed so I barely did any prep between sessions. That said, I&rsquo;m not surprised it was easier to run from the first edition than expected. I had the same experience with Silent Titans. I think Patrick is so good at creating juicy gameable situations and encounters that everything else almost doesn&rsquo;t matter. Whatever difficulty there may be in stitching those things together because of how the book is designed is balanced by the actual content. — Jesse Abelman</p>
</blockquote>
<p>Jesse&rsquo;s experience mirrors <a href="https://twitter.com/SaveVsTPK/status/1267649416305037312">my own using Silent Titans</a>. DCO feels like there is a bit more going on across the whole module, so I&rsquo;m curious to see how it plays tonight. With Silent Titans I would lean on Patrick&rsquo;s writing a lot to describe the scenes, sometimes reading his prose straight to the player. (Some real OSR blasphemy, I know.) Alex mentioned doing the same to me when he was running DCO: &ldquo;Another thing I&rsquo;ll say about DCO is I often struggle to improvise description, but I felt I was able to tune into its voice and channel that in describing situations.&rdquo;</p>
<p>Patrick and Scrap&rsquo;s books are sometimes maligned for being more art project than gaming artifact.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> I asked Patrick about this and he felt while Scrap and him can sometimes be quite out there and imaginative, they are both keenly aware that what they are making is for a game. If one of them forgets, the other will remind them. Reading their works you can see they are fixated on the game, in a way I sometimes feel other OSR writers forget: things are gonzo, but in the service of nothing.</p>
<p>Judging by my own bookshelf, a lot of adventures are written, read, and never played. As someone writing modules, it&rsquo;s likely important to appreciate this fact, and try and make something that manages to be compelling even if it only ever sits on a shelf. But there is more going on here: solid adventures inject their ideas into your head as if they were your own. DCO is easier to run because its elements are so compelling. The writing is not simply fanciful or an attempt at post-modern storytelling: it&rsquo;s all in service of the game.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Cannibalism features heavily in seemingly every book Patrick writes. What does it mean? Can you psychoanalyze a man via his adventures. A topic for another blog post, perhaps.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="https://www.youtube.com/watch?v=kySNgbK56V0">You can watch Jesse run DCO for members of the Guantlet community on YouTube.</a>&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>The conversations around Fire on the Velvet Horizon sometimes felt like they missed the point. Each of those monsters is an adventure. They are all clearly designed with the game in mind, even if Scrap and Patrick aren&rsquo;t smacking you over the head with hit dice and encounter powers.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/deep-carbon-observatory-review-reprise-storytelling-as-information-design/"/>
    <published>2021-09-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/gradient-descent/</id>
    <title>Gradient Descent</title>
    <updated>2021-08-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/gradient-descent-title.png" alt="Gradient Descent"></p>
<p>Is <a href="https://lukegearing.blot.im/">Luke Gearing</a> too powerful? Certainly. Luke’s latest work for <a href="https://www.tuesdayknightgames.com/">Tuesday Knight Games</a> is <a href="https://www.mothershiprpg.com/gradient-descent">Gradient Descent</a>, a megadungeon written for the sci-fi horror game <a href="https://www.mothershiprpg.com/">Mothership</a>. The braintrust at Mothership HQ asks the question, “can you fit a megadungeon in a small zine?” Yes, apparently you can.</p>
<p><a href="https://twitter.com/SaveVsTPK/status/1315857579927535616">I may have been the first person to run the module who didn’t help play test.</a> It has a compelling premise: a giant space station, an evil AI, Bladerunner nonsense, etc: all the good stuff. I read it and was enthralled. <a href="http://www.necropraxis.com/">Brendan</a> and <a href="http://gamepieces.blogspot.com/">Evan</a> played a game I ran online, starting in media res, trying to flee the space station with an artifact they found “off camera”. It was a fun game. Months later I picked the module up again and <a href="https://save.vs.totalpartykill.ca/momship/">started a longer campaign</a>, which has been running for several months now. As it winds down I have lots of thoughts about this adventure.</p>
<p>Gradient Descent is a 64 page full colour zine: it’s a very dense 64 pages. Like all good OSR books it opens suggesting how you might use this adventure, from the basis of a campaign to something to simply hoover up ideas from. Luke explains some basic procedures of play and how the module works and then we jump right into things. There is an AI, Monarch, that controls a massive space station called The Deep. This is a huge factory complex, abandoned by its corporate overlords. Next we learn about what orbits the Deep. My Mothership campaign had the players begin in The Bell, a small retrofitted thruster that serves as a safe haven for people exploring the station. There they met a small coterie of NPCs who can help kick things off. As part of a larger campaign I would have had them try and cross a blockade to reach the station, and perhaps make friends with Commander Kilroy, another NPC with goals they might help achieve. Along with some “monsters”, these are the things outlined first. Then we move onto the “dungeon” itself, which makes up the bulk of the adventure. The Deep is huge. There are several floors, many sections, and a web of interconnections. It’s a complex and interesting dungeon. In a twisted way you can almost picture what the factory would have been like in the past. Finally the book concludes with a table of random artifacts, some super science. The back cover of the module is an &ldquo;I search the body&rdquo; table.</p>
<p>The art by <a href="https://www.nickeldoodle.com/">Nick Tofani</a> is wonderfully moody, often creepy. A perfect fit for this module. I would share it with my players often. Jarret Crader, the man behind all your favorite RPG books, did development editing. With a module such as this, I suspect no easy feat. Finally, <a href="https://www.failuretolerated.com/">Sean McCoy</a> did the layout, and it’s a real chef kiss emoji.</p>
<p>The book continues a long tradition of really strong graphic and information design that feels like the most standout feature of the Mothership line. I see a lot of the design cues from <a href="https://alldeadgenerations.blogspot.com/2020/09/one-page-dungeon-design.html">one page dungeons</a> at play here. The adventure is laid out with the two page spreads of the zine in mind. You can likely run each section of the dungeon with minimal page flipping. When I was running the adventure, from a PDF, I would normally only need to jump to the sections about the androids, ghosts in the machine, or monarch. If I had the zine in my hands I’d put some post it notes there and that would be that.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> There is so much information this book is trying to get across, and it does a remarkable job at doing just that.</p>
<p>The descriptions in this dungeon are terse. On the whole I think this is a positive, and is what allowed me to run my games straight out of the book. It takes you seconds to read what’s going on in any room the players have walked into. For example:</p>
<p><img src="/assets/img/gradient-descent-room-1.png" alt="Gradient Descent Room 1"></p>
<p>The square in the title indicates this is a large industrial scale space: you should imagine a large factory or warehouse. In my head when I read this I pictured something akin to rows of corn. To avoid being licked would take some dexterity or creativity. The scene is both horrific and cold: there heads on stakes, but everything is artificial.</p>
<p><img src="/assets/img/gradient-descent-room-2.png" alt="Gradient Descent Room 2"></p>
<p>What now? Again this is a huge room, but I found it harder to imagine what its deal might be, where the loop of glass was going, and what it might be for. I know you might use sand for cleaning or scouring in a factory, perhaps for making glass, but I couldn’t quite picture what Luke wanted me to take away from this scene. I do like the phrase, &ldquo;a whisper magnified to a roar,&rdquo; though. In a space where you maybe expect to hear the clanking and crashing of a factory, this suggests a different sort of noisy space.</p>
<p>Most of the time there is enough for you to improvise on top of, especially for you pro-star GMs. I&rsquo;m not sure i&rsquo;m quite there, so I found myself describing rooms as “large industrial spaces” a lot, or falling back on analogies of Toyota factories. I should have watched some old films and made some dungeon dressing tables. I think if there was more space that would be a nice addition to the book: examples of what these alien industrial spaces might look like. A small table of ideas might be all it takes to help cement a space in your head. I would <strong>not</strong> want to see the descriptions of the rooms themselves expanded: improvising poorly is better than discovering well into play you forgot something important buried deep in some multi paragraph description of a space. I suppose the module is really trying to get straight to the point with everything it presents. We don&rsquo;t have pages and pages of backstory about The Deep. If you read the module you&rsquo;ll have a good sense of what&rsquo;s up, with enough space for you to inject what you want. The module is flavourful: it paints a real picture of this strange alien space, certainly at the macro level.</p>
<p>Gradient Descent declares itself a sprawling sci-fi megadungeon. “But Ram, what does that even mean?” I would have shrugged my shoulders, but <a href="https://dungeonofsigns.blogspot.com/2012/09/megadungeon-thoughts.html">thankfully many years ago Gus wrote a blog post musing about what makes a megadungeon both mega and good</a>. I regret not re-reading this blog post before running my games because I think it would have informed my GMing and improved the campaign.</p>
<p>The Deep is split up into 11 discrete interconnected sections. This doesn’t feel like a dungeon where the intention is to fight your way through it, so level 6 isn’t more ‘difficult’ than level 1, just different. The levels vary in size, but playing online most of the meatier ones took a few sessions each to explore. I initially tried to runs the game like a traditional dungeon crawl. I was going to think about rations and light and all that nonsense. I drafted up some <a href="https://save.vs.totalpartykill.ca/momship/houserules/">houserules</a> for overloading encounter rolls to track more aspects of play, but in the end I dropped it all.  I found it awkward. I am not sure that you can simply map that D&amp;D style of play straight onto Mothership. Stress seems to be the resource you want to worry about in the game. Occasionally room descriptions in Gradient Descent will suggest players gain stress or make stress saves, but I think something more systematic that encompasses the whole module would have been a good addition. Dungeon exploration rules that tie into the stress mechanics of Mothership would be excellent. This is certainly something I will think much more about the next time I run the game.</p>
<p>The Bell is presented as an obvious home base. When I ran <a href="https://save.vs.totalpartykill.ca/masters-of-carcosa/">my Carcosa campaign</a> the players generally ended each session back in the safety of a town. This way we could rotate new players in if needed week to week, which is generally what happened. The tone of this Gradient Descent campaign would have felt different if I also required the players end each session retreating back to safety—to the Bell or some particular sections of the Deep. This feels more in line with the ethos of a megadungeon campaign, <a href="https://dungeonofsigns.blogspot.com/2012/09/megadungeon-thoughts.html">as Gus outlines</a>. You push into the space as far as you can until you must finally fall back. You are hunting for short cuts, trying to understand the geography, making friends with factions to find new safe havens, etc. With the short online sessions I was running I didn’t think this would work. The lack of a clear resource management side to the game also has some impact here: there isn&rsquo;t a need to return if you don&rsquo;t really need to resupply. The sessions we played ended up primarily being about exploring the weird space. We would pick up where we left off each session. And that’s perfectly fine, to be honest. There is enough there for it to be a fun experience, but you can do that and much more!</p>
<p>If I could go back I would have certainly prepped more! I am out of practice running games. This module is so well put together it fools you into thinking you can pick it up and just play. (And to be clear, <strong>you can</strong>, as I have just noted. Ha!) I just think I could have run a more compelling campaign if I had put in a bit more effort. I can picture something stronger! Mind you, no one is or was complaining: the players seemed to enjoy themselves and I certainly did. But maybe there are some lessons for you to do better than me:</p>
<ul>
<li>I kept the antagonist AI Monarch in the background for much of the campaign. I figured a creature such as it would see the players as ants, and largely ignore them. Which is all well and good if it was behaving like a god. But I didn’t really do much there, so they didn’t face much conflict from the game’s primary antagonist. I could have made its presence more known, indirectly in keeping with my original vision. Ominous messages, security androids giving the players cut-eye, and all that.</li>
<li>There is a whole element of “am I a human or am I a robot” that I didn’t lean into. If you are running the game I would have some coterie of regular rival NPCs who are also exploring The Deep, and who may or may not be the mysterious infiltrator androids. I had NPCs I had drafted—and then didn’t really use! But why?</li>
<li>There is a lot you can layer on top of the dungeon and its contents. NPC parties and factions are a big part of megadungeon play, and to get the most out of this module, I really recommend you think about these things up front, and as the players encounter the various factions of the dungeon. Luke has several factions called out explicitly who are adversarial with one another, like the Android groups on the second floor. There are a few other big groups that aren’t called out as factions, but could be treated as ones. (Off the top of my head the Androids hidden away in the Dis/Assembly floor.)</li>
</ul>
<p>This sort of advice would have been good to include in the procedures of play that open the book. I think a much longer section on how to use the book most effectively would be great for new DMs, and honestly old ones like me. I’m not sure running a megadungeon is quite the same as running a normal dungeon, and so a few words discussing how you might approach things differently would have been great.</p>
<p>Overall my gripes are far outweighed by the creativity on display. In these Covid-times I had lost my energy when it came to playing RPGs, but reading this adventure really grabbed me and got my excited about gaming again. Most importantly it did what it said on the box: I ran this giant dungeon crawl for several months with the most half-assed of prep. This is the stuff dreams are made of: truly wondrous.</p>
<p>[<em>ed. This review <a href="https://bonesofcontention.blogspot.com/2021/08/trespasses-gradient-descent.html">originally appeared</a> in my friends&rsquo; review blog Bones of Contention.</em>]</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I am weirdly cheap about shipping, so my copy of this zine had been sitting with my brother in NYC for the last year and change. Of course, it arrived in Toronto just as I wrapped up running things.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/gradient-descent/"/>
    <published>2021-08-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2021/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2021</title>
    <updated>2021-08-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The Ennies are in September? I need to remember to not set my clock to the Teen Choice Awards of the RPG scene. Fear not, the awards you care about are beholden to no gaming convention, large or small. 2021 zooms by and was honestly kind of a garbage year as well. These are still dark times, but perhaps a little brighter, thanks to the power of science at the very least. And certainly in terms of RPG books 2021 is shaping up to be another good year. But I&rsquo;m getting ahead of myself.</p>
<p><a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> are here to make sure we stop and take notice of those books that were published so long ago you might ask yourself, &ldquo;Why is Ramanan talking about them now?&rdquo; Each year I create my short list of contenders, the books I think stood out over the entirety of the <em>previous</em> calendar year. Then I argue with the selection committee for months about which 3 books are those most notable in a field where there are many notable books. There aren&rsquo;t many rules for these awards, but if there is one, it&rsquo;s that there can only be 3 books.</p>
<h3 id="best-game-electric-bastionland-by-chris-mcdowall-and-alec-sorenson">Best Game: <a href="https://www.bastionland.com/">Electric Bastionland</a> by Chris McDowall and Alec Sorenson.</h3>
<p><img src="/assets/img/awards-2021-bastionland.png" alt="Awards 2021 Electric Bastionland"></p>
<p>“Players don’t need to read the rules if they don’t want to. They are simple enough to be learned during play.” Chris McDowall gets right to the heart of it with his followup to Into the Odd. Electric Bastionland is minimalist and terse. D&amp;D stripped to the bone. The game is described in a handful of pages. The rest of the book is setting by way of backgrounds. They are funny and flavourful. The book concludes with advice for running the game: equally well done. The sort of gaming advice you can pick up and take with you elsewhere. Direct and to the point. Pragmatic. It&rsquo;s quite impressive. The book like the game is beautiful. Alec Sorenson has done an incredible job bringing the setting to life.</p>
<h3 id="best-setting-book-ultraviolet-grasslands-and-the-black-city-by-luka-rejec">Best Setting Book: <a href="https://www.bastionland.com/">Ultraviolet Grasslands and the Black City</a> by Luka Rejec.</h3>
<p><img src="/assets/img/awards-2021-uvg.png" alt="Awards 2021 UVG"></p>
<p>I was a member of Luka&rsquo;s Patreon at its inception. He would post his art on G+ and I liked looking at all his drawings so it seemed like a natural thing to do. He would mail out updates to his setting, which I might skim, but would mostly file away to read later. Except that later never came until the book arrived at my door. What a wonderful and imaginative setting. I feel like you can flip to any random page and be presented with some amazing science-fantasy. Like all good OSR visionaries, Luka did all the writing, art and design for the book. Incredible, right?</p>
<h3 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2020-gradient-descent-by-luke-gearing-nick-tofanni--jarrett-crader-and-sean-mccoy">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2020: <a href="https://shop.tuesdayknightgames.com/collections/mothership/products/gradient-descent">Gradient Descent</a> by Luke Gearing, Nick Tofanni,  Jarrett Crader, and Sean McCoy.</h3>
<p><img src="/assets/img/awards-2021-gradient-descent.png" alt="Awards 2021 UVG"></p>
<p>I am in the middle of writing a review of this adventure. I ran it the moment it came out, and again as part of a longer campaign. In a year when I was so demotivated when it came to tabletop gaming, Gradient Descent got me out of my rut, excited to play, and then facilitated my playing by making an adventure that was so simple to run. The braintrust at Mothership HQ asks the question, &ldquo;Can you fit a megadungeon in a small zine?&rdquo; Yes, apparently you can. Luke Gearing has delivered the goods. Sean McCoy has done a fantastic job of presenting such a complex space in a way that you can run straight from the zine. Really strong graphic and information design continues to be the most standout feature of the Mothership line.  Jarrett Crader did the editing on the book, I assume no small feat given how dense the book is. Finally Nick Tofani&rsquo;s art is wonderfully moody, often creepy. A perfect fit for this module, I would share it with my players often. Gradient Descent is the good stuff.</p>
<h3 id="honourable-mentions">Honourable Mentions</h3>
<p>Lots of love to <a href="https://www.drivethrurpg.com/product/333389/Prison-of-the-Hated-Pretender">Prison of the Hated Pretender</a> by Gus L; <a href="https://shop.tuesdayknightgames.com/products/a-pound-of-flesh">Pound of Flesh</a> by Sean McCoy, Donn Stroud, and Luke Gearing; <a href="https://www.drivethrurpg.com/product/324369/Ordure-Fantasy">Ordure Fantasy</a> by Michael Raston; <a href="https://www.melsonia.com/acid-death-fantasy-264-p.asp">Acid Death Fantasy</a> also by Luke Gearing (WTF); <a href="https://soulmuppet-store.co.uk/products/the-stygian-library">Stygian Library Remastered</a> by Emmy Allen; <a href="https://www.drivethrurpg.com/product/324352/Sunken-An-RPG-of-Nautical-Horror">Sunken</a> by Mike Martens; and <a href="https://www.exaltedfuneral.com/products/lorn-song-of-the-bachelor">Lorn Song of the Bachelor</a> by Zedeck Siew. Prison of the Hated Pretender is the best introductory adventure to OSR play, and I was happy to see it revised and updated. Gus has been releasing modules at a real tear in 2021, and I&rsquo;m excited to see what he puts out next.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2021/"/>
    <published>2021-08-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-tension-of-kingdom-death/</id>
    <title>The Tension of Kingdom Death</title>
    <updated>2020-12-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/kindom-death-kingsman-ii.jpg" alt="Kingsman Fight"></p>
<p><a href="/tag/kingdomdeath">Kingdom Death</a> is a game where you can be playing spectacularly, and then roll a 1 on a random table and lose your star survivor. Frustrating, certainly, it&rsquo;s happened to me! But, it can also be memorable and fun. I remember with much amusement Evan losing our best survivor to a bad roll on the Dark Dentist settlement event during our first campaign. Coming at the game with the mindset of an RPG player I find the randomness of the game&rsquo;s story events enjoyable. When it works well, it brings the setting to life. But, if you are coming at this game with the perspective of a more serious board game player, these events are likely going to frustrate or feel half-baked.</p>
<p>A lot of the meta-game in Kingdom Death seems tied to mitigating and minimizing how the randomness of the game might effect you. The more you play your meta-knowledge about the game increases. You know what weapons to bring on a particular hunt that will work well against a particular monster. You know which survivors you&rsquo;ll need to bring because they might be effective against some nemesis you&rsquo;re facing. People learn what settlement events exist and groom survivors to handle them or take the fall as need be. You know what story events are coming up and what you might need to prepare to avoid dire results. Kingdom Death becomes a game of minimizing risk divorced from any &lsquo;story&rsquo; that might be emerging through play.</p>
<p>In the past I&rsquo;d have argued approaching the game with this mindset feels like it&rsquo;s missing the point. The random death and destruction all feeds into the aesthetics of the game. The game is bleak. Your characters all end up maimed or dead. There is a steady level of attrition and death the game wants you to experience: and it is trying very hard to make sure you experience it!</p>
<p>The thing is, Kingdom Death is really hard. There is a real tension between the RPG side of the game and the tactical board game side. To really succeed in the game you do need to meta-game. You fight each monsters several times, and while the fights will generally be quiet different, you will always learn something useful to help you next time you face them. Beyond that, you need to be so careful with how you spend your resources as you only have so many Lantern Years to build up your settlement and survivors before tougher Nemesis monsters show up to try and take you down a peg. There is no winning this game without a lot of really serious strategizing. You certainly won&rsquo;t make it far if you aren&rsquo;t trying to make the optimal choice each step of the way. The game design feels like it encourages this behaviour. Some of the final fights are so tough if you haven&rsquo;t been on the ball the entire time you&rsquo;ll likely lose.</p>
<p>I have been playing <a href="/blog/covid-kingdom-death">my recent solo campaigns</a> with a real eye to win. But I will still lose a survivor on the hunt and shake my fists and message my friends to lament their death. It&rsquo;s still fun! It all shapes the story of my settlement. But, I know not everyone agrees here. When people criticize this game from a game design and mechanics perspective, this feels like the area they hone in on: &ldquo;The hunt table is too random and stupid.&rdquo;</p>
<p>But if you don&rsquo;t mind being eaten by a giant worm once in a while, I think this game is pretty great.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-tension-of-kingdom-death/"/>
    <published>2020-12-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/covid-kingdom-death/</id>
    <title>Covid Kingdom Death</title>
    <updated>2020-12-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>I am wondering if I should set up Kingdom Death and play a campaign. I just can’t imagine running all four characters. On the other hand this seems like the ideal time to play. - Me, March 28th, 2020.</p>
</blockquote>
<p>Almost exactly a year prior my friends and I met and started a new campaign. I hadn&rsquo;t opened the box since, having other things to occupy myself and my time. But now it was March and everyone was trapped at home. I was trapped with an <a href="https://shop.kingdomdeath.com/products/kingdom-death-monster-1-6">expensive-as-all-hell board game</a> designed so it could be played solo. This was my time! Two weeks later I laid out the game on the floor of my office and started playing.</p>
<p><img src="/assets/img/kingdom-death-floor.jpg" alt="Kingdom Death Floor"></p>
<p>The previous campaign my friends and I played ended in tragedy during Lantern Year 11, the few survivors of Lion&rsquo;s Fall succumbing (ironically) to a White Lion. We played that campaign over 2 years, give or take, meeting every few weeks and then months. 11 sessions over the course of 2 years is a very leisurely pace. In April I was playing daily, making it to Lantern Year 20 in about two weeks! This was frantic!</p>
<p>My pace slowed down slightly. I beat the previous big boss of the game, the Watcher in May. I beat the final version of The Butcher, one of the tougher nemesis monsters shortly after. And then I paused and went outside. It was the summer. (I mean, I also played a ton of <a href="/grab-bag/grimlite/">GRIMLITE</a>, honestly.)</p>
<p><img src="/assets/img/kingdom-death-watcher.jpg" alt="Kingdom Death Watcher"></p>
<p>But I wasn&rsquo;t done. In October the weather was getting colder, and the siren song of this game returned. My settlement was quite decimated after facing the Watcher and the Butcher. I had a handful of survivors, old and battered, and a handful of survivors too young and fresh faced to face the monsters I needed to fight. Each fight was now hours of careful strategy, usually ending in death. My settlement was marching to its end. I messaged some friends:</p>
<blockquote>
<p>Lantern Year 27: A plague infects the settlement and we need to fight the Level 3 Kingsman. So this is likely the end of the road for this group. What a journey!</p>
</blockquote>
<p>I had one survivor left. She was killed on the first turn: 5 hits, 3 to her body. Rough.</p>
<p><img src="/assets/img/kingdom-death-new-campaign.jpg" alt="Kingdom Death New Campaign"></p>
<p>I am in the middle of a new campaign now. I added some of the expansions I picked up during the Kickstarter. Some extra variety and new monsters too face seemed like it would be fun. In hindsight I regret not picking up more expansions during the Kickstarter. I had avoided <a href="https://kdm-collector.com/models/the-gorm">the Gorm</a>, another monster you can fight in your first lantern year, and so a good alternative to the White Lion, because I thought the model looked so goofy. A mistake! That content would have been so useful now, as I find myself playing so much of this game.</p>
<p>Kingdom Death takes up a comical amount of space. Playing on the floor is back breaking, and i&rsquo;m not sure why I&rsquo;ve not just moved things down to a table ages ago. (I suppose being able to leave things set up if I like is nice) I started off with paper character sheets and a settlement record, as usual, but quickly found the setup unwieldy. Enter <a href="https://apps.apple.com/ca/app/scribe-for-kd-m/id1363804894">Scribe</a> stage right, an electronic record keeper for the game. I don&rsquo;t think I&rsquo;d have been able to play as much as I did without it. I use Scribe plus physical gear grids to play and things work relatively well. Playing the game alone is still a challenge. It&rsquo;s hard to keep track of everything each survivor can do, for example, but overall things work well.</p>
<p>One thing you lose playing alone is the having no one to commiserate with over terrible dice rolls, or cheer with when you manage to pull of something epic. The game is so swingy and punishing, its fun to experience that with others. Playing alone has felt more like playing a fancy board game than playing my earlier campaign with a group, that felt like a mix of game and RPG. In our first campaign we lost Evan&rsquo;s character, our best surivour, to the dark dentist due to a bad dice roll. It was really funny, his character&rsquo;s skull became a helmet we would wear for the rest of the campaign. A good moment, but not sound strategy!</p>
<p>Since I wrote <a href="/review/kingdom-death/">my last review Kingdom Death</a> has only gotten even more difficult to purchase. A shame. Though it sounds like a big re-print is coming in 2021. To quote myself once more:</p>
<blockquote>
<p>It seems obnoxious to recommend people go buy a game famous for both being very expensive and also always out of stock. That said, you should find this game. I suspect if you like the junk I like—D&amp;D, Dark Souls, fun, etc—then you’ll like this game.</p>
</blockquote>
<p>I feel this even more acutely now. This board game is very expensive, an honest to god money hole. But, I think it&rsquo;s worth that money if you are into these sorts of tactical boardgames. It&rsquo;s such an interesting and compelling game, one that still feels fresh as I ready myself for my 58th game.</p>
<p><img src="/assets/img/kingdom-death-kingsman.jpg" alt="Kingdom Death Floor"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/covid-kingdom-death/"/>
    <published>2020-12-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/acid-death-fantasy/</id>
    <title>Acid Death Fantasy</title>
    <updated>2020-09-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/acid-death-fantasy.jpg" alt="Acid Death Fantasy"></p>
<p>Is <a href="https://lukegearing.blot.im/weird-war">Luke Gearing</a> too powerful? Perhaps. Luke&rsquo;s latest book for the Melesonnia Art Council is <a href="https://www.melsonia.com/acid-death-fantasy-264-p.asp">Acid Death Fantasy</a>, and it&rsquo;s kind of hot. A setting book for the award winning <a href="https://www.troikarpg.com">Troika</a>. Luke asks the question, “can you distill a setting down to a list of backgrounds, a list of monsters, and a really boss cover?” Let&rsquo;s find out!</p>
<p>This book describes a fantasy world reminiscent of Dune, Dark Sun, Carcosa, or your other favourite fantasy desert pastiche. A short introduction, a little over a page of text,  sketches the world for the reader. It&rsquo;s enough to give you a sense of what&rsquo;s going on: there is an opulent mega-city, smaller sultanates orbiting it, water is rare, nomads stalk the desert, there is a jungle full of sentient apes, lizard men, rotting giant mecha, basically all the good stuff.</p>
<p>All the Troika backgrounds help shape the world. Some are brief moments of specificity, like the Coated Man, a knight of sorts, doomed to an early death while covered in a sheet of plastic armour. Others hint at the nature of world, like the Refugee of the Past, a person waking up in this post-apocalypse. Many will help shape your particular game or campaign, like the Deposed Sultan, whose possessions included an adversary, and the title of one of The Thousand Sultanates. Almost all the backgrounds ask questions of the player in a way I think is both simple and useful when starting an open ended game.</p>
<p>In the monster’s section we learn of a world where Freshwater Grub’s plot grand schemes and criminal enterprise, giant worms like in Dune travel the desert, Warflock stalk the desert committing banditry with laser guns, and the husks of great ruined mecha mark the land. Once again the world is detailed in broad strokes, sometimes with strange specifics, sometimes with elements that are very open ended.</p>
<p>But then it all ends! A small list of things to do with this setting and a simple sultanate generator and we are done. I would have liked to have seen the map of the setting described more, like the hex map of Carcosa. More random tables to flesh out hte setting, perhaps. But the approach he took is clearly purposeful, mirroring that of Troika itself.</p>
<p><a href="https://www.davidhoskins.com">David Hoskins’</a> art in this book is really great. I wish like Troika proper all the backgrounds were illustrated! I would would have loved to see art for a Coated Man, Dune Rider, or Narrowman Nomad, to name a few. The same can be said of the monsters. This is a terse book, so more art would help flesh out some of the details of the setting, though perhaps that would calcify things that were meant to be up to the GM to think about.</p>
<p>This book was £26 to my door—that’s like a million Canadian dollars. Honestly, for 36 Monsters and 36 Backgrounds it feels like a lot of cash. Right? But, it’s a full colour hardback book. And it’s good—hard to put a price on that. I mean, at this point I would get anything Luke makes. He&rsquo;s a safe bet. I enjoyed reading this book. Now I have got to play!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/acid-death-fantasy/"/>
    <published>2020-09-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/song-of-blades-and-heroes/</id>
    <title>Song of Blades and Heroes</title>
    <updated>2020-09-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/sobah-skirmish.jpg" alt="Sobah Skirmish"></p>
<blockquote>
<p>Played a game of Song of Blades and Heroes today because the D&amp;D Encounters game I was expecting to play wasn&rsquo;t starting till next week. It was the first war game I&rsquo;ve played since high school. (And high school was a very long time ago now.) Skirmish games are fun. Tempted to get some miniatures. - Me, 25th October 2012, on G+ (RIP)</p>
</blockquote>
<p>Many years ago I would attend D&amp;D <a href="/tag/encounters/">Encounters</a> on the same night the Toronto Historical Wargaming Club would host their meet-ups. I would hang out and chat with the club members before and after my D&amp;D games. On one such occasion I ended up playing A Song of Blades and Heroes, which was such a charming game I went out and grabbed the PDF. I never played again, but liked it so much I also bought the book in print a few years later. Fast forward a million years and I am stuck at home with a pretty healthy collection of painted minis. So, I decided to make war bands out of my Warhammer Underworld miniatures and play games: Ram vs. Ram.</p>
<p><a href="https://www.ganeshagames.net/product_info.php?products_id=7">A Song of Blades and Heroes by Andrea Sfiligoi</a> is a dead simple skirmish game. You play battles between war bands comprised of about 5-15 miniatures. The game can be played quickly, something I never managed to accomplish playing Kill Team with Evan.</p>
<p>Units have two attributes: Quality and Combat. They may optionally have a few special traits that impact the rules, like “flying” or “savage”. Everything about a character is abstracted into these two attributes and these traits. Even different weapons are undifferentiated. People who like a lot of customization may find it a bit disappointing. I find it refreshing. Making your own units is easy. There is a <a href="https://www.ganeshagames.net/army_builders/SBHbuilderRevised-v1217.html">simple point calculator</a> online so you can make your own units that are balanced against everything in the book and everything else you might make. It&rsquo;s remarkably easy to make units that feel the way you want them to feel.</p>
<p>The game has an unusual turn structure. On your turn you need to ‘activate’ a model to use it by rolling up to 3 dice. Each roll equal to or greater than the unit’s quality is a success, otherwise it’s a failure. Each success lets you perform an action with the unit: move, fight, etc. If you roll 2 failures you don’t get to activate any additional models and play flips to your opponent. You can obviously play it safe and only roll 1 dice, but you won’t accomplish much. It’s satisfying rolling 3 dice and getting those 3 successes; surprising when you roll snake eyes with your high quality unit.</p>
<p>This is (basically) all there is to the game: that simplicity!</p>
<p>Andrea has built many games on top of this chasis. There is a slightly more advanced version of a Song of Blades and Heroes, with a name you can likely guess, and then a million variations with names you likely can&rsquo;t. His catalogue of games is all over the place. He&rsquo;s an impressive and prolific game designer.</p>
<p>I love this game and I can&rsquo;t recommend it enough, but I would be remiss if I didn&rsquo;t spend a small amount of time moaning about the books frumpy layout and information design: it&rsquo;s frumpy. I feel like a good editor and graphic design person could turn this book into something superlative. As it stands, it gets the job done.</p>
<p>Anyway, I am reviewing the game not the book. The game is fucking great. If you are interested in miniature war games this is the one to grab.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/song-of-blades-and-heroes/"/>
    <published>2020-09-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-brazilian-osr/</id>
    <title>The Brazilian OSR</title>
    <updated>2020-08-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://twitter.com/trollishdelve">Scott Malthouse</a>, the author of <a href="https://ospreypublishing.com/romance-of-the-perilous-land">Romance of the Perilous Land</a>, started a cute thing on Twitter where he encouraged people to share retro gaming books from Britain with the hashtag <a href="https://twitter.com/search?q=%23bosr">#BOSR—British OSR</a>. It&rsquo;s fun seeing pictures of old Games Workshop books and art, Fighting Fantasy, Russ Nicholson art, etc. <a href="https://twitter.com/SaveVsTPK/status/1282388687796527107">I posted a picture Grail Quest</a>, a serious #BOSR deep cut. But, what if the #BOSR was the Brazilian OSR?</p>
<p>I&rsquo;m not sure how I stumbled on the OSR scene in Brazil, but it&rsquo;s there and it feels like it&rsquo;s having a moment. I think I started following the artist and designer <a href="https://twitter.com/diogo_oldskull/">Diogo on Twitter</a> first. He&rsquo;s made <a href="https://www.drivethrurpg.com/browse/pub/10267/Gallant-Knight-Games/subcategory/26112_31496/Old-Skull-Publishing">several games</a> and will share his work in progress artwork. He also shares the works of other people in the scene, and slowly I have found more artists and designers working out of Brazil making games, or doing graphic design and art.</p>
<p>I picked up <a href="https://lucasrolim.itch.io/pactsandblades">Pacts and Blades</a> first, by <a href="https://lucasrolim.itch.io/">Lucas Romlin</a>. A minimalist RPG for you to play Moorcockian inspired fantasy stories. I don&rsquo;t think I need more RPGs, but this one has stunning graphic design, and makes effective use of public domain art and paintings. Lucas tweeted about his friend <a href="https://gontijo.itch.io">Guilherme Gontijo&rsquo;s</a> game <a href="https://www.drivethrurpg.com/product/318919/Into-the-Bronze">Into the Bronze</a>. Gontijo was the graphic designer for Pacts and Blades, and this game shared its sharp design. I saw he was <a href="https://gontijo.itch.io/itbhexkit">using Hex Kit to make funky maps</a> and was obviously intrigued. Into the Bronze is a complete reimagining of Into the Odd as a game for playing Sumerian&rsquo;s during the Bronze Age He has lots of games that look interesting, but I must pace myself!</p>
<p>The next thing I picked up was <a href="https://emanoelmelo.itch.io/escape-from-station-52-pnp">Escape from Station 52</a>, a solo card game, by <a href="https://emanoelmelo.itch.io">Emanoel Melo</a>. I don&rsquo;t think my printer is nice enough to print the cards, but it looked cool. Again, I&rsquo;m not sure who shared the game with me, but I shared it joking I could get far just tweeting about Brazilian games. Emanoel tagged their friends in a reply, and I learned of the artist&rsquo;s <a href="https://twitter.com/KnightRamen">Bakto</a> and <a href="https://gnarledmonster.itch.io">Alex Damaceno</a>. Alex is redoing Keep on the Bordlands, one page at a time, and <a href="https://gnarledmonster.itch.io/the-goblin-caves">the results look amazing</a>.</p>
<p>Alex shared the work their friend <a href="https://torthevic.itch.io">Victor Amorim</a> was doing, calling it Hollow Knight crossed with Into the Odd. I love Hollow Knight, and know many other gamers that enjoy that video game, so I let them know this game called <a href="https://torthevic.itch.io/carapace">Carapace</a> exists. A friend replied, &ldquo;Carapace has the most direct built in RPG goal I&rsquo;ve ever seen (without being something like Lady Blackbird): you are getting Marble to build a cannon to shoot a Marble Titan.&rdquo; It&rsquo;s true!</p>
<p>Who knows what I am missing. I don&rsquo;t speak Portuguese. There is likely a whole world of Brazilian gaming I haven&rsquo;t seen or found yet. Still, it is interesting for me in Toronto to have this small window into what&rsquo;s happening far from my home. Hopefully for you too.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-brazilian-osr/"/>
    <published>2020-08-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2020/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2020</title>
    <updated>2020-07-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Normally I start off with some jab at the Ennies, but this year is too garbage to take cheap shots at anyone, least of all the Teen Choice Awards of the RPG scene. No, we should be positive and celebrate when we can. These are dark times.</p>
<p><a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> exist to highlight truly standout RPG books. Each year it is a battle to whittle down my long list of books to a short list, and that short list down to the 3 books that will claim the accolades and fame. These choices are never easy. The arguments I have with myself are fierce. Still, this work must be done, because for reasons I can&rsquo;t remember anymore I decided I&rsquo;d only call out 3 books each year.</p>
<p>The books in contention arrived at my doorstep, or digitally in my inbox, during 2019. Before the Pandemic. A life time ago! Other than that it&rsquo;s really the Wild West with these awards. Will the categories be the same as last year? Read on to find out!</p>
<h3 id="best-one-page-dungeons-collected-into-a-fancy-book-trilemma-adventure-compendium-by-michael-prescott">Best One Page Dungeons Collected into a Fancy Book: <a href="https://store.trilemma.com">Trilemma Adventure Compendium</a> by Michael Prescott.</h3>
<p><img src="/assets/img/awards-2020-tilemma.png" alt="Awards 2020 Tilemma"></p>
<p>Is it appropriate to give an award to someone I play D&amp;D with here in Toronto? Of course it is: this book is great.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Michael has collected all the one page dungeons he has made over the years—the ones with the cool isometric maps—redone the layout to make them all the more wonderful, and thrown in a bunch of extra tables and setting material and monsters and so much more to round out what would already have been an excellent book. This thing is dense and full of adventure. Great for campaigns or gaming emergencies!</p>
<h3 id="best-settings-and-adventure-patrick-stuart-and-dirk-detweiler-leichty-for-silent-titans-with-layout-by-christian-kessler-and-editing-by-fiona-maeve-geist">Best Settings and Adventure: Patrick Stuart and Dirk Detweiler Leichty for <a href="https://shop.swordfishislands.com/silent-titans/">Silent Titans</a> (with layout by Christian Kessler and editing by Fiona Maeve Geist)</h3>
<p><img src="/assets/img/awards-2020-silent-titans.png" alt="Awards 2020 Silent Titans"></p>
<p>Silent Titans is really quite incredible. Patrick&rsquo;s writing, Dirk&rsquo;s art, and Christian jamming the art and writing together have resulted in a really stunning book: pretty enough for a coffee table! The world Patrick describes and Dirk illustrates in his abstract style is so thoroughly weird and unique. I was worried it was perhaps too weird: how do you even run this thing? But no, that was a foolish concern! I&rsquo;ve been running this adventure straight from the book! It&rsquo;s worked out great. The world we were promised.</p>
<h3 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2019-zombie-world-by-brendan-conway-and-mark-diaz-truman">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2019: <a href="https://www.magpiegames.com/product/zombie-world-full-set/">Zombie World</a> by Brendan Conway and Mark Diaz Truman</h3>
<p><img src="/assets/img/awards-2020-zombie-world.png" alt="Awards 2020 Zombie World"></p>
<p>It had to be Zombie World. I love this game! I&rsquo;ve been obsessed with it for ages now. <a href="http://save.vs.totalpartykill.ca/review/zombie-world/">Zombie World</a> is not really a book, I suppose. Like a game from days of yore, it came in a box with cards and markers and play mats. No matter! Zombie World is such a simple and well executed game. At its core it&rsquo;s just another Powered by the Apocalypse game, but somehow all the bits and bobs that make the game come together so perfectly. It&rsquo;s the most OSR Powered by the Apocalypse game. You heard it here first! I&rsquo;ve ran it a handful of times and it was so effortless and enjoyable. Zombie World is the game you should all be playing. Yes, you!</p>
<h3 id="honourable-mentions">Honourable Mentions</h3>
<p>All my love to <a href="https://morkborg.com/">Mork Borg</a> by Pelle Nilsson and Johan Nohr; <a href="https://girlunderground.org">Girl Underground</a> by Lauren McManamon and Jesse Ross; Dirk&rsquo;s Mystery Zine (that would  became <a href="https://shop.swordfishislands.com/super-blood-harvest/">Super Blood Harvest</a>) by Dirk Detweiler Leichty; <a href="https://gmdk.itch.io/the-demon-collective-vol-1">The Demon Collective Volume 1</a> by David Shugars, Camilla Greer, Comrade Pollux, and Mabel Harper and <a href="https://melsonian-arts-council.itch.io/fungi-of-the-far-realms">Fungi of the Far Realms</a> Alex Clements and Shuyi Zhang. Mork Borg has a special place in my heart for being such a wonderful OSR throwback, but with some fucking blinding and beautiful graphic design.</p>
<p>I fought the urge to give all the awards to <a href="/review/warcry/">Warcry</a>. Games Workshop didn&rsquo;t disappoint. Chef&rsquo;s Kiss Emoji. Painting miniatures is keeping me sane while the world implodes.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I&rsquo;m not sure you will ever get impartial judging with these awards. Is that something people even want? I assume not. We already have the Ennies where we decide awards using the power of aggregation.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2020/"/>
    <published>2020-07-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/warcry/</id>
    <title>Warcry</title>
    <updated>2020-03-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/warcry-multiplayer.jpg" alt="Warcry 40k"></p>
<p>In 2019 a lot of people were expecting (hoping?) Games Workshop would release a skirmish game in the vein of Mordheim, to celebrate its 20th anniversary. Instead, Games Workshop announced <a href="https://ageofsigmar.com/warcry/">Warcry</a>, and I don&rsquo;t think people were too upset because it was looking pretty hot. Warcry feels like a throw back to the old Realms of Chaos books: it&rsquo;s a game about Chaos cultists killing each other. Warcry will look familiar to people who have been paying attention to what Games Workshop has been doing recently, but I think this might be their best game yet. (Maybe that&rsquo;s a low bar, because a lot of their <em>games</em> aren&rsquo;t actually very good? Ha!)</p>
<p><a href="https://www.youtube.com/watch?v=ViibcFMTQRU">Becca Scott can teach you how to play in 9 minutes.</a> You can go and watch that video now, I can wait.</p>
<p>Warcry feels like it strips away everything I find aggravating about traditional Warhammer games. So, if you also dislike the things I find annoying about Warhammer 40K or Kill Team this might be the game for you! Let&rsquo;s dig in.</p>
<p>Warcry is a skirmish game. This means its model count is low. Fantastic. The number of units each faction can field is also quite small. Each unit is described by a card, and that is the end of that story. There are no data sheets with a bunch of options and upgrades and all that nonsense. A unit has some stats and one or two weapons. This makes list building pretty simple. You might have 6-10 different units available, and you would mix and match to units to end up with 3-15 models, with one leader, all costing under 1000 points.</p>
<p>The starter set comes with 4 decks of cards that are meant to help you kick off a game. For those of you who have used the Open War cards for Warhammer 40K, it&rsquo;s very much in the same vein. A terrain card tells you how to set up the board, a deployment card tells you how to deploy troops, a victory card tells you how you will win the game, and a twist card adds a special rule to the battle. Deployment in Warcry is a bit unusual. Each deployment card has 3 symbols: a Dagger, Shield, and Hammer. You must split your models up into three groups that correspond to these symbols. You might have games where you and your opponent&rsquo;s Dagger units start the game right next to each other. In other games you might be on the opposite sides of the board. Some deployment cards will indicate you deploy your troops in subsequent rounds. Your Hammer may show up in the 3rd round, turning the tide of the battle. This makes for interesting and unique games.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>The game play itself is also simpler. You move your movement score in inches, any which way you like. If you want to climb a wall go nuts. If you want to jump a gap, just jump. The game feels very dynamic. Attacking is also much more straightforward. You roll a number of d6s depending on your weapon, try to beat a target score based on your weapon&rsquo;s strength and the target&rsquo;s toughness (which should be familiar to any warhammer player), and finally if you score hits you do a fixed amount of damage. (If you scored a 6 that&rsquo;s roll is a critical hit and do more damage.) That&rsquo;s the end of that story. There is no rolling to wound, no rolling for armour saves, etc, etc. They&rsquo;ve basically moved all of that dice rolling into the damage and hit point scores of the various units.</p>
<p>Perhaps the last notable thing about Warcry is its abilities system. You start a round by rolling 6 dice for initiative. You set aside doubles, tripples and quads. The number of singles you have is your initiative, the higher number goes first. The other dice you&rsquo;ve set aside can be used during the round to use special abilities each faction posesses. These are listed on a small card. There aren&rsquo;t pages and pages of strategems to worry about. Some abilities can only be used by particular units. Maybe that&rsquo;s the most complicated thing about them. Abilities help differentiate the various armies, and introduce some more twists into the game, without adding a lot of complexity.</p>
<p>I haven&rsquo;t gotten to play Warcry much: just one game with Patrick while I was in the UK. One day, when this pandemic is over, I hope to play it again. Maybe run its weird-ass campaign strucuture—a topic for another blog post.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>For those of you who care about &lsquo;balance&rsquo;, there are a subset of the cards that are meant to create more symmetrical situations.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/warcry/"/>
    <published>2020-03-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/age-of-fantasy-skirmish/</id>
    <title>Age of Fantasy Skirmish</title>
    <updated>2020-03-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>In <a href="https://medium.com/@tomaspueyo/coronavirus-the-hammer-and-the-dance-be9337092b56">these days of social isolation</a>, we must all find ways to pass the time. So, after one week of working from home, late last Friday night, I laid out my Warcry terrain, placed its two war bands on the field, and played a game of <a href="https://onepagerules.com/portfolio/age-of-fantasy-skirmish/">Age of Fantasy: Skirmish</a>. One Page Rules has convenient <a href="https://onepagerules.com/2019/09/05/worshippers-of-the-spire-have-arrived/">quick play army lists to help you get going with the Warcry armies</a>, and simple AI rules to play solo games. It was Ramanan vs. Ramanan: too close to call.</p>
<p>This is our life now: stay home and save lives.</p>
<p><img src="/assets/img/aof-aerial-view.jpg" alt="Age of Fantasy: Aerial View"></p>
<p><a href="https://onepagerules.com">One Page Rules</a> makes a set of games seemingly designed to give you a (far) simpler alternative ruleset to play wargames using your fancy Warhammer miniatures.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> They have two main games, Age of Fantasy, which could be used as an alternative to Age of Sigmar, and Grimdark Future, an alternative to Warhammer 40,000. There are two matching skirmish games, and for those of you who miss Warhammer Fantasy Battle they also have one page rules for that style of game. Impressive!</p>
<p>Compared to the other games Games Workshop puts out Warcry is a pretty simple game, but Age of Fantasy Skirmish manages to be even simpler. Units are defined by: two stats (quality and defence), the weapons they may have, and in some cases a few special abilities. Weapon profiles themselves are also quite simple: a weapon tells you how many dice to roll when attacking, and if the has any special attributes—there aren’t that many to worry about. Here&rsquo;s an example of the leader of one of my warbands:</p>
<pre><code>Golem Dominator: Quality 3+ / Defence 3+
+ Great Weapon A3, AP2
+ Hero, Tough(3)
</code></pre>
<p>This character needs to roll 3 or higher to both attack and defend. His Great Weapon rolls 3 dice to attack (A3). You score a hit by beating your quality score on a d6. This is a quality test. You defend hits by rolling a d6 for each hit and trying to beat your defense score. In this case defenders will have a penalty of 2 when rolling for defense because of the weapon&rsquo;s Armour Peircing score of 2 (AP2). This unit is a hero, so regular units within 12&quot; of this model can use its quality score when rolling for morale. Tough(3) means he can take 3 wounds before he needs to start rolling to see if he&rsquo;s taken out of action.</p>
<p>The game uses alternating activation: each player alternates activating a single unit. Units can move, shoot, or charge into melee on their turn. When your army is at half size you roll for morale. There honestly isn’t much more to the game than this. The extra abilities help differentiate units and keep things interesting.</p>
<p>The various One Page Rules games all play fairly similarly, so if you learn one you’ll probably have learned them all. The rules fit on a sheet of paper, you can just read them and see if they sound interesting.</p>
<p><img src="/assets/img/aof-minis-fighting.jpg" alt="Age of Fantasy: Minis Fighting"></p>
<p>The following day I set up the game again and played two games against my daughter. I was helping her with the rules, but for the most part she picked things up quickly and by the end understood the important bits and bobs of the game. I think something like Warcry or honest-to-god Age of Sigmar would be a bridge too far for her.</p>
<p>I plan to give Grimdark Future a go next. Will report back with how that goes.</p>
<p><img src="/assets/img/aof-mythilli-vs-me.jpg" alt="Age of Fantasy: Mythilli vs. Me"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Or, paper miniatures, stuff you bought in one of those Reaper Bones Kickstarters, stuff from a CMOM boardgame, whatever!&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/age-of-fantasy-skirmish/"/>
    <published>2020-03-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/some-more-thoughts-on-kill-team/</id>
    <title>Some More Thoughts on Kill Team</title>
    <updated>2020-02-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/killteam-end-of-campaign-1.jpg" alt="Killteam End Of Campaign 1"></p>
<p>Evan and I finished <a href="http://save.vs.totalpartykill.ca/blog/kill-team/">our initial Kill Team campaign</a>. His Anthrodact Vat Guard came out ahead against the invading Skitarii Dravidian. I would say things weren’t even close! It was a fun experience, and perhaps a good example of where both of us are at when it comes to war games: disorganized, laid back, and narratively focused.</p>
<p>We played 6 games in total. We decided to end on 6 because our pace of gaming was so slow we needed to call it at some point so we could try something else. In hindsight we likely should have settled on a different structure for our campaign, one with a fixed number of games. If we knew we would only play 6 games, we could have thought through what those 6 games should be. We had a grander and more open ended outline for a campaign structure, which worked well when we remembered the rules we added to Kill Team, but was maybe a bit too ambitious for us. Our games were a mix of pulling stuff from the core rule book and tweaking things a little, or coming up with brand new scenarios specific to our campaign. Our original goal was to be completely bespoke with our scenarios, but we were often figuring things out at the last minute before meeting up. We had good intentions.</p>
<p>The enjoyment of a campaign comes from the small moments that slowly give your minis some character. Some characters were prone to early deaths, constantly missing, etc. My leader, Onthu-Prime turned things around in one of our middle games, becoming a real killing machine. He felt more powerful from then on. In contrast to Onthu-Prime we have Nils 02 of House Shen, the man with a Meltagun. Every game he would die before hitting anyone with it. Finally in the very last game he survived long enough to kill Onthu-Prime! Evan and I both had snipers that would inevitbly end up in these sniper vs sniper shootouts. They would regularly take the other out of action each game.</p>
<p>For the curious, the notes and rules for our entire campaign are available online: <a href="https://docs.google.com/document/d/1uCduydkD8j_QxNAdQbFDXwkMA5X2lfp9sybFYE7rTNg/edit#heading=h.hg0zwcqkonk">The War of the Intolerable Question</a>. They are very rough. One day we will clean them up, i&rsquo;m sure.</p>
<p><img src="/assets/img/killteam-end-of-campaign-2.jpg" alt="Killteam End Of Campaign 1"></p>
<p>Kill Team was fun, but maybe not quite what Evan and I were looking for? At first blush with its lower model count it felt simpler than Warhammer 40K, but I am not sure this is true. With specialisms and stratagems and other army specific rules the game can get a bit complicated. We would almost always forget the rules for morale. I would regularly forget most of the things the units in my army could do. There are so many rounds of dice rolling when it comes to wounding models. (<a href="https://ageofsigmar.com/warcry/">Warcry</a> simplifies this immensely by giving units bigger wounds totals to differentiate who should survive longer or not.) Once a model had a flesh wouund we&rsquo;d forget what that impacts or doesn&rsquo;t. The list goes one. On the other hand, it’s far more rational and straightforward than Necromunda. In that way it’s likely a good middle ground between a game that’s too minimalist, and one that’s overly rules heavy and complicated.</p>
<p>There are a few other games I&rsquo;ve discovered since we started playing Kill Team that I&rsquo;m interested in playing.</p>
<ul>
<li><a href="https://www.starbreach.com">Starbreach</a> is a miniatures agnostic ruleset, available for free, that has an interesting activation scheme. (I believe it&rsquo;s borrowed from Bolt Action, which might also be the proginator of Troika&rsquo;s initiative system as well.)</li>
<li><a href="https://onepagerules.com/portfolio/grimdark-future/">Grimdark Future: Firefight</a> is a skirmish game published by <a href="https://onepagerules.com">One Page Rules</a>, who make a collection of games that fit on a double sided sheet of paper.</li>
<li>Using <a href="https://ospreypublishing.com/frostgrave">Frostgrave</a> to run a game of Inquisitor seems doable.</li>
</ul>
<p>Evan and I have been talking about getting back to regular Warhammer 40,000 this year, perhaps slowly building up larger armies than we have played with in the past. I&rsquo;ve started painting some Sisters of Battle, to expand my hodgepodge of Imperial troops. Who knows what the year will bring.</p>
<p><img src="/assets/img/killteam-end-of-campaign-3.jpg" alt="Killteam End Of Campaign 1"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/some-more-thoughts-on-kill-team/"/>
    <published>2020-02-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2019/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2019</title>
    <updated>2019-08-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I used to try and get my <a href="/awards/">awards</a> published <em>before</em> the <a href="http://www.ennie-awards.com/blog/">Ennies</a> announced their winners. I was worried a book I liked winning an Ennie would take away from my also giving that book an award. But then I thought, &ldquo;the Ennies are really stupid: they should be racing to beat me.&rdquo;</p>
<p>Just when I think the Ennies are getting their shit together they go and nominate Dirk for best cartography, but not for best art? And then both Troika (Best Game of 2018) and Silent Titans (short-listed for 2019) don&rsquo;t win anything? Come on! I do see more names I know getting the recognition they deserve, but the Teen Choice Awards of the RPG industry will never truly provide what I am looking for.</p>
<p>The Ramanan Sivaranjan Awards for Excellence in Gaming continue to be a beacon of shining light in the darkness that is the table-top role playing game scene. The judges have deliberated at length about the merits and artistic achievement of each book, agonizing discussions that run for months on end. No votes or pandering: voting gets you Trump and Brexit.</p>
<p>The books in contention were all bought by myself in 2018, or fulfilled as Kickstarter rewards or pre-orders that year. Basically, if I didn&rsquo;t have it in 2018 then it&rsquo;s not on my long list for these awards. That&rsquo;s basically it. I know what you&rsquo;re saying: &ldquo;Ram, 2018 was so fucking long ago.&rdquo; Look man, I don&rsquo;t make up the rules. (Actually, what you&rsquo;re probably wondering is why the 2019 awards are for books I grabbed in 2018. Now that&rsquo;s a good question.)</p>
<h3 id="best-game-david-black-for-the-black-hack-2e">Best Game: David Black for the <a href="blackjack">Black Hack 2e</a></h3>
<p><img src="/assets/img/awards-2019-the-black-hack.png" alt="Awards 2019 The Black Hack"></p>
<p>David Black&rsquo;s simple rules for playing D&amp;D, the eponymous Black Hack, felt like a real part of the zeitgeist with its initial release. People have always been hacking up their games of D&amp;D, but now all of a sudden those hacks became This Hack or That Hack. The second edition of the Black Hack takes everything that made the first edition so great and refines it neatly. The game is still clear and concise, but with some refinements that makes the game stand out a bit on its own. The new book is a lovely hardback, with enough tables to keep you gaming for some time. <a href="http://save.vs.totalpartykill.ca/review/black-hack/">This is the good stuff.</a></p>
<h3 id="best-setting-book-jason-sholtis-for-operation-unfathomable-with-layout-by-jez-gordon">Best Setting Book: Jason Sholtis for <a href="https://www.drivethrurpg.com/product/233145/Operation-Unfathomable">Operation Unfathomable</a> (with layout by Jez Gordon)</h3>
<p><img src="/assets/img/awards-2019-operation-unfathomable.png" alt="Awards 2019 Operation Unfathomable"></p>
<p>I was, to put it lightly, maximum hyped for the release of Operation Unfathomable. Jason Sholtis would share all his illustrations on G+, presumably as he wrapped them up, and I would +1 those posts so hard. It felt like he was drawing for ages and ages. And then there was a Kickstarter and finally a book. True joy. In many ways this book exists in contrast to the Veins of the Earth (Best Setting of 2018). Both books present the horrors of the Underdark, but Operation Unfathomable has a sort of goofy cartoon charm that I love. There is time travel and laser guns and bug monsters: all the good stuff. That we have two glorious visions of the Mythical Underworld, each bizarre and unique in their execution, is a testament to the creativity within the OSR. Jason&rsquo;s adventure is a good introduction to what could be a longer jaunt in the underworld. (His players apparently said no thank you to the terrors of the deep, forcing him to develop the next overland adventure he plans to publish.)</p>
<h3 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-books-of-2018-mothership--dead-planet-by-sean-mccoy-donn-stroud-and-fiona-maeve-geist">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Books of 2018: <a href="http://www.tuesdayknightgames.com/mothership">Mothership &amp; Dead Planet</a> by Sean McCoy, Donn Stroud, and Fiona Maeve Geist</h3>
<p><img src="/assets/img/awards-2019-mothership.png" alt="Awards 2019 Mothership"></p>
<p>Technically, these are two different books. I don&rsquo;t give no fucks. I got both zines at the same time, I read them at the same time, and I fell in love with them at the same time. With Dead Planet and Mothership we are given a sufficiently creepy scenario to freak your players out with, and the rules you&rsquo;d need to run a sufficiently creepy science-fiction horror game. They are both short zines: an excellent format for games. Both books really stand out because of their graphic design. Sean has said he took his inspiration from magazines rather than books, and I think the approach works well. Mother Ship and Dead Planet are so visually engaging as you flip through them. Dead Planet in particular is a very colourful affair, but that colour is used to great effect. Mothership reminds me of Alien, while Dead Planet reminds me a bit more of that crossed with Warhammer 40,000. What&rsquo;s not to love?</p>
<h3 id="honourable-mentions">Honourable Mentions</h3>
<p>Lots of love to <a href="https://trophyrpg.com">Trophy</a> by Jesse Ross (found in the Gauntlet Codex Dark 2), <a href="https://www.wargamevault.com/product/249660/The-Dolorous-Stroke">The Dolorous Stroke</a> by Emmy Allen, <a href="https://www.drivethrurpg.com/product/250888/Knave">Knave</a> by Men Milton, and <a href="https://www.drivethrurpg.com/product/254659/Through-Ultans-Door-Issue-1">Through Ulthans Door</a> by Ben Laurence. Trophy has been slowly growing with each issue of <a href="https://www.gauntlet-rpg.com/codex.html">the Gauntlet&rsquo;s Codex zines</a>, and I&rsquo;m really curious to see what it becomes.</p>
<p>My love of Warhammer continues unabated, and I would be remiss if I didn&rsquo;t give <a href="https://warhammer40000.com/kill-team/">Kill Team</a> a shout out. So much of my last year has been spent playing games of Kill Team or building and painting miniatures in preparation for those games. Warhammer has helped keep me sane. Warcry is out right now, so 2019 RPG authors you are once again on notice.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2019/"/>
    <published>2019-08-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/kingdom-death/</id>
    <title>Kingdom Death</title>
    <updated>2019-04-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/kingdom-death.jpg" alt="Kingdom Death"></p>
<p>I have a giant farmhouse-style dining table. It came from a café my brother-in-law’s ex-girlfirend ran. It was too big for that space, so they replaced it with a bunch of smaller tables. It’s a really big table … but not big enough for Kingdom Death!</p>
<p>Kingdom Death is a boutique horror board game, most notable for being really expensive. Or for its overly grotesque and elaborate miniatures.</p>
<p>To play the game you need to build four starting survivors, the characters the players will play, and the White Lion, a terrible monster that is trying to kill the players. The game asks a lot from you to get going, but compared to playing Warhammer the ask is quite modest. I built the initial set of minis over the course of a few days after the game arrived. Games Workshop minis look to be engineered and sculpted with an understanding someone is eventually going to have to glue all this plastic together: seams are usually well hidden, there aren’t a billion fiddly bits to fit, most parts fit cleanly and don’t require you to take a knife to them, etc. The same can’t be said of the Kingdom Death minis I’ve built so far. Each has been a bit of a slog. That’s not to say the challenge of building them hasn’t been fun, or that the final products aren’t great. I love the Screaming Antelope, even if I’m going to have to learn how modelling putty works to finish it up. Kingdom Death has a stellar style and artistic vision.</p>
<p>The game is complicated, but not overly complex. The bulk of the game is the showdown, where your characters fight a monster. On your turn you can move your survivor and attack. You roll to hit, draw hit location cards for the monster you’re fighting, roll to wound each location, and repeat the process till the monster is dead or all the characters are. Hit Location cards might have extra rules about what happens if you score a critical hit at that location, or if you fail to wound the monster, etc. Monsters are controlled by an AI deck, cards that explain what they will attempt to do. This deck is also the monster’s hit points. As you wound the monster they lose cards from their AI deck: their tactics will dwindle as the fight progresses. This is really quite ingenious, and probably one of the most compelling parts of the game. A lot of the complexity in Kingdom Death has been moved to the various cards that come with the game. You don’t need to learn a lot of rules, because for the most part everything you need to know is written on a card. The game can have lots of interesting edge cases and rule tweaks throughout because you generally don’t need to flip through a rule book (that much). Using random decks also makes each fight a little unique. The lions you fight will all be a little bit different. (And as they are injured, the way they fight will change in uniquely as well.)</p>
<p>The rule book opens with an excellent tutorial that walks you through the important details of the game and runs you through a typical showdown. They’ve done a great job distilling a reasonably complicated game down to something quite digestible. I met up with Evan and we played through this tutorial game. It was a lot of fun, and we managed to kill the White Lion on our first try, though it cost us one of the survivors. I don’t think it took particularly long for us to get comfortable with the game and its rules.</p>
<p>My cousin Jana joined us just as the fight was wrapping up, and we all played through another aspect of the game, managing your settlement. After the tutorial fight your characters will find a lantern horde and a group of survivors living around it. The foundation for the whole game is this settlement phase. You need to manage your settlement, creating a society that can survive in this dark world. During the settlement phase you’ll learn new skills and craft gear to help you fight more monsters (to earn more resources to build more gear to fight more monsters, etc). This phase doesn’t take particularly long to move through.1 We discussed what gear we should build with the resources we earned in our first fight. Once that was settled we decided we’d hunt another lion.</p>
<p>The last aspect of the game I haven’t discussed is the hunt. Your characters march down a small board towards the monster you are hunting. There are hunt cards on each square that you need to deal with as you move forward. Some cards will push the creature up towards you or away from you, shortening or lengthening the hunt. Each monster has their own hunt cards, and there is a big table of general events you will likely roll on as well. In our game one generic event featured a giant worm bursting from the ground and almost eating us all. We had to each spend a survival point (a resource each survivor has) or our character would die. That’s what the game is like: you can more or less randomly instantly die.</p>
<p>Our second fight with a White Lion actually felt smoother than our first. We had some lucky critical wounds that helped weaken the lion early in the fight. We made it out more or less unscathed. It feels like we’re in a good place to continue our adventure.</p>
<p>The game is played over a series of “lantern years”. In this way the game is more like D&amp;D than a traditional board game. You have characters that can grow and die. Your settlement improves or dwindles over time. There are story events in the game that flesh out the world and add some substance to all the fighting and dying. There is a loose narrative structure to the game and its campaign. There is also all the implied story that comes from all the random elements of the game: the details from your fights, the hunts, and the events that happen in your settlement.</p>
<p>The game is expensive as fuck. I don’t think you can really sugar coat that. It’s the most expensive board game I own, by far. That said, it’s well worth the money if you are into miniatures. The amount of plastic you get is crazy. After seeing how much Games Workshop charges for stuff Kingdom Death starts to feel like a steal. (I am guessing the Phoenix that comes with Kingdom Death would likely be a $100+ miniature if sold by Games Workshop.) Of course, none of that changes the fact the game is expensive as fuck.</p>
<p>Is this a review? It seems obnoxious to recommend people go buy a game famous for both being very expensive and also always out of stock. That said, you should find this game. I suspect if you like the junk I like—D&amp;D, Dark Souls, fun, etc—then you’ll like this game.</p>
<p><img src="/assets/img/kingdom-death-percival.jpg" alt="Kingdom Death Percival"></p>
<p>I wrote most of this review in 2017, and then sat on it because that’s something I do. We finished our campaign at the end of 2018. Of course, we lost. We made it to Lantern Year 11 before the last of our surivors died. Our town was full of murderers, so when the monsters didn’t get us, our fellow survivors would. It was a fun campaign and we learned a lot. I decided to post this review because we just started playing again this past weekend.</p>
<p>The last survivors of Lion’s Fall, Murderess, Hope, and Lucky, set off on a hunt hoping to stumble upon a man … so they can hopefully make some babies. Sadly, that’s not how things worked out. They kill a White Lion cub while out and are set upon by its enraged mother. Murderess is the first to die, dying of shock when when her arms are torn off while simultaneously being decapitated. Lucky suffered an intestinal prolapse and was hamstrung before bleeding. The final survivor, Hope, was disembowelled (3 times!) and suffered a collapsed lung from vicious attacks to her body. With her last breath she speaks some words of bravery for no one to hear.</p>
<p>And that’s Kingdom Death!</p>
<p>— A summary of the last game of our first campaign of Kingdom Death, from a post on Google+ (RIP)</p>
<p><img src="/assets/img/kingdom-death-game-over.jpg" alt="Kingdom Death Game Over"></p>
<p>[<em>ed. I fucked up and accidently deleted this post. This is it mostly recovered. One day maybe i&rsquo;ll fix all the links. God damn it. — Me, July 18th 2019</em> ]</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/kingdom-death/"/>
    <published>2019-04-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/silent-titans-mystery/</id>
    <title>Silent Titans - Mystery</title>
    <updated>2019-04-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p><em>Do you feel like one of your things with your adventures is not really explaining what’s up till the end? And even then maybe not really. — Me!</em></p>
</blockquote>
<p>I have been reading Silent Titans. I am so hyped for the physical book, but I have the PDF right here right now and I’m not made of stone. I love Patrick’s work. He has made some of my favourite RPG books. So, I started reading. I have so much I want to say about this book, so I’ll start with something simple.</p>
<p>Patrick’s books all have this element of the mysterious to them. One thing I found particularly interesting about Deep Carbon Observatory is that it just begins with a bang. There isn’t any attempt to orient the reader with the larger picture. There is no overview of the adventure. There isn’t even an introduction! You are in Carrowmore and everything is shitty. As you read the adventure you learn more about what’s going on. The adventure reveals itself to the reader in a way that mirrors how it reveals itself to the players. The very end of Deep Carbon Observatory has the closet thing you’ll find to an overview of the module.</p>
<p>Silent Titans is very similar. The book’s opening is as dramatic as that of Deep Carbon Observatory. The players and the reader are both dropped right into the action. What the fuck is even happening? If you are the player, you play to find out. If you’re the GM, you read. There isn’t a summary or a quick start guide. There is just this book full of Patrick’s writing. Terse—for a change—but still evocative.</p>
<p>The book moves on to describe a town, what will likely be the PCs home base. Then some different locations and people the PCs might encounter. And then he’s talking about a Titan. I know it’s a Titan because the book is called Silent Titans. But that’s really it. There isn’t some detour to discuss Titans, the history of Titans, nothing. You are now on a Titan and it’s go time.</p>
<p>You must read this book carefully. It’s so terse it feels incredibly dense. So much is packed into each sentence. It’s an engaging read because as the reader you don’t know what’s coming. (And because Patrick writes well, of course.) There is a mystery to everything that’s going on, and just like the players the reader can enjoy discovering that mystery as well.</p>
<p>Patrick manages to make books that are engaging on and off the table.</p>
<p>Is this the best way to make a module? It can’t be, right? I feel like common wisdom is overviews and repeating information and cheat sheets and this and that. This book is so intense and takes real effort to process compared to other modules I’ve bought.</p>
<p>But it’s also intensely creative and interesting. Would the book lose some of that if Patrick had a big flow chart at the front of the book mapping everything out?</p>
<p>Probably.</p>
<blockquote>
<p><em>I like to introduce stuff at the same rate that players find it out. Really that’s all the DM needs to know anyway. — Patrick!</em></p>
</blockquote>
<p>[<em>ed. I fucked up and accidently deleted this post. This is it mostly recovered. One day maybe i&rsquo;ll fix all the links. God damn it. — Me, July 18th 2019</em> ]</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/silent-titans-mystery/"/>
    <published>2019-04-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/black-hack/</id>
    <title>Black Hack</title>
    <updated>2019-04-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I bought the Rad Hack in April of 2017.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Ben Milton posted one of his videos flipping through the book and I was hooked. Karl’s art is killer. The game itself is a hack of another game, The Black Hack by David Black. For reasons I don’t really recall anymore I was thoroughly disinterested in the Black Hack, despite it being everywhere in the OSR at the time. I was probably busy running my Carcosa game and obsessed with OD&amp;D to pay it much attention.</p>
<p>Games like Rad Hack felt like they were coming out every week. Everyone seemed to be making a “Hack”. Just like the early days of the OSR where people were all publishing their own character classes for Basic D&amp;D, you also saw a lot of people publishing new classes for the Black Hack. I asked David what he thought made the game so compelling to the rules hackers out there. There are so many rules lite OSR games, what made this one standout so much? He had two thoughts. First, the rules were short and to the point. The core game was 24 A5 pages long, and these pages are far from dense tracts of text. Second, Bruno Bord converted the game to plain text and put the results of his efforts online as the Black Hack SRD. The barrier for entry when it came to making your own tweaked hack of the game was certainly low. The game feels like a true viral hit.</p>
<p>The Black Hack is on my mind because I helped Kickstart a new edition of the game. You can now get the second edition of The Black Hack as a dope-ass hard cover book, one that marries the simplicity and terseness of the original rules with pages and pages of tables and advice on running an old school fantasy game. A smaller booklet version of the rules still exists, clocking in at 20 pages. So, anyone worried David was going to bloat up his game should relax. This second edition feels like a gentle refinement of the earlier edition of the game. I suspect only the most ardent of Black Hack fans will notice the changes that have been made. (What did he do to armour! That crazy man.)</p>
<p>Black Hack is a mechanically simple game. Players have 6 attributes recognizable from D&amp;D. To accomplish any task you must roll under the appropriate stat. Almost all rolls are done by the player. You roll under your STR to attack with a sword, and you’d probably roll under your DEX to dodge a dragon’s fire breathing, for example. I want to say that’s basically it, because that’s basically it. There are small rules included that make sense for a game designed with the game play of D&amp;D in mind: a simple encumbrance system, rules for exhausting your supplies, etc. It’s all very well done and intuitive.</p>
<p>Compared to the first edition of the game, the second feels rounded out with an eye to helping new players to D&amp;D get oriented. It begins with a page about role playing games and how this game works, followed by an example of play. The rules for the game then follow, those that both players and GMs will care about. A lot of what is often left unsaid in various versions of D&amp;D is made a bit more explicit in this version of the Black Hack. David talks about the structure of the various phases of a D&amp;D game (in the dungeon, exploring the wilderness, being in town, etc) and tries to break that all down into a common structure of play with a common language to describe what the players and dungeon masters are up to.</p>
<p>For old-hands of the OSR the Black Hack feels like it has a lot to offer. The rules are simple and get out of the way. They are easy to hack and tweak as needed. Some bespoke classes and new equipment lists you’ve taken your art-house D&amp;D setting to the next level! The larger hard cover book is also packed to the brim with all sorts of little tables and advice useful when running a D&amp;D game. Poison! Panic &amp; Light! Rival Heroes! Drugs! What’s on the Corpse! Etc! If you can conceive of it coming up in a D&amp;D game it’s likely David has made a page about it in the book. There’s a sample wilderness, dungeon, and tavern, so you likely could get quite far with this book alone.</p>
<p>Something else new with this edition is the inclusion of a small bestiary. Mechanically a monster is some HD and a bullet point or two about how they might attack the characters. It’s funny how small the entries are for these creatures compared to something like the entries from the Second Edition Monster Compediums. Each entry features some random tables that cover what the monster is up to when the party encounters them. (These things aren’t just standing around waiting to fight.) This bestiary isn’t exhaustive, but is likely good enough to get you going. It’s also instructive to see how simple it is to make a monster.</p>
<p>I normally run LotFP when I’m not running OD&amp;D. The Black Hack feels like a nice alternative to both games, being simpler and a bit more of a blank slate than LotFP. I think if I was to pick up my Carcosa game again I’d run it using the Black Hack. (Maybe write up my own Carcosa Hack, borrowing from the Black Hack and the Rad Hack.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>)</p>
<p>Hopefully it goes without saying you should buy this game. It’s available as a PDF if your means are modest. You can grab the box, dungeon screen, booklets, folders, and hardcover book from SquareHex. I regret not getting the box. Don’t make the same mistake as me when you’re doing your shopping.</p>
<p>I have lots more to say about this game, but I think i’d like to play it a bit more first.</p>
<p>[<em>ed. I fucked up and accidently deleted this post. This is it mostly recovered. One day maybe i&rsquo;ll fix all the links. God damn it. — Me, July 18th 2019</em> ]</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I’m sad I can’t link to the G+ post where I talk about picking it up. We are in the darkest timeline now.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Even the Rad Hack has its own SRD. This community is amazing.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/black-hack/"/>
    <published>2019-04-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/harlem-unbound/</id>
    <title>Harlem Unbound</title>
    <updated>2019-03-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I don&rsquo;t recall exactly how it came up, but someone asked if the character we were talking to was White. They weren&rsquo;t being weird: it was pertinent information. We were playing a game set in 1920s New York, most of our characters were Black, and we were worried about racism. <a href="http://www.darkerhuestudios.com/">Chris</a> said something to the effect of, &ldquo;This is Harlem. It&rsquo;s the twenties. Almost everyone is Black. I&rsquo;ll tell you when someone is <em>White</em>.&rdquo;</p>
<p>People: this is what I am here for.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>I&rsquo;ve never played a Call of Cthulhu game. Lovecraft&rsquo;s fiction wasn&rsquo;t something I grew up on, so those sorts of games were never on my mind. But, I do love a lot of other pulp fiction, jazz music, James Baldwin, Richard Wright, and other things that all felt adjacent to the setting of <a href="http://www.darkerhuestudios.com/">Chris Spivey&rsquo;s</a> game <a href="https://www.drivethrurpg.com/product/218062/Harlem-Unbound"><em>Harlem Unbound</em></a>. I also love the idea of a game where everyone goes insane and dies at the end.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> I saw Chris was running a game at <a href="/tag/breakoutcon/">Breakout Con</a> and signed right up.</p>
<p>In a strange inversion of my typical reviews I will write about a game I have played, but whose rulebook I haven&rsquo;t read. So, maybe this is me just telling you about a game I played this one time that was fun.</p>
<p><a href="https://www.kickstarter.com/projects/1881168175/harlem-unbound-a-cthulhu-roleplaying-game-sourcebo"><em>Harlem Unbound</em> was kickstarted quite successfully in 2017.</a> Chris&rsquo;s game then spent 2018 winning awards, as far as I can tell. Last Gen Con Chaosium announced they would publish the second edition of the game. Nicely done.</p>
<p>The mechanics of the game were very straightforward. Chris explained them quite quickly before our session got going. Your characters have some percentile attributes, similar to those found in D&amp;D, and some percentile skills. To accomplish tasks you roll under those stats on a d100. If a task is hard, you need to roll under half that stat or skill. There are also advantage/disadvantage mechanics similar to D&amp;D 5e where you roll two Tens dice and pick the best or worst result. All characters have a Luck skill they can use to succeed on rolls in certain situations, but you lose some each time you do so. Finally there is the infamous SAN score for your sanity. When you encounter eldritch horrors you need to roll under your sanity. You&rsquo;ll take some &lsquo;damage&rsquo; to your fragile psyche, which will be a lot or little depending on if you fail or succeed. If you take more than 5 sanity damage at a time, you roll on a special table that tells you what terrible fate befalls you. No one hit 0 sanity—I assume you explode or some such thing. The game we were playing was &ldquo;pulpier&rdquo; so our characters had more hit points than your typical Call of Cthulhu character, though we didn&rsquo;t look to be invincible.</p>
<p>Call of Cthulhu is a game about investigation. There is a mystery the players are trying to solve. In this game we were hired to find out who killed a teenage boy we were all connected to in some way. He was run over by a car in a part of town he shouldn&rsquo;t have been anywhere near. His sister was a famous singer at a local Harlem nightclub. There were shoot outs, other mysterious deaths, ties to local gangland drama, the mysterious past of our benefactor, and a whole host of other leads that took us around Harlem. As the game progressed we quickly realized things were weirder than they first appeared. The game culminated in the death of the women who had hired us to find her brother&rsquo;s killer, a few people having nervous break downs, and a terrible spider demon being unleashed on the world. It felt like a very on-brand game of Call of Cthulhu.</p>
<p>A common complaint I have read (and now witnessed) with Call of Cthulhu is that investigation is such a key part of the game, but failing rolls may stymie your progress. The solution here seems to be creating scenarios where there is such a web of relationships between all the action that players will eventually make their way to centre of the mystery, though their route may be quite roundabout. (This actually feels like it may help set up stories that are quite over the top and pulpy: the librarian is also dating the mobster who is also a cultist, etc.) I thought it was fun trying to figure out what was going on. We tracked all our leads on a sheet of paper in the middle of the table, so we wouldn&rsquo;t forget avenues we might want to explore later. My understanding is in Gumshoe you always are making forward progress: that you can&rsquo;t &ldquo;fail&rdquo; a roll and be blocked in your investigation. I can see the appeal there as well, though the Call of Cthulhu approach does appeal to the OSR part of my brain. Sometimes you just don&rsquo;t succeed! I liked that there was the occasional dead end.</p>
<p>There are lots of essays about the racism of H.P. Lovecraft. So many that trying to find writing about cosmic horror as an analogy for racism are harder to find. But that writing must exist: it feels so on the nose. Setting a Cthulhu game in 1920s Harlem feels like something someone should have done already. You have gangs, prohibition, jazz bars, and all that excitement. You marry that with the experience of being Black in America at that time<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> and I think you have something really compelling.</p>
<p>There is a new edition of <em>Harlem Unbound</em> due <em>soon</em>, and I&rsquo;ll likely grab it when it comes out. I feel stupid for not backing the Kickstarter at the time, though that was likely the responsible thing to do. <a href="https://www.drivethrurpg.com/product/218062/Harlem-Unbound">The current edition is still available as a PDF</a>, and also includes the rules for running games using the Gumshoe system. If you&rsquo;re a Call of Cthulhu fan buying this thing feels like a safe bet.</p>
<p><img src="/assets/img/harlem-unbound.jpg" alt="My character in this game of Harlem Unbound was White! Plot twist."></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>An aspect of Luke Cage that I really liked was just how aggressively Black the whole show was. The only characters who were White were those where there being white was thematically interesting: the corrupt cop and the villain Shades. It was cool to see such an inversion of your typical TV show. Mind you, that first season probably should have been several episodes shorter. I digress. Ironically, in this game I picked the White pre-gen.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Chris claims this isn&rsquo;t how all Call of Cthulhu games end. Sure, buddy.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>Well, and now: we didn&rsquo;t solve racism, people.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/harlem-unbound/"/>
    <published>2019-03-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/zombie-world/</id>
    <title>Zombie World</title>
    <updated>2019-03-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/zombie-world-before.jpg" alt="In the middle of our Zombie World game"></p>
<p>Last year Magpie games kickstarted their new Powered by the Apocalypse game <a href="https://www.kickstarter.com/projects/1277034820/zombie-world-a-card-based-tabletop-rpg-of-zombie-h">Zombie World</a>, a game by Brendan Conway and Mark Diaz Truman. This weekend at <a href="https://breakoutcon.com">Breakout Con</a> I managed to run the game for some friends—new and old. I ran Zombie World twice, both off the books &ldquo;hallway&rdquo; games. I mentioned to Mark Diaz Truman I was going to print and play with the PDF (which went out to Kickstarter backers a while ago) and he sent me a demo copy they had on hand.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> I hadn&rsquo;t a run a game in almost two years, and I&rsquo;ve never run a PbtA game before. I was nervous!</p>
<p>I didn&rsquo;t prep for either game, and both games worked fine being played totally off the cuff. The dream! I ended up flipping over the illustrated population cards when I needed to come up with a new NPC. (I&rsquo;ll try and make an online generator for spitting out zombie world NPCs in the future: that would be handy.) When things were meant to get worse, I would usually sit on the move till I had a good sense of when or where to mess with the players. I am not that familiar with how people normally run these games, what the cadence is for calling for moves versus just letting players accomplish things, etc. I found myself often asking players if they agreed with my choices, or if I was being a dick. Ha. I had fun running both games, and I learned a bit in both.</p>
<p>The first game was set in a prison. I had one player who was always ready to draw from the Bite deck when the need arose.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> So the group&rsquo;s simple mission to search for food and some supplies turned into a series of unfortunate events that ended with my cousin bitten by a zombie, who later later turned and killed bit another player, leaving a third player to kill them both, while the forth fled away in the darkness. The two surviving players returned to the prison to find it fallen to infighting, which is where we ended things. The flow of the game felt quite natural. The pace of success and failure worked really well.</p>
<p>The second game was set in a hospital. Michael, who played in the first game, reprised his character. We decided he arrived at this hospital with the survivors of the prison. This game started with the group being told there might be a zombie on the loose in the floors of the hospital above them. I escalated things from there because of some failed moves. The characters were quickly on a mission to purge their hospital of zombies. I felt I got a bit more tripped up on who would draw for what in certain situations in this game.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> I hate reading rule books mid game, so just went with what I thought made the most sense, and that worked out well enough. This game ended with the players trying to flee up onto the roof while running from a swarm of zombies—no one died! After the game one of the players, Stephanie, made what felt like a really helpful suggestion that likely would have made the game flow a bit better. She thought I didn&rsquo;t include enough downtime between the moments of tension or action. This would have given the players more of an opportunity to interact with one another and with the NPCs.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> If I had simply had some of the NPCs in their enclave push back against their plan it might have shifted how the game played out. In this game the players didn&rsquo;t get a chance to reveal their traumas or past, nor play up their various relationships. The way I was running the games was maybe too close to how I&rsquo;d have run a D&amp;D game. I should watch some zombie films or replay <em>Last of Us</em> to remember that the real monsters in the zombie genre are other people!</p>
<p>I love the rules and structure of this game. I suspect people will hack it or remix it for other genres. I can imagine someone doing a &ldquo;Grotty D&amp;D&rdquo; version, where you replace the bite deck with an ignoble death deck and call it a day.</p>
<p>Character creation was super fast and produced these really interesting people (eg. crotchety priest turned enforcer, a psychotic prize fighter turned xenophobic cult leader). Character creation is quick because you are just dealing out some cards. The slowest part is people talking about the relationships they might have—you deal cards between players to facilitate that. If characters die it’d take seconds to get them back in the game because you wouldn’t do that step again. Death is always on the table in this game, you are fighting zombies after all. I might declare this game to be the most OSR of all the PbtA games. It feels like its in that same headspace, anyway.<sup id="fnref:5"><a href="#fn:5" class="footnote-ref" role="doc-noteref">5</a></sup></p>
<p>The 2d6 dice rolls of your typical PbtA game are turned into a deck of cards: 6 Misses, 3 Edges, an Opportunity, and a Triumph.  (This spread is a bit &rsquo;tougher&rsquo; than the 2d6 distribution would yield.) The cards also work well because there are moves (like helping/hindering another player, going on point, foraging, etc) that involve drawing additional cards from that deck. You know how many cards of each type are in the deck, so can think through how helpful or not that will be. Drawing from the deck felt a bit like a ritual. There was a bit of a pause and some tension while people picked their cards and flipped them over for everyone to see.</p>
<p>There is a separate deck for seeing who gets bitten by a zombie. Unlike the “2d6” deck this one isn’t reshuffled. You draw a card and see if you are safe, threats escalate, or you are bitten. Players know there is one bite card. Each player that avoids it is making it more likely for the next player to draw.<sup id="fnref:6"><a href="#fn:6" class="footnote-ref" role="doc-noteref">6</a></sup> Everyone knows that card is coming, soon. A good source of tension.</p>
<p>I really liked Zombie World. I haven&rsquo;t run a game in ages, and this felt incredibly easy to run. I took it out of my bag Friday afternoon, we made characters quickly, and just started playing. That it&rsquo;s all cards really feels like it changes the whole dynamic of the game. This feels like the sort of game you could trick people into playing RPGs with. It sounds like my real copy should arrive in June, which is when I expect the game to go on sale. Keep your eyes open.</p>
<p>This is the hotness.</p>
<p><img src="/assets/img/zombie-world-after.jpg" alt="After our Zombie World game"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Love that guy!&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Joe DeSimone! You thought he was just a cartoon head on Twitter, but no, he&rsquo;s real.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>I probably should have watched <a href="https://www.kickstarter.com/projects/1277034820/zombie-world-a-card-based-tabletop-rpg-of-zombie-h">the videos on the Kickstarter page</a>.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>I also realize thinking back that I am trained from running a lot of old-school D&amp;D to often treat all the social interaction as something managed by player skill. (“Yes, you were convincing, the NPC does what you want!”) In this game some of those interactions are also meant to be possible pivot points for the action. I would often have NPCs do what the players say because it sounded like a convincing plan to me. Or players would &ldquo;open up&rdquo; or &ldquo;get in each other&rsquo;s faces&rdquo; without having to draw and see how that interaction gets complicated.&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:5">
<p>A close contender would be the absolutely amazing <em>The Warren</em>. Perhaps the only thing really holding it back from claiming that title is that it’s a game about rabbits.&#160;<a href="#fnref:5" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:6">
<p>This reminded me of the &ldquo;trap&rdquo; card in Kingdom Death monster.&#160;<a href="#fnref:6" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/zombie-world/"/>
    <published>2019-03-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/carcosa-and-canon/</id>
    <title>Carcosa and Canon</title>
    <updated>2019-03-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>For a little over a year I ran a biweekly OD&amp;D game set in the doomed world of <a href="/review/carcosa/">Carcosa</a>. My goal was to play up the more silly and gonzo setting elements of Carcosa: the aliens, mutant dinosaurs, etc. Carcosa was the first setting I encountered that some how managed to communicate what it was all about, while leaving so much up to the individual GM to figure out.</p>
<p>One day I will make a zine for my Carcosa game, and when I do it&rsquo;ll open with these quotes.</p>
<blockquote>
<p>I have always been reticent about answering questions about Carcosa. There is no Single Ideal Carcosa to which other referees&rsquo; Carcosas must conform. I tried with Carcosa to lightly sketch (but in lurid colors) a weird world of nightmare. I want to awaken feelings of the weird and of horror and of awe with Carcosa, such that the referee can then use Carcosa to satisfy within himself and his players the deep desire for darkness and the weird.</p>
<p>I shudder to think of rules lawyers or canon lawyers playing their tricks with my books. The books are meant for the opposite use, the use of creative and imaginative referees who basically say when reading my books, &ldquo;Ah, I see what you&rsquo;re trying to do here. Let me finish all your sentences for you.&rdquo; I never want to effectively tell a referee to sit down and shut up. — <a href="http://odd74.proboards.com/thread/9927/rpgpundit-hates-isle-unknown">Geoffrey McKinney on ODD74</a></p>
</blockquote>
<blockquote>
<p>Of course anyone can do anything he likes with Carcosa. There is no One True Wayism about Carcosa, nor is there an &ldquo;Official&rdquo; Carcosa. My attitude towards my creations is that of Gary towards D&amp;D in 1974, not Gary towards AD&amp;D in 1982. — <a href="http://www.dragonsfoot.org/forums/viewtopic.php?p=1146625#p1146625">Geoffrey McKinney on Dragonsfoot</a></p>
</blockquote>
<blockquote>
<p>My words do not even pretend to be Official Carcosa. There is no such thing as &ldquo;Official&rdquo; Carcosa. There is only YOUR Carcosa. Do with it as you will, and may the Old Ones mutate your thoughts into an indescribable campaign. — <a href="http://www.dragonsfoot.org/forums/viewtopic.php?p=1521972#p1521972">Geoffrey McKinney on Dragonsfoot</a></p>
</blockquote>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/carcosa-and-canon/"/>
    <published>2019-03-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kill-team/</id>
    <title>Kill Team</title>
    <updated>2019-01-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/anthrodact-1-skitarii.jpg" alt="Anthrodact 1 Skitarii"></p>
<p>One of the more interesting 40K games Evan and I played was with my cousin using a mission Evan cooked up: <a href="http://save.vs.totalpartykill.ca/play-report/play-report-7-imperial-guard-vs-custodes/">his Navigator Scribeguard (Imperial Guard) against a mix of the recently awoken Blood Mormont Primaris Space Marine chapter and Adeptus Custodes</a>. He ended up winning, managing to get a unit off the board to spread heresy!</p>
<p>That was a proper game of 40K, but many of the games Evan and I have played have been with model counts far closer to skirmish games. I was excited when Games Workshop first announced <a href="https://warhammer40000.com/kill-team/">Kill Team</a>, official skirmish rules for 40K. The game sounded like exactly the sort of thing I was looking for: a bigger focus on narrative gaming with rules that are straightforward and modern.</p>
<p>I picked up <a href="https://www.warhammer-community.com/2018/07/05/5th-july-kill-team-the-game-youve-been-waiting-forgw-homepage-post-2/">the Kill Team boxed set</a> a few days after it launched. My original plan was to get the rule book, but I am a sucker for these boxed sets. The game comes with a lot of terrain and sprues for two kitbash friendly units I have been interested in: <a href="https://www.games-workshop.com/en-CA/neophite-hybrids-2016">Genestealer Cult Neophyte Hybrids</a> and <a href="https://www.games-workshop.com/en-CA/Skitarii-Rangers-2017">Skitarii Rangers/Vanguard</a>. I have wanted that cultist box for a while. It seems like the base for a lot of interesting modelling projects.</p>
<p>We played one game of Kill Team to test out the rules, playing a simple mission that continued on from the 40K mission mentioned earlier. I made a small Space Marine list from the miniatures I had on hand for our first game and made up a mission that picked up where our last 40K game left off. The mission tweaked the ambush mission from the core Kill Team rule book.</p>
<p>After that game there was a big gap in our gaming. I started building a new Kill Team mixing the sprue that came in the boxed set together, dubbing the models the <a href="https://www.instagram.com/stories/highlights/17963755036167889/">Skitarii Dravidian</a>. (The Skitarii Rangers in the squad are all named after Tamil numerals.) Evan started work building <a href="https://www.instagram.com/p/Bq28VAlHCGm/">new Imperial Guardsmen</a> out of some sprues our friend Gus sent him some time ago. These two forces served as the inspiration for a narrative campaign we are trying to get going: <a href="https://docs.google.com/document/d/1uCduydkD8j_QxNAdQbFDXwkMA5X2lfp9sybFYE7rTNg/edit#">The War of the Intolerable Question</a></p>
<p><img src="/assets/img/anthrodact-1-guard.jpg" alt="Anthrodact 1 Guard"></p>
<blockquote>
<p><em>Like a glittering toxic icicle, Shentech’s manufactorum needle hangs above the infamous hive world of Necromunda, just outside the jurisdiction of Lord Helmawr. No one goes there, and no one leaves–but the manufactorum isn’t idle.</em></p>
<p><em>Once a year, a single, battered, yellow canister grav-chutes to a disused landing pad in the spires of Hive Primus. Marked with the Shentech seal, the canister is claimed as salvage, assayed by Helmawr’s inspectors as pharmaceutical compounds, then sold to the waiting Shen agent for a tidy profit. What happens then, precisely how this compound is employed, is a secret of the Navigator House. Or it was until recently, when a report from an Astartes Kill Team on Salmagundi showed the same Shentech canisters present on the planet of the Blbliarchs. The compound was being used somehow in their hypno-savant training.</em></p>
<p><em>It was yet another link between Salmagundi and their recidivist employers, the Navigators of House Shen. For the Custodes, the revelation of the compound offered a tantalizing opportunity to smash one of House Shen’s few verifiable assets–and destroy or damage the capacities of their legal team in the process.</em></p>
<p><em>The Custodes mobilized one of their many assets on Necromunda: a zealous and crudely innovative local church of the God-Machine. Well-equipped and motivated to learn the secrets of the Needle and stamp out any techno-heresy they might find there, the ops team was shuttled to orbit for the assault.</em></p>
<p><em>Debris and dust filling the landing bays showed the station had been inviolate for centuries. Beyond the airlock were dignitaries of the Needle’s degenerate laborii tribes, long-limbed and twisted parodies of their dutiful, hive-dwelling counterparts, planetside. The language was barely comprehensible but the invaders knew instantly that their smash-and-grab mission was going to be more challenging than they’d thought: the laborii were many; and might cling impudently to life. What was worse–the station possessed its own dedicated security detail–somewhere deep in the needle, a force of vat-spawned guardians were rising from their dormant state. The worshippers of the machine god made camp as the sour notes of an ancient klaxon wailed.</em></p>
</blockquote>
<p>There are two forces in play to start, Evan’s vat grown soldiers tasked with defending the manufactorum and my rag-tag Skitarii elimination clade who have invaded. Perhaps in later games we will introduce other units or factions—if we build anything interesting or someone else ends up joining our games. We know there is one weird faction on the station itself to start, the Labourii. Evan came up with 6 regions in the station, and I helped expand them all so they each had 2 areas you can interact with if you win the mission. These provide some additional hooks for the game. We also press-ganged our online friends into helping us come up with <a href="https://docs.google.com/spreadsheets/d/1XvXNDwaNd-Bveq5KQtKX0H032h0xeaO2CQwNlbPuQqI/edit#gid=0">a d66 table of events</a> to have happen after each mission.</p>
<p><img src="/assets/img/anthrodact-1-skitarii-vs-guard.jpg" alt="Anthrodact 1 Skitarii Vs Guard"></p>
<p>We have played 2 missions so far, a little bit hodgepodge as we settle into the game and try and figure out how to best run a campaign. It’s been fun to build and paint something with a concrete goal and purpose in mind. I’m thinking about other models that would fit in with the theme of this campaign to build as well.</p>
<p>Kill Team is a fun system. It&rsquo;s quite simple: if you are familiar with 8th Edition Warhammer 40K you&rsquo;ll understand most of what&rsquo;s going on. The turn structure mirrors 40K, but besides the movement phase, all other actions are done in an &ldquo;I go, you go&rdquo; fashion. List building is much simpler, as the set of models available for you to use is so small. The game seems like a good introduction to Warhammer 40K, which I assume is quite purposeful on Games Workshop&rsquo;s part.</p>
<p>I have been digging into Necromunda to get ideas for our campaign. Necromunda offers up a slightly more complex skirmish ruleset, but one that I think suffers from its mix of old and new style rules. With Kill Team there is no arguing about whether a unit is hit by an explosion&rsquo;s template or not, for example. Necromunda&rsquo;s advantage is a much richer campaign system, more interesting lists of weapons for your units, more complex rules for injuries and experience, etc.</p>
<p>I&rsquo;m hopeful Evan and I can get something interesting going with this Kill Team game. Let&rsquo;s see.</p>
<p><img src="/assets/img/anthrodact-1-skitarii-vs-guard-ii.jpg" alt="Anthrodact 1 Skitarii Vs Guard Ii"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kill-team/"/>
    <published>2019-01-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/kill-team-commanders/</id>
    <title>Kill Team Commanders</title>
    <updated>2018-10-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I picked up <a href="https://www.games-workshop.com/en-CA/Kill-Team-Commanders-2018-eng"><em>Kill Team Commanders</em></a> over the weekend, despite my better judgement. It’s a small boxed set (a rule books, some cards, and some tokens) that add rules for fielding stronger “commander” units in your games of Kill Team. If you’re on the fence about this expansion, here are my quick thoughts:</p>
<ul>
<li>It&rsquo;s 100% not worth whatever they are charging for it where you live. It&rsquo;s probably a smarter move to pay the extra $50 and get the Rogue Trader boxed set that comes with all those crazy minis—but doesn&rsquo;t have all these new rules.</li>
<li>No matter, because there are hardly any new rules of note: the rule book is basically a codex of commander units for all the original <em>Kill Team</em> factions. You can probably imagine what rules for fielding a command might look like, and they’d be close to what Games Workshop has published in this expansion.</li>
<li>So, if you are bored of regular <em>Kill Team</em> and want some new units to muck around with, there are a bunch of them fleshed out for you.</li>
<li>There is a lot of recycled artwork. Perhaps all of it?</li>
<li>Commanders can pick up new specialisms unique to them, which are flavourful. If you give no fucks about balance you can use them in your narrative campaign with your random fancy kit bashed miniatures.</li>
<li>There are 12 new missions, which I am always a fan of. (Though, they are mostly commander friendly variants of the missions in the original book.)</li>
<li>It comes in a surprisingly nice box. I assume this is what you are paying for. The box fits the new rule book along with the original one.</li>
</ul>
<p>If you’re wondering why I reviewed this expansion before reviewing <em>Kill Team</em> proper, i’m wondering the same thing. I love <em>Kill Team</em> and have too much to say about it, I suppose. Now that’s a boxed set worth buying.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/kill-team-commanders/"/>
    <published>2018-10-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/osr-opml/</id>
    <title>OSR OPML</title>
    <updated>2018-10-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>This title sounds extra nerdy because it is extra nerdy, but this is a nerdy hobby and being extra nerdy can sometimes be good. Assuming you aren&rsquo;t already using a feed reader of some sort, here are some things you should do now.</p>
<ol>
<li><a href="/grab-bag/osr.opml">Download the OSR OPML file to your computer</a>, and remember where you put it.</li>
<li>Go to <a href="http://feedly.com.">feedly.com</a>.</li>
<li>Click on the grey &ldquo;import OPML&rdquo; button.</li>
<li>It&rsquo;ll ask you to make an account. You can simply use Facebook, Google, or Twitter to log in, or make your own Feedly account.</li>
<li>You will see a box where you can drag and drop an OPML file. That&rsquo;s the file you downloaded earlier! Drag that thing over!</li>
<li>That will upload it to Feedly.</li>
<li><a href="https://docs.google.com/spreadsheets/d/10qvE1s62UA55pleTW54RAZZw-oJQV8yYGZb_UtYo9TE/edit#gid=0">That&rsquo;s all the OSR blogs people have collected so far</a>, and now you can read them all aggregated together and it&rsquo;s wonderful.</li>
</ol>
<p>A feed reader will check for updates from your blogs, grab them all, and display them as one long stream of posts. It&rsquo;s very convenient.</p>
<p>I&rsquo;ll update the file daily or something, as people add more blogs to that Google Doc. If you are already using Feedly or some other feed reader they are normally smart enough that you can import an OPML file and it&rsquo;ll figure out what&rsquo;s a duplicate. I&rsquo;ve re-imported this file a few times to test and it seems to work out fine. If you want your blog or another blog to be part of this giant OPML file, simply add it to <a href="https://docs.google.com/spreadsheets/d/10qvE1s62UA55pleTW54RAZZw-oJQV8yYGZb_UtYo9TE/edit#gid=0">the original Google Doc</a>: my scripts will eventually find the change and update the OPML file.</p>
<p>For those of you who care about this sort of thing, <a href="https://github.com/funkaoshi/osr-opml">the code that makes this all go lives on Github</a>. I also have <a href="/grab-bag/osr.json">the same information available as JSON</a>. I&rsquo;m sure someone can think of something creative to do with that.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/osr-opml/"/>
    <published>2018-10-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/emthe-dolorous-stroke/em-x-warhammer-40000/</id>
    <title>&lt;em&gt;The Dolorous Stroke&lt;/em&gt; x Warhammer 40,000</title>
    <updated>2018-08-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Now that I am basically a full on war gamer I was happy to see that OSR superstar <a href="http://cavegirlgames.blogspot.com/">Emmy Allen&rsquo;s</a> latest endeavour was a skirmish game. <a href="https://www.wargamevault.com/product/249660/The-Dolorous-Stroke"><em>The Dolorous Stroke</em></a> is <a href="http://cavegirlgames.blogspot.com/2018/08/i-wrote-wargame-and-you-should-buy-it.html">inspired</a> by <em>Inquisitor</em>, the Lord of the Rings skirmish game, Arthurian stories, and <a href="http://www.exprofundis.com/introducing-aos28-inq28-meets-age-sigmar/">Dark Age Of Sigmar / AoS28</a> kit bashed miniatures. I am down for all of that.</p>
<p>I have a few miniatures from <em>Kingdom Death</em> that might work in this sort of setting. I could likely make a neat Dark Souls inspired knightly retinue. The game has a really lovely implied setting—which I will now ignore for the rest of this post. I have a ton of Warhammer 40,000 miniatures, and I&rsquo;d really like to use them with these rules.</p>
<p>Emmy provides a ton of advice in her game about how to make your characters. For each stat she outlines what reasonable numbers should be. She provides various examples for different types of characters so you can get a sense of what a scholar knight or a monk or an acrobat might be. Using a model&rsquo;s stats from 40K as a guide it shouldn’t be too difficult to use the rules of <em>The Dolorous Stroke</em> to play games set in the Grim Darkness of the Far Future.</p>
<p><img src="/assets/img/play-report-5-plague-marines.jpg" alt="Warhammer Minis"></p>
<p>In 40K we have the following stats for a character: Movement, Weapon Skill, Ballistics Skill, Strength, Toughness, Attacks, Wounds, Saves, Leadership. We can use these as a guide to creating characters for <em>The Dolorous Stroke</em>, whose attributes are: Speed, Accuracy, Prowess, Strength, Toughness, Wits, and Education.</p>
<p>Movement maps to Speed and we can more or less use the value as written. 6” movement in 40K is quite common, but in Emmy’s game it seems like 5” is closer to the norm. You should probably subtract 1” from most 40K characters Movement attribute to get your new Speed score. (Note that this may make some characters—like Plague Marines—particularly slow.)</p>
<p>Ballistics Skill maps to Accuracy and Weapons Skill to Prowess. In Warhammer you roll over your skills on a d6. A Ballistics Skill of 3+ (like that of a Space Marine) would be equivalent, more or less, to an Accuracy of 6. Here we use Emmy’s advice that you are usually trying to roll low on a d8. The way you roll with your Prowess stat in combat differs from how your Weapons Skill is used in 40K, but I think it’s reasonable to map scores the same way.</p>
<table>
  <thead>
      <tr>
          <th style="text-align: left">BS/WS</th>
          <th style="text-align: left">Rough Accuracy/Prowess</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td style="text-align: left">2+</td>
          <td style="text-align: left">7+</td>
      </tr>
      <tr>
          <td style="text-align: left">3+</td>
          <td style="text-align: left">6</td>
      </tr>
      <tr>
          <td style="text-align: left">4+</td>
          <td style="text-align: left">5</td>
      </tr>
      <tr>
          <td style="text-align: left">5+</td>
          <td style="text-align: left">3-4</td>
      </tr>
      <tr>
          <td style="text-align: left">6+</td>
          <td style="text-align: left">1-2</td>
      </tr>
  </tbody>
</table>
<p>Strength and Toughness serve the same purpose in both 40K and <em>The Dolorous Stroke</em>, though the way the numbers are used differ. Emmy suggests you use the value of 4 or 5 for a typical human. In 40K most human characters have a Strength and Toughness of 3. Space Marines have a toughness of 4. Plague Marines a toughness of 5. Numbers of 6 or higher are usually reserved for giant robots, tanks, dreadnoughts, etc. I think I would map things as follows:</p>
<table>
  <thead>
      <tr>
          <th style="text-align: left">40K S/T</th>
          <th style="text-align: left">TDS S/T</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td style="text-align: left">2</td>
          <td style="text-align: left">2-3</td>
      </tr>
      <tr>
          <td style="text-align: left">3</td>
          <td style="text-align: left">4-5</td>
      </tr>
      <tr>
          <td style="text-align: left">4</td>
          <td style="text-align: left">6-7</td>
      </tr>
      <tr>
          <td style="text-align: left">5</td>
          <td style="text-align: left">7-8</td>
      </tr>
      <tr>
          <td style="text-align: left">6</td>
          <td style="text-align: left">8-9</td>
      </tr>
      <tr>
          <td style="text-align: left">7+</td>
          <td style="text-align: left">10</td>
      </tr>
  </tbody>
</table>
<p>Characters that have multiple attacks in 40k (an Attacks score greater than 1) should be given combat abilities in <em>The Dolorous Stroke</em> that highlight the fact they are proficient fighters. Characters with high Leadership scores may also deserve some skills to highlight that—like the aptly named Leadership skill for example.</p>
<p>A characters Saves attribute in 40K is usually an indication of how good their armour is, or some hint at their natural resilience. Space Marines generally have a score of 3+, with Terminator Armoured characters or heroes being given 2+ saves. The lighter armour of a Guardsmen is usually a 5+ save. These numbers can be used as a guide when deciding the bonuses of the armour in <em>The Dolorous Stroke</em>. I would treat a Guardsmen as having +1 armour (Light Armour) while a Space Marine would be +3 (Heavy Armour and a Helment).</p>
<p>The last two attributes in <em>The Dolorous Stroke</em>, Wit and Education, don’t map to anything in 40K. You should likely use your judgement here, based on how you imagine your particular character.</p>
<p>All characters in <em>The Dolorous Stroke</em> can take at most 7 hits before they die (as you lose 2 Blood cards per hit). You will likely die sooner because of injuries or other circumstances. To represent characters who have more wounds in 40K, you may want to give them skills that limit the ways they lose blood or take injuries.</p>
<p>I would treat Psyker’s in 40K as Magic-Users in <em>The Dolorous Stroke</em>. You can re-skin existing spells or make up new ones as required. In 40K a Psyker risks danger when they manifest powers from the Warp. I would tweak spell casting in Dolorous Strike so that drawing an Ace or a King results in possible peril from the warp. The most straight forward thing to do is have the Psyker lose some number of Blood cards. If the Psyker dies you should have the units around them affected by the turmoil of the Warp. Maybe they explode. Maybe a demon erupts from their body.</p>
<p>I would simply re-skin existing weapons in <em>The Dolorous Stroke</em> for your 40K characters, using their existing Weapon Profiles from 40K as a guide. You can represent weapons that do more damage in 40K by having them result in the loss of more Blood cards. <em>The Dolorous Stroke</em> is straightforward enough that coming up with bespoke weapons should be easy enough.</p>
<p><img src="/assets/img/play-report-6-endoguard-on-objective.jpg" alt="Gaurdsmen"></p>
<p>I haven&rsquo;t actually tried using any of these suggestions in a game. I haven&rsquo;t even played <em>The Dolorous Stroke</em> yet! At first glance it looks to be a very cool game, and I suspect a lot of people will be talking about it sooner rather than later. I&rsquo;ll report back if these ideas work out or not. (Or, maybe you can tell me if they worked for you.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/emthe-dolorous-stroke/em-x-warhammer-40000/"/>
    <published>2018-08-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2018/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2018</title>
    <updated>2018-08-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Are the <a href="http://www.ennie-awards.com/blog/">Ennies</a> good now? I certainly recognize more of the books and people that get nominated. I’m not sure that’s a sign they are good, or just a sign that the scene I love is getting the broader recognition it deserves. With that recognition comes a shit show of grief as the older darlings of these awards lament being cast aside for new D&amp;D stupidness.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> I suppose that’s the problem with being the Teen Choice Awards of RPGs: teenagers are fickle creatures.</p>
<p><a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> are my answer to the Ennies. They are a reflection of my singular tastes. Are my tastes good? Yes. Yes they are, obviously. (Why else are you reading this dumb blog post?) These are all books I love for inscrutable reasons that are mine alone. Maybe you will like them too.</p>
<p>To be considered for an award a book must have been purchased by me in the previous calendar year. The books mentioned are all from 2017. Maybe you’ve blocked that year out. It was a pretty shitty one. Anyway, that’s basically the only rule here. Most everything else is made up as I go.</p>
<h2 id="best-game-daniel-sell-and-jeremy-duncan-for-troika">Best Game: Daniel Sell and Jeremy Duncan for <a href="https://melsonian-arts-council.itch.io/troika">Troika</a></h2>
<p><img src="/assets/img/troika.png" alt="Troika"></p>
<p>There is something captivating about Troika. Daniel has managed to capture the weirdness of 80s UK fantasy in this love letter to Advanced Fighting Fantasy. Troika is a simple game with delightful art by Jeremy Duncan. Much of the book is filled with backgrounds for characters, and this is where the weird British fantasy is at its strongest. If you just want to play D&amp;D, you can steal these backgrounds along with Troika’s superlative initiative rules and take your game to the next level.</p>
<h2 id="best-setting-book-patrick-stuart--scrap-princess-for-veins-of-the-earth-with-layout-by-jez-gordon">Best Setting Book: Patrick Stuart &amp; Scrap Princess for <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=262">Veins of the Earth</a> (with layout by Jez Gordon)</h2>
<p><img src="/assets/img/veins-of-the-earth.png" alt="Veins In The Dark"></p>
<p>The most expensive book I own, perhaps. One of the most beautiful. It’s comically thick. Scrap Princess’s art falls on almost every page, which has been typeset with care by Jez Gordon. Patrick’s writing is excellent, as usual. This is best book Patrick and Scrap have done. It’s such an imaginative retelling of one of the most common parts of D&amp;D: the mythic underworld. Everything in this book feels new and fresh. Patrick’s Olm and Knotsmen should become as iconic as the Drow and Ithilids of D&amp;D. This book includes some of Scrap’s best artwork. She manages to hint at the horror that exists in the darkness of Patrick’s underworld. There is so much going on in this book it can be overwhelming. It’s a delight to read and re-read. Patrick is such a fountain of creativity I look forward to what he will produce next.</p>
<h2 id="best-god-damn-book-of-2017-jacob-hurst-gabriel-hernandez-evan-peterson-and-donnie-garcia-for-the-dark-of-hot-springs-island">Best God Damn Book of 2017: Jacob Hurst, Gabriel Hernandez, Evan Peterson and Donnie Garcia for <a href="http://shop.swordfishislands.com/">The Dark of Hot Springs Island</a></h2>
<p><img src="/assets/img/hot-spring-isles.png" alt="Hot Spring Isles"></p>
<p>The Dark of Hot Springs Island is exactly the sort of book I love: it’s well written, well laid out, the art is great, and the book itself is pretty fucking fancy. The Dark of Hot Springs Island is a refreshing take on how you write and publish a hex crawl, and perhaps adventures in general. Many recent hex crawls look to take a lot of inspiration from Carcosa (itself taking inspiration from old Judges Guild modules). They are terse and compact. You are expected to divine a lot about the world by reading the descriptions and making connections between them.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> In contrast to something like Carcosa, Hurst presents his world with far more clarity and verbosity. Jacob has thought hard about what work a DM would need to do to run his adventure, and figured out how to make that task easier. There are tables and useful locations and advice throughout the book. It’s very clear how to use the book to run the setting presented, something many books don’t do well. This is what I found most compelling about the book, and why I ended up picking it over Veins of the Earth.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> This book is engineered to encourage the sort of emergent story telling people enjoy about OSR games.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup></p>
<h2 id="honourable-mentions">Honourable Mentions</h2>
<p>All my love to Adam Poots for making <a href="http://kingdomdeath.com/">Kingdom Death Monster</a>, <a href="http://www.melsonia.com/product/fever-swamp">Fever Swamp</a> by Luke Gearing, <a href="https://questingbeast.itch.io/maze-rats/purchase">Maze Rats</a> by Ben Milton, <a href="http://www.drivethrurpg.com/product/205832/Fleshscape">Fleshscape</a> by Emanuele Galletto, <a href="http://www.magpiegames.com/category/bluebeards-bride/">Bluebeards Bride</a> by Whitney Beltrán, Marissa Kelly, and Sarah Richardson, and the <a href="http://www.lulu.com/ca/en/shop/evlyn-moreau/chromatic-soup-01/paperback/product-23375918.html">Chromatic Soup</a> zines by Evlyn Moreau. Fever Swamp in particular was on the cusp of taking one of the top spots. It’s a lovely dense little adventure that looks like a weird children’s book. But, like the Highlander, there can be only three.</p>
<p>I also have to give an extra special shout out to Games Workshop for their Dark Imperium boxed set. Warhammer 40K has me enraptured. I was tempted to pivot these awards so they were just selections of the best miniatures of 2017. RPG nerds of 2018: you are in competition with Necromunda and Kill Team. Don’t fuck it up.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://www.darkerhuestudios.com/shop/harlem-unbound-core-book">Or indie hotness as the case may be.</a>&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Just so we&rsquo;re all on the same page: I love these sorts of books.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>The drafts of this post has had the two books trade spots several times as I got closer to my deadline to publish. They are very different books I love in very different ways. Veins of the earth is unbelievably creative. It&rsquo;s so good I want to eat it. But, at the end of the day, the idiot part of me will always love a book that holds my hand when playing D&amp;D. Also, how many times does Patrick need to win the top spot? The man needs to share the love.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>The companion players guide is also fantastic and deserves a shout out for being one of the few times I’ve read enjoyable game fiction.&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2018/"/>
    <published>2018-08-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/warhammer-40000-the-thirst-is-real/</id>
    <title>Warhammer 40,000: The Thirst is Real</title>
    <updated>2018-06-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/painted-dark-imperium.jpg" alt="Painted Dark Imperium"></p>
<p>I bought the new edition of <a href="https://necromunda.com/"><em>Necromunda</em></a>, Game Workshops miniatures skirmish game about gangs in the 41st millennium. How did I even get here?</p>
<blockquote>
<p>I don&rsquo;t imagine anyone else I know buying any of this stuffs, so I might just treat this starter set like a (god damn expensive) board game and leave it at that. I think there are enough people in Toronto I can scam into playing with me. (Evan being the most obvious.) When I asked my wife if she&rsquo;d play Warhammer 40K if I bought the boxed set she said &ldquo;no&rdquo;, but the way she said it was, &ldquo;no—you fucking idiot of course I won&rsquo;t play it.&rdquo; My cousin lives down the road and is a gamer nerd. Will report back on just how dumb a purchase this was in a few months.</p>
</blockquote>
<p>These were my thoughts after opening the box to <a href="/blog/warhammer-40k/"><em>Warhammer 40,000: Dark Imperium</em></a>, the new boxed set for the Warhammer 40K game. This was a year ago, give or take. It was a gift to myself for having to deal with a crazy client upgrade at work. I don’t really remember why I was so fixated on this particular boxed set. I had seen it the week before, and in a moment of stress went off to buy my own copy.</p>
<blockquote>
<p>I don&rsquo;t imagine anyone else I know buying any of this stuffs …</p>
</blockquote>
<p>I was wrong. Warhammer is like smoking. You never really quit.</p>
<p>Evan helped me get started with painting, and then quickly fell back into the game. He still had a Tau army, which we played our first game of this new edition with. He then sold it off for store credit at the shop so he could start a new Adeptus Mechanicus &amp; Imperial Guard army. (His units are all kit bashed and crazy—really quite amazing.) We would meet to play games of 40K every few months, depending on our schedules.</p>
<p>What’s funny is that people who don’t live near me also got sucked back into Warhammer, likely due to my incessant posting in <a href="https://plus.google.com/+RamananS/posts/HACYJre6LTo">my secret Warhammer 40K G+ thread</a>. I chat with Patrick (from <a href="http://falsemachine.blogspot.com/">False Machine</a>) often about Warhammer 40K, and in the time we started talking he went from sitting on the side lines to buying and painting up a cool Rainbow Warriors Space Marine army. I’m not sure if I should feel good or bad about that. A few other G+ gamers will chime in to talk about Warhammer. 8th Edition looks to have helped get a lot of people back into the game.</p>
<blockquote>
<p>… I might just treat this starter set like an (god damn expensive) board game and leave it at that …</p>
</blockquote>
<p>I was wrong. Warhammer is a giant money hole.</p>
<p>Between <em>Dark Imperium</em> and <em>Necromunda</em> there has been a lot of minis. I ended up enjoying the building and painting part of the hobby much more than I thought I would. So, I quickly started spending money so I would have more things to paint. (And eventually started spending money when I had things half painted. Like some sort of idiot.)</p>
<blockquote>
<p>… Will report back on just how dumb a purchase this was in a few months.</p>
</blockquote>
<p>I mean, Warhammer is expensive, so in that regards it was stupid to decide to get into the hobby. On the other hand, I do build and paint and play with the miniatures. Warhammer more or less supplanted much of the gaming I did in 2017 and thus far in 2018. It has become my nerdy hobby of note. I have come to love Warhammer a lot. So, a year later I&rsquo;m going to say this wasn&rsquo;t a dumb purchase.</p>
<p>I&rsquo;ve written up several play reports now of the games Evan and I have played at the Sword and Board, from <a href="http://save.vs.totalpartykill.ca/play-report/play-report-2-imperial-guard-vs-death-guard/">our modest skirmish sized battles</a> to a big <a href="http://save.vs.totalpartykill.ca/play-report/play-report-6-death-gaurd-vs-blood-angels-vs-imperial-guard/">3-person game with my wife&rsquo;s friend Devlin</a>. 8th Edition is an excellent version of the game. It&rsquo;s quite straight forward compared to what I remember playing when I was a kid—though I might just not remember Warhammer Fantasy very well. I have heard complaints the game is too random and not strategic enough, which is likely fair, but I wouldn&rsquo;t say that&rsquo;s had much impact on how much fun i&rsquo;ve had playing. There have been so many fun and funny moments in the games I&rsquo;ve played so far.</p>
<p>Now I need to organize a Necromunda campaign.</p>
<p><img src="/assets/img/necromunda-escher-gang-1.jpg" alt="Necromunda Escher Gang 1"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/warhammer-40000-the-thirst-is-real/"/>
    <published>2018-06-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/adeptus-custodes-and-space-marines-versus-imperial-guard-suffer-not-the-heretic-to-live/</id>
    <title>Adeptus Custodes and Space Marines versus Imperial Guard: Suffer not the Heretic to Live</title>
    <updated>2018-06-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/play-report-7-scribeguard.jpg" alt="Play Report 7 Scribeguard"></p>
<p>Evan and I managed to get together again after quite some time to continue playing some Warhammer. In a change of pace, he designed the narrative mission we would play ahead of time. In the past, I’ve tried to inject a narrative on top of the Open War missions we would randomly generate and play. What he came up with was a lot of fun, and also a lot more narratively interesting.</p>
<p>He tweaked the rules for the Ambush mission described in the core rulebook, adding a lot of narrative flare.  Briefly, the <em>Scribeguard</em> (Imperial Guard) had spoke a great heresy against the Emperor of Mankind, and would now have to face the agents of his wrath. The Anti-Heretic Shield Company <em>His Light From Holy Terra</em> (Adeptus Custodes) and the newly awoken Primaris Space Marine Chapter the <em>Blood Marmots</em> were sent to ambush these blasphemers and make sure none would live to speak again. Evan would win outright if he could get half his infantry off the board, and it would be a draw if even one of these blasphemous units managed to escape. The Custodes would win if they could kill all the Scribeguard infantry outright.</p>
<p>My cousin was in charge of playing the Space Marines, so Evan added a twist to the whole battle. Every time the Space Marines fought the infantry of the Scribeguard, they ran the risk of being turned to their side. As Evan descirbed it, “Every time any Blood Marmot unit participates in a fight phase with a Scribeguard unit, roll a dice for each Blood Marmot unit at the end of the phase to test the the Marines’ loyalty. On 5+ their Blood Marmots hear all the proof they need that the Emperor is perhaps actually maybe dead and they turn against the Custodes.”</p>
<p>Evan’s Army had grown since we last played. He now had two tanks and a whack of newly painted and kitbashed models. My army was as follows:</p>
<ul>
<li>Shield Captain</li>
<li>Vesilus Praetor</li>
<li>4-Man Custodian Guard Squad</li>
<li>Captain in Gravis Armour</li>
<li>Primaris Ancient</li>
<li>5-Man Intercessor Squad</li>
<li>5-Man Hellblaster Squad</li>
</ul>
<p><img src="/assets/img/play-report-7-hellblasters.jpg" alt="Play Report 7 Hellblasters"></p>
<blockquote>
<p><em>Captain Styx of the Blood Marmots gave the order that began the attack. Missiles pummelled the ground from an orbital strike. The sounds of bolter fire filled the air. The Hellblaster squad to his right let loose arcs of molten plasma from their weapons. The tank they hit answered back, obliterating the unit.</em></p>
</blockquote>
<p>After the first round Jana and I were worried this game was going to be a cake walk for Evan. His tanks made quick work of what we had hoped would be our tank-killing unit, the Hellblasters. Evan&rsquo;s infantry were quick footed and began their sprint towards the end of the board. We were lucky that the orbital strike Jana called in hit both of Evan’s commanders (though no one else!) which meant he couldn’t give any orders to his units that first turn. My Custodian Guards were a bit out of the way initially, as I wanted them out of the view of the tank. I probably could have been more aggressive with their placement.</p>
<p><img src="/assets/img/play-report-7-tank-killers.jpg" alt="Play Report 7 Tank Killers"></p>
<blockquote>
<p>The Custodian Guard surged forward, tearing through some helpless Scribeguard infantry on their way to the tank that had moments earlier killed their comrades. Their power weapons quickly turned the weapon to scraps. Their rage would not be satiated till all these traitorous heretics lay dead.</p>
</blockquote>
<p>Then it felt like things were flipping. My custodian guard charged forward and managed to kill the infantry Evan had sent forward to block their path. They consolidated towards the tank, and were able to kill it the following round. This continued from round to round. They removed a lot of models from the board. The Captain in Gravis armour also made his way towards the infantry and started cutting them up with his power sword. Evan’s army was crumbling, but he still managed to get a couple models past us: a single infantry, and a commander.</p>
<p>Evan also had one more tank, which managed to kill off two of my Custodian Guard. His Augmented Ogryn Bodyguard killed the last one. And just like that things and turned once more. Jana and I really needed that unit alive to shoot the two models that were fleeing. At the back of the board we still had a lot of heavy hitters: Jana’s Captain in Gravis Armour, my Shield Captain, and my Vesilus Praetor. (These 3 units were a little over half the points of Evan&rsquo;s entire army!) Unfortunately, those units were all either out of range or didn’t have line of sight to the models fleeing.</p>
<p><img src="/assets/img/play-report-7-fleeing.jpg" alt="Play Report 7 Fleeing"></p>
<p>The last round was full of funny dice rolls. Jana need a 3 to make a charge and failed by rolling snake eyes. Evan’s sole model in one of his units killed himself while shooting overwatch as part of that very charge. Evan almost lost his unit closest to the board because he rolled a 6 when making a morale check. (He used a command point to re-roll, his last one) This same unit then failed to flee because Evan only rolled a 1 when rolling to advance. He ended up getting a draw by having his commander command himself to “move! move! move!”—this let him take two move actions, and allowed him to clear the board.</p>
<p>This was a really fun game of Warhammer. Perhaps the most fun I&rsquo;ve had since we&rsquo;ve started playing.</p>
<blockquote>
<p>For these walking demigods failure was an impossibility. Shield Captain Casius reflected on this briefly as he watched a commander of the Scribeguard scurry away. If failure was impossible than this must be the will of their long silent master: he wanted them to burn this heretical house to the ground.</p>
</blockquote>
<p><img src="/assets/img/play-report-7-run-away.jpg" alt="Play Report 7 Run Away"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/adeptus-custodes-and-space-marines-versus-imperial-guard-suffer-not-the-heretic-to-live/"/>
    <published>2018-06-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/without-the-distance-of-metaphor-or-time/</id>
    <title>Without the Distance of Metaphor or Time</title>
    <updated>2018-04-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>One thing that falls outside the usual discussions of gaming style is the amount of distance any given group or player has towards the game in question—which I think is a shame because I think a giant part of the fun is the distance and, one way or another, I feel like the design of, say, Vampire, D&amp;D-as-marketed-to-adults, D&amp;D-as-marketed-to-kids, Rifts, and Dogs In the Vineyard all imply different levels of distance. Or, perhaps more accurately, the way they&rsquo;re talked about implies different levels of distance.</p>
<p>…</p>
<p>I suspect that when a lot of people say they don&rsquo;t purposefully want to inject heavy &ldquo;relevant&rdquo; themes into their games it&rsquo;s not necessarily because they play to escape reality, but because—like me—when they play they never escape reality, and so any &ldquo;theme&rdquo; always remains at a distance. Injecting a theme which one was genuinely conflicted about into this style of play would be, in some way—for this kind of player—trivializing it. — <a href="http://dndwithpornstars.blogspot.com/2010/03/playing-monopoly-with-squatters.html">Zak Smith—from a 7 year old blog post</a><sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
</blockquote>
<p>As I mentioned in my post about <em><a href="/review/cartel/">Cartel</a></em>, “These <em>Apocalypse World</em> games are at their best when they help the players navigate what might be unfamiliar territory for them.” These games also seem at their most challenging when they push into areas you don’t expect games to go. To my surprise, I found <em>Night Witches</em>—a game about sexism, death, hopelessness and sometimes hope during WWII—really compelling. It’s not the sort of game I normally play. More so, when I first picked it up it struck me as an odd subject to turn into a game. Acting out the lives of women in this hopeless situation <em>seemed</em> like it could be disrespectful.</p>
<p>Playing <em>Night Witches</em> made me rethink some of my thoughts around these “serious” games. <em>Night Witches</em> seems engineered to push the stories it tells in a particular direction.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> This can help keep serious matters serious. <a href="/review/night-witches-reprise/">As I mentioned in my review</a>, it’s quite likely your campaign of Night Witches will feel unrelenting and nihilistic, punctuated by brief moments of joy when you shoot down some Nazis. The gears of the game turn a certain way. The game feels respectful of the story it is helping you tell.</p>
<p><em>Velvet Glove</em> is an <em>Apocalypse World</em> hack where you and your friends play a group of racialized teenage girls living in 1970s segregated small-city America—phew. (I picked it up because it sounded interesting and had a cool cover. I have fast become a fan of these overly specific <em>Apocalypse World</em> hacks.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup>) I’d say it has some thematic overlap with <em>Night Witches</em>. When I first saw <em>Velvet Glove</em> I had the same sort of knee-jerk reaction I did to <em>Night Witches</em>: should <em>I</em> be playing this game? I’ve played plenty of women in my D&amp;D games<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup>, but in the sorts of games I end up playing in the fact you are a playing man or a women is often immaterial. Or, at the very least, I usually play the same sort of genderless adventure person. Not that i’m adverse to playing a game where I’m asked to take on the role of a racialized women, but can I do that experience justice.</p>
<p><em>Night Witches</em> feels like the safer game to play because we are so far removed from the experiences of a WWII Russian fighter pilot. You can invest a lot into the people you play in that game and feel safe knowing you probably won’t be called out for “doing it wrong”. There is a distance between you and the women you’re playing. <em>Velvet Glove</em> hits a lot closer to home. The racism and sexism it’s talking about are very much alive today. It’s likely you know people who deal with the problems <em>Velvet Glove</em> touches upon. As such, playing the characters in <em>Velvet Glove</em> feels like it could be more fraught or difficult. The challenge for game designers making these sorts of games is trying to introduce enough structure to the game that you gently nudge the emergent story in a particular direction. (It’s one way to try and understand and criticize these games.)</p>
<p>This subject and these games are all on my mind again because <a href="https://www.kickstarter.com/projects/marktruman/cartel-a-mexican-narcofiction-tabletop-roleplaying/">the kickstarter for <em>Cartel</em> is happening right now</a>.</p>
<p><em>Velvet Glove</em> and <em>Cartel</em> feel like they come from a similar headspace. They both seem to be a way to talk about how people make hard choices when put in positions where they have limited options. (And perhaps more obviously they both feature protagonists that aren’t White.) Of course, the games diverge in some obvious ways as well. The crimes and delinquency of your teenage girl gang will pale in comparison to the crimes of the cartels. It’s a totally different world. It’s easier to sympathize and empathize with the characters in <em>Velvet Glove</em>. Mark Diaz Truman likely wants us to feel the same way about the characters of <em>Cartel</em>, but for most people that will be a much bigger leap. Mark could have chosen many different topics to tell his story about Mexicans, but he settled on the drug war. (It’s interesting, complex, and exciting, after all.) He outlines both the struggle and ambition of the game he wants to make in <a href="http://www.briecs.com/2018/03/five-or-so-questions-on-cartel.html">an interview he did recently with Brie Sheldon</a>:</p>
<blockquote>
<p>Cartel issues a fundamental challenge to the gaming industry through its mere existence: it forces a mostly white audience to consider what it means to be Mexican, <strong>without the distance of metaphor or time</strong>. In many ways, my game design has been an effort to live up to that challenge, to take seriously the idea that white folks who might not have close relationships with Mexican people might sit down and play through a few days in their lives, not as a joke or a farce&hellip; but as a compelling drama.</p>
</blockquote>
<p>When I saw this interview with Mark this passage caught my eye. (It’s what prompted this post.) Games can lean on the distance of time or the distance of metaphor to help make players feel comfortable playing roles that they might otherwise be uncomfortable playing. (For example, <em>Night Witches</em> uses time, and <em>Monster Hearts</em> uses metaphor.) It feels like Mark is touching on something similar to Zak’s comment above. Half the D&amp;D games I play are filled with amoral murder machines straight out of a Jack Vance novel. These games don’t often feel edgy or complicated because you are so far removed from the characters you are playing.</p>
<p>You can’t mention Cartel without someone else jumping in to tell you glamourizing the Mexican cartels is despicable.<sup id="fnref:5"><a href="#fn:5" class="footnote-ref" role="doc-noteref">5</a></sup> This looks to be the most common complaint about the game. The archetypes the playbooks of the game represent aren’t distant or fantastic: they are grounded in reality.<sup id="fnref:6"><a href="#fn:6" class="footnote-ref" role="doc-noteref">6</a></sup> Mark could tell his story about the Mexican drug trade using allegory (the cartel are the dark elves or some such nonsense), or he could push his story backwards or forwards in time (<em>Cartel: 2120</em>). As players you might be able to avoid dwelling too much on the reality of what you’re playing. But this seems contrary to everything Mark wants to do with his game. His goal—as he notes often—is to push people to play roles that might be uncomfortable for them. He wants people playing Mexicans.</p>
<p>When talking about his game Mark often talks about the Wire. One of my favourite characters on that show is Bodie, a real fan favourite. The thing is, that dude shot Wallace in the first season! <a href="https://www.youtube.com/watch?v=gupzwxNNpKQ">It’s one of the most heart breaking scenes in the show</a>. The Wire isn’t glamourizing anything about the drug trade. I’m not sure Mark can produce the Wire of Powered by the Apocalypse World hacks—that’s a high bar to reach!—but it’s not inconceivable that you can produce something very good about violence and drugs and all that bad stuff. There is value in understanding the systems that produce the situation in Mexico today. To pretend it’s all bad people being bad is stupid and simple. <a href="http://www.bluestockings.ca/2018/04/playtest-focus-cartel.html">There are all sorts of ways to tell that story. Mark chose to make a game.</a></p>
<p>A fellow gamer had the following to say in <a href="https://plus.google.com/+BrieSheldon/posts/iGpotW4AkzX">a discussion about this game</a>:</p>
<blockquote>
<p>&ldquo;You play members of the cartel&rdquo; may actually be sufficient to make some folks sick to their stomach, no matter what Mark has done to make it clear these characters aren&rsquo;t good guys. That&rsquo;s a legit critique.</p>
</blockquote>
<p>So … I don’t think that’s a legit critique.</p>
<p>The fact anyone is making a game about the cartels is going to offend some people on principle. If you don’t want to play that game that seems like a totally reasonable response. I can imagine a lot of games I wouldn’t want to play. You probably can too. While I am sure Mark can convince people their understanding of his game is incorrect, no one obligated to engage with Mark to understand where he’s coming from. It’s perfectly fine to think a game is gross and leave it at that. Games aren’t for everyone and this game is likely no exception. But your distaste for a game isn’t a critique: that’s just a personal preference.</p>
<p>All of the games I’ve mentioned in this post could be offensive to people. Sometimes you might agree with what the person finds offensive. Other times not so much. (Some people are moaning about sex fluid elves right now when talking about 5e, after all.)</p>
<p>An argument can be made that no game can do this particular subject justice. And an argument can be made that this particular game isn’t doing its subject justice. But someone needs to make those arguments. My random thoughts above are one way to talk about games like these. There are probably other, better ways, as well. (I mean, what do I know? I play D&amp;D!)</p>
<p>All of these games exist because people didn’t pick up and go home for fear of offending someone. This is likely true of most compelling art.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>If I wrote this article now I probably wouldn&rsquo;t have started with a quote from Zak. But here we are. I still think it is a good quote. <a href="/zak">Buyer beware, anyway.</a>&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I do think as players we are ultimately responsible for whether we are trivializing someones experience or not when playing a game. Jason Morningstar isn’t there to tell us off. He can only do so much.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>The scene around Apocalypse World is interesting in that it seems to produce these games that can only be described as “very specific.” Not to take away from Apocalypse World—which is god damn fun—but its premise is reasonably pedestrian: it&rsquo;s the end of the world, we’re all fucked! (And fucking each other.) But from that game you end up with &ldquo;it&rsquo;s like D&amp;D, but everyone is a Russian fighter pilot from the all women 588th Night Bomber Regiment&rdquo; or &ldquo;it&rsquo;s like D&amp;D, but everyone is a confused queer teenage monster” or “it’s like D&amp;D, but everyone is a teenage girls battling white male hegemony”. That seems like such a leap! <a href="https://plus.google.com/+RamananS/posts/YBrFVGCR5o8fz">The brain trust on Google+ had a lot of good thoughts about why this might be the case.</a>&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>My random character generator generates women 50% of the time. It also spits out disabled characters 25% of the time. Don&rsquo;t say I&rsquo;m not doing anything for representation in the OSR.&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:5">
<p>Which is true: you shouldn’t glamourize gang violence.&#160;<a href="#fnref:5" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:6">
<p>In a Reddit Ask Me Anything someone showed up to ask (with much sarcasm) whether the game would include moves for disposing of bodies in acid, something the cartels do. Mark replied the game already does. Ha!&#160;<a href="#fnref:6" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/without-the-distance-of-metaphor-or-time/"/>
    <published>2018-04-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/in-between-veins/</id>
    <title>In Between Veins</title>
    <updated>2018-04-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>When I ran <a href="http://save.vs.totalpartykill.ca/masters-of-carcosa/">my Carcosa game</a> it was centred around a few “safe” home bases. Players would adventure in the wilderness and return to a town at the end of each session. Initially there was only one such town, but as the game moved on they became friendly with other villages and fortifications. The players themselves were part of the “Rainbow Connection”, a travelling troupe of adventuring actors. This whole set up made it easy for players to drop in and out as needed. I wanted a similar set up for adventuring in the <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=262">Veins of the Earth</a>.</p>
<p><a href="https://plus.google.com/+RamananS/posts/ehnEtcYu43U">Many weeks ago I asked the nerds on Google+ how they’d run such a game of crap sack adventuring in the Underdark.</a> Since that time I have done fuck all with their useful advice. Rather than sit on it, I think it’s better to share it with the world.</p>
<p>To start, Hans M. and Ian B. suggested a route I had considered myself: peppering the veins with the occasional friendly town equivalent—a gnomen village for example. This would let you run the game like you might any other overland wilderness adventure. My main issue with this approach is that it seems like I’d want people exploring the Underdark to venture further and further into the darkness. I struggled to get people to explore in my Carcosa game because much of the action was centred around their home town. Ian suggested having players being involved in setting up supply caches and building these safe places in the Underdark. That might work, though I think i’d prefer something weirder for my Veins of the Earth game.</p>
<p>The always epic <a href="http://basicredrpg.blogspot.com">Daniel Dean</a> offered up some straight up Veins of the Earth:</p>
<blockquote>
<p>Tiny hands grip you and carry you in the night and leave something in your stead, sometimes another person they have taken sometimes a valuable or inscrutable token, like a trade rat. When and if you are returned it is in similar circumstances, you are here but something is gone, and you have no memory of the time between then and now.</p>
</blockquote>
<p>Joshua B&rsquo;s suggestion reminds me of the above, though its execution is different:</p>
<blockquote>
<p>In the grim darkness of the Veins there is only survival. Sometimes people get separated, and wander the darkness, silent and cold, until finally regaining light and companionship.</p>
</blockquote>
<p>In a similar vein Dan D. suggests the party travels with a “pack mule”:</p>
<blockquote>
<p>Your pack mule is a giant spider that wraps people up in silk cocoons for transit and sometimes forgets to let them out.</p>
</blockquote>
<p>This could be fun: you could make the giant spider part of the game proper or something more meta. Perhaps the party needs to protect the creature at all times, or it’s simply something that shows up at the end of each session to gobble the players up.</p>
<p>These ideas could be turned into something gamier, which <a href="http://www.necropraxis.com/">Brendan</a> suggests:</p>
<blockquote>
<p>If regular settlement areas kills the bleak vibe too much, maybe figure out some sort of symbolic save point thing akin to Dark Souls bonfires with just enough fictional logic to not be distracting. Something like pure springs.</p>
</blockquote>
<p>Patrick chimes in and expands on Brendan’s idea with a suggestion I like, and might be what I end up using in my game:</p>
<blockquote>
<p>A particular kind of dark is &lsquo;safe&rsquo; for the Party, maybe they have a contract or agreement with that particular quality of dark so people in it can find each other or rest safely, expeditions are between patches or volumes of that kind of dark. Other darks may be enemies and could be dark-elemental politics.</p>
</blockquote>
<p>You could probably mix and match these suggestions nicely as well. Players would be venturing towards the next safe darkness. If they make, great. If they fail, they are gobbled up by a spider or snatched up by the tiny hands, and will need to deal with the complications that come from that.</p>
<p>There are more suggestions <a href="https://plus.google.com/+RamananS/posts/ehnEtcYu43U">in the original thread</a>, but these are my favourite. I think they highlight the general approaches one can take: from reproducing the overland in the underworld to something more “gamey”.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/in-between-veins/"/>
    <published>2018-04-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/wilderness-descriptions-and/of-frost-bitten-and-mutilated/</id>
    <title>Wilderness Descriptions and/of Frost Bitten and Mutilated</title>
    <updated>2018-03-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I’ve been slow to go through <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=297"><em>Frost Bitten &amp; Mutilated</em></a> because I want to read it in print, rather than PDF. The book follows a format that seems common to many LotFP books, front loading the bestiary as a way to explain the world and what its crazy deal is. (Something to write about another time.) There is a small (8x8) wilderness map in the middle of the book with short descriptions for each region a party can visit—a hex crawl minus the hexes.</p>
<p>Zak&rsquo;s writing in all his books is what I would describe as evocative and terse. (Terse being the real key to his style, I think.) This wilderness crawl is a good example of his style. Zak is able to jam the descriptions of the wilderness on the map of the wilderness itself because he keeps things short. What you sacrifice in a dope looking map, you get back in one that is more functional while playing.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>When organizing the <a href="/grab-bag/">Gygaxian Democracy Hex Crawls</a> (<a href="http://save.vs.totalpartykill.ca/grab-bag/hexenbracken/">Hexenbraken</a>, <a href="http://save.vs.totalpartykill.ca/grab-bag/kraal/">Kraal</a>, etc), Zak forced everyone to follow some rules about how to write the hex descriptions:</p>
<ol>
<li>2 sentences per hex.</li>
<li>References to other hexes make a hex map good. Do that when possible.</li>
<li>You don&rsquo;t have to prove you&rsquo;re Grant Morrison in every hex, just make a usable map. It can say &ldquo;Small inn. Well is empty.&rdquo;</li>
</ol>
<p>These constraints force you to be creative with what you write. You end up distilling your ideas to their core components. You’re forced to drop anything tangential, pushed to hint at your ideas through a liberal use of adjectives and open ended descriptions. Linking hexes together to tell a story about what’s going on is another way to build up an evocative setting while still keeping your individual descriptions short.</p>
<p>From <em>Frostbitten &amp; Mutilated</em>:</p>
<blockquote>
<p>Five crates rest on a cliff edge high above the sled that pulled them. One contains salted cod, one contains 650sp worth of aquavit, one contains an occult text with the names of 4 drowning demons and a map to the entrance to the Dim Fortress, one contains a sleeping snow leopard, one contains beets and Ribboned Jenny the champion rat. Her swarm is nearby</p>
</blockquote>
<p>There is so much going on in this brief paragraph. How did the sled topple of the cliff? Was it the swarm of rats trying to retrieve Ribboned Jenny? What’ll they do when the players enter the scene. As the DM you can decide if the party come upon this scene from above, next to the crates, or from below, next to the toppled sled. Knowing the names for Drowning Demons might save your ass later, and of importance to this module, the location of the Dim Fortress is hard to come by.</p>
<p>This rat, Ribboned Jenny, is mentioned in the first wilderness description:</p>
<blockquote>
<p>Tumbledown inn overrun by wharf rats in search of Ribboned Jenny, a fancy-rat from Rottingkroner (see H5).</p>
</blockquote>
<p>A simpler wilderness blurb, but there is enough here for adventure and excitement. Will the party help the rats, be harried by them, etc. Tumbledown Inn itself is notable for being the only inn mentioned when describing this winter wasteland.</p>
<p>Both descriptions can be read in a few seconds. When playing the game you don&rsquo;t need to root around trying to understand what&rsquo;s going on in the hex. There are trade offs with having descriptions that are this short, but I much prefer short descriptions to long ones when running a game.</p>
<p><em>Frost Bitten &amp; Mutilated</em> is a good example of a simple functional wilderness adventure. Zak has learned the good lessons from Carcosa—easy to grok evocative description—and skipped over the bad lessons—easy to grok super boring descriptions. LotFP has a big stable of solid wilderness adventures at this point: World of the Lost, Qelong, Carcosa, and now this one.</p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>But, it is a pretty frumpy looking 2 page spread—sorry Luka/Zak, the heart wants what the heart wants.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/wilderness-descriptions-and/of-frost-bitten-and-mutilated/"/>
    <published>2018-03-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/breakoutcon-2018/</id>
    <title>BreakoutCon 2018</title>
    <updated>2018-03-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I spent this past weekend at <a href="https://breakoutcon.com">BreakoutCon</a> here in Toronto. I think <a href="http://www.bluestockings.ca/">Kate</a>, Rob, and their posse have done an amazing job with this gaming convention. Everyone is nice, friendly, and welcoming. (A reflection of the founders themselves, no doubt.) I didn’t get to spend as much time at the convention as I would have liked, but with the time I had I got to play some games and meet some people—what else could you want?</p>
<p>On Friday I played it safe and signed up for two games I had some experience with: <a href="/tag/lotfp/">Lamentations of the Flame Princess</a> and <a href="/tag/apocalypseworld/">Apocalypse World</a>. I began my day with Fraser Simons and his friend Yoshi. I had missed Fraser last year, so we made it a point to try and actually meet up: it worked. A beer and an overpriced meal down I was off to play LotFP.</p>
<p>When I saw <a href="http://www.scorcha.net/">Sarah Richardson</a> was running a game of Lamentations of the Flame Princess I quickly signed up. Her RPG <a href="http://www.magpiegames.com/category/bluebeards-bride/">Bluebeards Bride</a> is really dark and full of horror, so I assumed she&rsquo;d be a natural fit for running an LotFP game. She dubbed the adventure she ran “Blood Spattered Bride”: it was a D&amp;D take on her Storygame. We played the former wives of Bluebeard who had escaped from his home and returned to exact our revenge. It all felt like a good grindhouse movie, bouncing between creepy and ultraviolent. She’s an excellent dungeon master. The game was a great way to start the convention.</p>
<p>With no delay I moved on to my next game, Apocalypse World. I was joined by my cousin Jana, Yoshi (the dude I met earlier in the day), and another guy named Matt. A really great group. My cousin is always the rogue that robs the party when he plays D&amp;D, so was happy to discover that PvP is a big part of Apocalypse World. He was playing the brainer, and ended up with puppet string holds over most everyone in our base by the end of the game. (This came in handy when Yoshi and an NPC were fighting over control of our holding.) The game came to a pretty satisfying conclusion, but there were so many weird mysteries we didn’t get to wrap up. It was one of those games I wish we had another session to play. So shout out to our MC, Lauren!</p>
<p>I ended up swapping out of a second Apocalypse World game I signed up for to play a new game, <a href="https://dundaswestgames.com/rossrifles/">Ross Rifles</a>. The session I was a part of was run by one its creators, <a href="https://danielhkwan.com/">Daniel Kwan</a>. It’s a Powered by the Apocalypse game set during the First World War. The players are all soldiers in the Canadian army. I really liked the game, and have lots more to say about—<a href="/review/ross-rifles/">which I put in another post</a>!</p>
<p>I didn’t have enough time to play a second game: I had to leave for the ballet in a few hours. Instead I spent my time loitering around and chatting with people. I had lunch with Fraser and John Wilson, who I had met the previous year. I had a beer with Catherine Ramen, who I learned is the author of the game Red Carnations on a Black Grave. I bumped into Michael, his friend, and his son, and we wandered around and I spent some money. We then found my cousin and Yoshi and all talked about Kickstarters and printing books and other RPG nonsense. I ended my con chatting with Jana and Yoshi before heading off to meet my wife to watch a ballet. It was a nice few hours.</p>
<p>BreakoutCon is the best. You should check it out next year if you didn’t this year. It’s likely the biggest gaming convention in Toronto: big, but not too big.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/breakoutcon-2018/"/>
    <published>2018-03-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/ross-rifles/</id>
    <title>Ross Rifles</title>
    <updated>2018-03-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://dundaswestgames.com/rossrifles/">Ross Rifles</a> is a brand new RPG from Dundas West Games that is still in development. It was the last game I played at BreakoutCon, and the first game of the convention that I had never played before. The session I was a part of was run by one its creators, <a href="https://danielhkwan.com/">Daniel Kwan</a>. (Daniel is notable for his work running the RPG program at the ROM for kids, his podcast Curiosity in Focus.) Ross Rifles is like D&amp;D, but the dungeons are the trenches of the First World War.</p>
<p><a href="www.drivethrurpg.com/product/233160/Ross-Rifles-Preview-Edition">The quick start rules of the game are available now</a>, but the game is very much still in development. The version I played at BreakoutCon has diverged a little bit from the game described in the quick start booklet, and I as I write this Daniel is play testing some new morale rules. They hope to have the game ready to be kickstarted at the tail end of the year. Still, the quick start rules capture the core of the game, which I suspect won’t change much over the coming months.</p>
<p>Ross Rifles is an <a href="/tag/pbta/">apocalypse world hack</a>. The quick start is a bit rough: I think it might not be easy to follow if you haven’t actually played the game. The booklet could likely be reorganized to better explain the game and how the various changes to Apocalypse World work. A brief overview of how the game plays and moves from phase to phase would be helpful. With Apocalypse World games you have your agenda and principles and all that noise. I think it&rsquo;d be good to put some of that down on the page for people who want to run a game of Ross Rifles themselves.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> That said, the game&rsquo;s rules are quite straight forward, and it doesn&rsquo;t drift far from the core of Apocalypse World, so playbooks in hand I suspect most groups will manage fine.</p>
<p>Ross Rifles was fun. It plays like a good war movie. We began with our arrival to the front line. Players can play Sergeants, Corporals, and Privates, each described in their own playbook. The game will look similar to anyone who has played a Powered by the Apocalypse game. Some changes of note: characters have a harm track and a fatigue track, with 4 harm indicating death, and 4 fatigue indicating shell shock (which impacts your ability to things)<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>; each character can gain vigilance points they can spend to do particular actions or impact the fiction of the game (like call throw a grenade, call in artillery, etc); each character can gain ground that represents their forward position on the battlefield. Gaining Ground and moves you trigger by spending your Vigilance points are generally how you succeed at the missions your soldiers are assigned.</p>
<p>After settling in we were greeted by our commanding officer Stan Ho and tasked with searching for and retrieving the camera from a downed German spy plane which crashed in the No Man’s Land. This mission required a majority of our group to gain 3 ground, and that one of the players triggered the Fall Back vigilance move. We spent some time trying to get organized: cleaning our guns, studying maps, surveying the region from the ‘safety’ of our trench. There are moves you trigger while in this phase that might grant bonuses for the later phases. In our case, we mostly flubbed rolls and accumulated shock/fatigue.</p>
<p>Flubbing rolls also meant Daniel collected Threat tokens, which he could later spend to fuck with us, basically. This was one of my favourite parts of the game. It’s like the inverse of mission points in Night Witches. When a player rolled low they would sometimes be presented with the option of succeeding anyway if the DM gets a threat token. As he slowly collected tokens the tension around whether we should eat the set backs from our rolls ratcheted up.</p>
<p>We were ready for action and ventured out into No Man’s Land.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> The moves here are all about making your way forward unseen through all the muck and craters and barbed wire that pock marked the front. Our brawniest private began things by crawling over to cut through some barb wire blocking our path—and rolled snake eyes. So he was stuck under the wire, which remained uncut, and could hear the approach of two German stormtroopers. The rest of us tried to lay low and get in a good position to shoot the troops. (This time we rolled well.) We waited for an artillery strike to provide some noise and light and took out the troops. Our private managed to cut through the wire and we began our advance. My character managed to make it to the camera first. Success! Or so we thought: it was a trap.</p>
<p>We were now under fire, the third phase of the game.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> Here the game shifts to charging forward, trying to circumvent craters, barbed wire, and other obstacles, shooting at your enemies (as they shoot at you), and getting up close and personal with whatever weapons you have on hand. This part of the game was exciting and fun. It’s where the rest of our team managed to make all their ground as they ran to save me from the German machine gunners that had me pinned down and some storm troopers that were making their way to the crater of a plane I was hiding behind. A few of us took some wounds as we were shot and beaten, but in the end we prevailed. I was rescued and we fell back (and so succeeded at our mission).</p>
<p>We played through another short mission and called it a day.<sup id="fnref:5"><a href="#fn:5" class="footnote-ref" role="doc-noteref">5</a></sup> It was a fun session. I found it all really interesting, as well. I have to wonder if they’ll be able to some how transplant all that knowledge of its creators into the eventual game book itself. I don’t know much about the First World War, so the game felt compelling just from an educational standpoint. The game is very fast to get going. Unlike a lot of other Apocalypse World hacks, you don’t spend a lot of time up front building out the game world or the relationships between all your characters. The setting is set and your relationships are what come out of play. Daniel runs the game with children, and I suspect a lot of how it was designed is to make playing and running the game as straight forward as possible. I think they’ve succeeded quite well in that regard. I’m looking forward to where they end up going with this game.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://www.magpiegames.com/">Magpie Games</a> does a good job with their pre-release versions of their games. They have a good structure I think everyone should copy. (You can grab their “ash can” editions of Velvet Glove, <a href="http://www.drivethrurpg.com/product/225344/Cartel-Quickstart">Cartel</a>, <a href="http://www.drivethrurpg.com/product/222793/The-Ward-Acute-Care-Edition">The Ward</a>, and <a href="http://www.drivethrurpg.com/product/227009/Pasion-de-las-Pasiones-Ashcan-Edition">Pasión de las Pasiones</a> as PDFs to see some great examples of quick start rules.)&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>In the game I played Daniel had merged the harm track and the fatigue track. There are now two spots for shock, and 3 spots for physical harm. When you fill up both your shock spots you now roll for shell shock. When you fill up all the harm you’re dead.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>The quick start rules call this part of the game “Over the Top” (of the trenches).&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>The quick start rules call this part of the game “On Patrol”.&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:5">
<p>I’m skipping over our side trip to find a European beaver to make our mascot because I don’t think it was really core to the main experience of the game, but obviously that was fun.&#160;<a href="#fnref:5" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/ross-rifles/"/>
    <published>2018-03-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/cartel/</id>
    <title>Cartel</title>
    <updated>2018-03-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>You’ve got your hands on the ashcan of the full game, a preview of Cartel that’s got everything you need to sample the game before it’s released next year. — Mark Diaz Truman, Cartel “Ashcan Edition”, 2015.</p>
</blockquote>
<p>Well, it took him a bit more than a year. <a href="https://www.kickstarter.com/projects/marktruman/cartel-a-mexican-narcofiction-tabletop-roleplaying">The kickstarter for Cartel</a> is today, so it seems like as good a time as any to write about the game.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> <a href="https://plus.google.com/+RamananS/posts/TpztbXEQXeu">I picked up an early “ashcan” version of the game a couple years ago from 401 Games here in Toronto.</a> Since then the author <a href="https://twitter.com/trumonz">Mark Diaz Truman</a> released an updated set of quick start rules with some nice art and much better graphic design. This game has been a long time coming.</p>
<p>Cartel is like D&amp;D, but everyone is a drug trafficking Mexican gangster. The game is an engine to produce the sorts of stories you see in Breaking Bad and Narcos. Like other Apocalypse World games the mechanics look to push you towards eventual calamity. I suspect like Breaking Bad you would play a game where your hijinks are funny till they’re not.</p>
<p>The game doesn’t drift too far from the general the core of Apocalypse World’s rules, so for most players familiar with the rule set it should be easy to jump into. The genre the game emulates is a lot more accessible than some of the other (particularly niche) Powered by the Apocalypse games I’ve picked up. I think it’ll be an easy game to get into. You’ll recognize the archetypes the playbooks describe: the dirty cop, the naive spouse, the “cook”, etc. The most notable changes to the rules (that I picked up on, and really, what do I know?) is around how you gain experience and advance your character. I am a fan of the change: each playbook has thematic options for how you advance that encourage you to play your role. (And, when you get bored of your experience objective you can move in the opposite direction to cancel it out and pick a new one.)</p>
<p>When I first picked up the game my friend Gus brought up something that’s always on my mind with these Powered by the Apocalypse games: are they making light of a serious topics?</p>
<blockquote>
<p>I&rsquo;m not sure how I feel about a game that romanticizes the Mexican Drug War.  Though I want to be a cleric of Nuestra Señora de la Santa Muerte when we play. …  I find Latin American and American pulp narco-fiction to be pretty damn creepy and exploitative (El Marginal and Sicaro both, and also yeah Netflix&rsquo;s Narcos) already, and I wonder how beer and pretzels tabletop can do better. This is sort of why I like my fantasy games and moral play to be a bit more removed - give me Carcossan cannibals, not Los Zetas. — Gus, 2016.</p>
</blockquote>
<p>Moments after Gus asked the question fellow Torontonian and BreakoutCon organize Rob chimed in with <a href="http://gauntletpodcast.libsyn.com/episode-45-cartel">a link to an old Gaunlet podcast episode where Mark discusses this very topic with Jason Cordova</a>. Jason is a lawyer and had previously worked with people affected by Mexican drug trade. His initial feelings about this game were pretty strong (and negative). (This interview takes place a year after he first encountered the game, so his views had cooled a fair bit.) Their conversation on this podcast is really fantastic. It’s probably one of the best episodes. (So rare!) I’ve been looking forward to the game since listening to this interview.</p>
<p>These Apocalypse World games are at their best when they help the players navigate what might be unfamiliar territory for them. You can see in the playbooks and the writing and everything that orbits the game thus far that Mark’s really put a lot (of himself!) into this game: exactly what I want from my games that are &ldquo;like D&amp;D, but …&rdquo;.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I have so many half written blog posts I should finish. What’s the point of a blog if you don’t write anything, right? At least this post is more topical, now.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>My initial interest in the game was specifically because Mark was the author. He wrote a really thoughtful <a href="http://www.magpiegames.com/2016/07/26/two-minutes-hate/">blog post about the short comings of the indie game scene</a> that was such a good read i&rsquo;ve been following him and the work his team does ever since.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/cartel/"/>
    <published>2018-03-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/death-guard-vs.-blood-angels-vs-imperial-guard/</id>
    <title>Death Guard vs. Blood Angels vs Imperial Guard</title>
    <updated>2018-01-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/play-report-6-endoguard.jpg" alt="Endoguard"></p>
<p>My wife’s friend Devlin has been collecting and painting <a href="/tag/warhammer/">Warhammer</a> miniatures for ages. So naturally we had to meet up to play a game. I let him know I could field just shy of a 1000 points of Death Guard (by using everything I own), and he made two possible armies to face me out of the models in his collection: one of Imperial Guards, one of Blood Angels. Evan let me know he could meet up as well, bringing as many Imperial Guard units as he had kit-bashed and painted thus far. This worked out neatly: Devlin wanted to play using his Blood Angels, so Evan could pad out his army with the extra units Devlin brought with him to The Sword and Board.</p>
<p>The last game Evan and I played had about 1000 points of units on the table. With this game we were each fielding 1000 point armies, so we had 3000 points of units in play. It was such a huge jump from what we had been doing thus far.</p>
<p>My army consisted of all my Death Guard units:</p>
<ul>
<li>Causarius, Lord of Contagion (Warlord with the Living Plague Warlord Trait)</li>
<li>Putidus, Malignant Plaguecaster</li>
<li>The Noxious Blightbringer</li>
<li>The Tallyman</li>
<li>5x Blightlord Terminators</li>
<li>7x Plague Marines</li>
<li>20x Pox Walkers</li>
<li>Foetid Bloat-Drone</li>
</ul>
<p>This was a full battalion, so I got 3 extra command points—which I <em>mostly</em> forgot to use while playing.</p>
<p>We were a bit confused about how a 3 player game would work. The rulebook doesn’t have much to say about how to set up a game with an odd number of players. We decided we would roll the dice each round (after the first) to decide the turn order. Otherwise we left the game more or less as-is. I picked what I thought would be a fun objective: there is one marker; units can pick the marker up and carry it around the board; they drop the marker if they are destroyed, the winner is the person whose unit is holding the marker at the end of the game. I thought this would encourage a free for all where we would end up attacking each other as we fought over the objective. (It didn&rsquo;t quite work out that way.)</p>
<p><img src="/assets/img/play-report-6-endoguard-and-tank.jpg" alt="Endoguard And Tank"></p>
<p>Devlin went first, fanning his troops out towards Evan and I. Devlin Death Company moved towards me and shot up my Malignant Plaguecaster, who managed to survive through some good luck for me and bad luck for Devlin. He moved a big <a href="https://www.games-workshop.com/en-CA/Space-Marines-Primaris-Redemptor-Dreadnought">Redemptor</a> towards Evan’s troops and also rolled surprisingly bad, killing a handful of units. A unit of his <a href="https://www.games-workshop.com/en-CA/Death-Company">Death Company</a> dropped into the battlefield as close as they could get to the objective, which was set up on top of a floating island. The island wasn’t big enough for another unit to do the same thing, so he took control of the objective (more or less) to start.</p>
<p>I started moving my Death Guard towards the warp gate that would take them up to the objective—the trip would take my slow moving troops several rounds. I pulled one group of pox walkers away from the mass, sending them towards Devlin’s approaching Death Company and my Plaguecaster. With no other pyskers on the board my Plaguecaster could use his abilities without being contested. I made quick work of a few of Devilin&rsquo;s space marines this way.</p>
<p>Evan began his turn by teaching us the true power of tanks. The punisher canon on one of the Lemun Russ’s decimated a Death Company unit advancing towards him. A posse of guard with anti-tank guns then proceeded to make short work of the <a href="https://www.games-workshop.com/en-CA/Space-Marines-Primaris-Redemptor-Dreadnought">Redemptor</a>, leaving it heavily damaged with two wounds.</p>
<p><img src="/assets/img/play-report-6-sanginuary-gaurd.jpg" alt="Sanginuary Gaurd"></p>
<p>Devlin was worried he’d be tabled before he got to deep strike more units onto the board, but luckily rolled high and got to go first when we began our second round. (It probably took us over an hour to get to this point!) He deployed his remaining units onto the board—a <a href="https://www.games-workshop.com/en-CA/Sanguinary-Guard">Sanguinary Guard</a> and <a href="https://www.games-workshop.com/en-CA/Blood-Angels-The-Sanguinor-Exemplar-of-the-Host">The Sanguinor</a>—behind my line of Death Guard. No one wanted to fuss with the tanks. He killed my Plaguecaster (damn it!), most of the unit of Pox Walkers who were nearby, and a few Plague Marines, but I still felt like I was in good shape over all.</p>
<p>On my turn I teleported in my <a href="https://www.games-workshop.com/en-CA/Death-Guard-Blightlord-Terminators-2017">Blightord Terminators</a> and started my retaliation, wearing Devlin down more. I forgot that I also had a Lord of Contagion—the warlord of my army!—that I could have also teleported in at this time. I moved it closer to the table so that I wouldn&rsquo;t forget it next time, and then promptly forgot about it again.</p>
<p>Evan advanced his troops and took out more of Devlin’s army with his tanks and heavily armed guardsmen. My Bloatdrone took another barrage of fire and was reduced to 4 wounds. Evan also managed to drop a unit near the objective as Devlin had lost the troops that were up there to my army.</p>
<p><img src="/assets/img/play-report-6-endoguard-on-objective.jpg" alt="Endoguard On Objective"></p>
<p>We started our third round and tried to race through it quickly to see where things would go: Evan needed to run. By this point we’d been playing for at least 3 hours!</p>
<p>My terminators moved up on to the floating island and killed Evan&rsquo;s guard, putting them closest to the objective. Devlin’s remaining units were tied up fighting the remainder of my army, and it would be impossible for them to make it up to the objective even if they could miraculously kill everything in their path. Evan’s army was still quite healthy, but he was also too far from the objective now that he had no more troops he could grav-chute in. So like <a href="/play-report/play-report-5-adeptus-mechanicus-vs-death-guard/">the last game</a>, I won more or less by default.</p>
<p>In hindsight we might have wanted to do turn sequence differently, perhaps some scheme where we alternated activating individual units. A three way game is quite odd: Evan described it like playing a game while also watching a game. The gaps between your turns can be quite long. I’m hoping we can all get together again.</p>
<p><img src="/assets/img/play-report-6-lord-of-contagion.jpg" alt="Lord Of Contagion"></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/death-guard-vs.-blood-angels-vs-imperial-guard/"/>
    <published>2018-01-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-books-of-2017/</id>
    <title>The Books of 2017</title>
    <updated>2018-01-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I played far fewer RPGs in 2017 than I have in previous years. In the beginning of the year I ran a couple sessions of World of the Lost, and I played in a few random games locally and online, but I can probably count all the RPG’ing I did on two hands. This is something I hope to fix in 2018.</p>
<p>I did get into war gaming in a big way, starting with <a href="/tag/warhammer/">Warhammer</a> in the summer and ending with <a href="/tag/kingdomdeath/">Kingdom Death</a> by the end of the year. These two games have kept me happy and entertained over the last 6 months. I expect that both Warhammer and Kingdom Death will remain regular fixtures in my life this year—if only because I&rsquo;ve spent so much money on them both. I&rsquo;ve found it much easier to meet and play both games, as neither requires anyone prep anything. (Well, besides all that modeling and painting, I suppose.) I still want to figure out how to mix up my Warhammer games with my RPG elements.</p>
<p>My RPG purchasing is still dominated by OSR books. This year many of those books came from individuals new to publishing, or whose imprints are quite small. I’m continually impressed by what people manage to produce. Daniel Sell went from making small zines to publishing two (really nice) hard cover books. Jacob Hurst also transitioned from zines to fancy books with the release of the two books that describe the Hot Spring Isles. LotFP only produced one new book, but what a book it was: we got Veins of the Earth! The indie scene puts the big publishers to shame with what they manage to accomplish.</p>
<p>If you were curious what books are in the running for <a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming for 2017</a>, here you go.</p>
<table>
  <thead>
      <tr>
          <th></th>
          <th>RPG</th>
          <th>Date</th>
          <th>Category</th>
          <th>Format</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td>Kingdom Death: Monster</td>
          <td>January</td>
          <td>KD</td>
          <td>Game</td>
      </tr>
      <tr>
          <td>2</td>
          <td>Sword and Wizardry 3rd Edition</td>
          <td>January</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>3</td>
          <td>Troika</td>
          <td>January</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>4</td>
          <td>Maze Rats</td>
          <td>February</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>5</td>
          <td>Fleshscape</td>
          <td>March</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>6</td>
          <td>Swords Without Masters</td>
          <td>March</td>
          <td>Indie</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>7</td>
          <td>Rad Hack</td>
          <td>April</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>8</td>
          <td>Chromatic Soup</td>
          <td>April</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>9</td>
          <td>Dust, Fog, and Glowing Embers</td>
          <td>April</td>
          <td>Indie</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>10</td>
          <td>Veins of the Earth</td>
          <td>April</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>11</td>
          <td>Crypts of Indomancy</td>
          <td>May</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>12</td>
          <td>Sword Fish Islands</td>
          <td>May</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>13</td>
          <td>Undying</td>
          <td>June</td>
          <td>Indie</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>14</td>
          <td>Warhammer 40,000 Dark Imperium</td>
          <td>June</td>
          <td>40K</td>
          <td>Game</td>
      </tr>
      <tr>
          <td>15</td>
          <td>Warhammer 40,000 Space Marine Codex</td>
          <td>July</td>
          <td>40K</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>16</td>
          <td>Gathox Vertical Slum</td>
          <td>September</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>17</td>
          <td>Warharmmer 40,000 Death Guard Codex</td>
          <td>September</td>
          <td>40K</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>18</td>
          <td>Fever Swamp</td>
          <td>October</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>19</td>
          <td>Chromatic Soup 2</td>
          <td>October</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>20</td>
          <td>On the Shoulders of Giants</td>
          <td>November</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>21</td>
          <td>Bluebeard&rsquo;s Bride</td>
          <td>November</td>
          <td>AW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>22</td>
          <td>Down in Yon Forrest</td>
          <td>December</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-books-of-2017/"/>
    <published>2018-01-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/navigator-endogaurd-adeptus-mechanicus-vs-the-death-guard-again/</id>
    <title>Navigator Endogaurd (Adeptus Mechanicus) vs The Death Guard (Again!)</title>
    <updated>2017-11-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/play-report-5-evans-army.jpg" alt="Play Report 5 Evan&rsquo;s Army"></p>
<p>Evan managed to kit bash another weird mini before we met to play a couple weekends ago. His army was now power level 25 (500ish points), which meant I had many more options in what I could bring to the table. It’s like we’re playing some sort of escalation league, but the escalation is based solely on whether Evan is in the city or not and has a cool idea for a mini he wants to build out of the garbage he buys at the Sword and Board.</p>
<p>I had 3 different ideas for armies I could run, but ended up settling on an army very similar to the original list I used when we played our first game of Warhammer 40K:</p>
<ul>
<li>Causarius, Lord of Contagion</li>
<li>Noxious Blightbringer</li>
<li>7 Plague Marines, including a Plague Champion</li>
<li>10 Poxwalkers</li>
</ul>
<p>Evan’s army consisted of the following units:</p>
<ul>
<li>Two Kastelan Robots and a Cybernetica Datasmith.</li>
<li>4 Crusaders</li>
<li>Some number of Imperial Guard</li>
<li>A commander that had this crazy sword</li>
<li>Probably some other units I’ve forgotten</li>
</ul>
<p>Once again we used the Open War cards to set up our game. This time our objective was to kill as many units as possible, scoring points for the power level of the unit killed. (You got twice as many points for characters, vehicles, and monsters) The game’s twist was that all units could move an extra 2”, and advance an extra 1”. This was a huge boost for my incredibly slow Death Guard. Because Evan’s army was slightly more powerful than mine I also got to draw a ruse. (The one I drew let me redeploy one of my units anywhere on the board, so long as I was 9” away from any enemy unit.) I don’t think I could have asked for a better set up.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p><img src="/assets/img/play-report-5-plague-marines.jpg" alt="Play Report 5 Plague Marines"></p>
<blockquote>
<p>The Plague Marines emerged from the warp and found themselves floating on an island of rock. The warp had left this land twisted. Below them stood the Navigator Endogaurd, but no sign of the robot they had been sent to retrieve. They opened fire all the same.</p>
</blockquote>
<p>I decided to go first—having fewer units than Evan meant I got to make the choice. I began the game moving my Pox Walkers, and the Noxious Blightbringer travelling with them, up and around a large floating island in the middle of game board. I teleported my Lord of Contagion in behind Evan’s Crusaders, hoping he’d be able to charge them, and deployed my Plague Marines using the Outflank ruse mentioned previously on top of the floating Island in the middle of the table. This meant they could start firing right away. They managed to take out a few of Evan’s guard doing so. My Lord of Contagion failed to charge, and that was my turn.</p>
<p>Evan decided sticking around on the ground waiting for my Pox Walkers and Lord of Contagion to show up was a bad idea, so his crusaders and guardsmen made a bee line for the warp gate that led to the level my Plague Marines were on. His command squad shot up at my marines, killing one.</p>
<p><img src="/assets/img/play-report-5-lord-of-contagion.jpg" alt="Play Report 5 Lord Of Contagion"></p>
<p><img src="/assets/img/play-report-5-kastelan-robots.jpg" alt="Play Report 5 Kastelan Robots"></p>
<blockquote>
<p>Causarius shook back into existence, the teleportatium sending him into the heart of the fight. He was covered in the gore of the Navigator Endoguard’s command squad when the Kastelan robots opened fire.</p>
</blockquote>
<p>My Lord of Contagion advanced towards command squad Evan had left behind and then charged: they didn’t survive my turn. The Plague Marines were unable to kill any of the Crusaders with their guns, though did a little bit better in melee.</p>
<p>Evan’s Robot’s were now in murder mode and proceeded to decimate my Lord of Contagion. This put Evan up 14 points, as my Lord of Contagion is my most expensive model at 7 points, and scored him double as it’s a character. His Crusaders resurrected a model using their Act of Faith ability and proceeded to kill another one of my marines.</p>
<p><img src="/assets/img/play-report-5-big-fight.jpg" alt="Play Report 5 Big Fight"></p>
<blockquote>
<p>The Pox Walkers poured through the warp gate and fell upon the guardsmen. The vox caster carried the  screams of the endoguard hundreds of miles away to the emotionless man who keyed in the coordinates for the orbital strike.</p>
</blockquote>
<p>It was just my Pox Walkers and Blightbringer on the ground along with Evan’s murder robots. I could see how that story would end, and had that mob also run through the warp gate. We ended up with a big mess of minis on the floating Island, everyone ending up in a giant melee. My Pox Walkers net their first kills (ever), taking out 2 of Evan’s Guardsmen.</p>
<p>Evan’s Guardsmen all “affixed their bayonets,” which let them make melee attacks during their shooting phase, as well as during the actual fight phase. The units struggled to harm my marines, however. During the morale phase they would all run away. Evan used this opportunity and some command points to call down an orbital strike, a new stratagem from the new Imperial Guard Codex. All the units within 6” of the downed unit would have to make a save or take some mortal wounds: this included my Noxious Blightbringer, my Plague Marines, and my Pox Walkers, but also his Crusaders. By luck my units all survived, while his Crusaders were wiped out.</p>
<blockquote>
<p>The commander became the vessel through which the Plague Marines poured forth their hatred for the False Emperor. His faith would not save him. It would not save any of them.</p>
</blockquote>
<p>On my turn my remaining units managed to kill the commander, the last of Evan’s units on the floating island. Our armies were now split between the ground and this island. At this point I was now in the lead when it came to points, and Evan’s Robots wouldn’t be able to make it to me before the game ended. At this point we called the game: victory for the Death Guard!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>My cousin Jana arrived just as the game got underway, and would help us look up rules and remind us of when we were probably making mistakes—despite never having played before. We’ll need to figure out how to get him involved in a 3-player game.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/navigator-endogaurd-adeptus-mechanicus-vs-the-death-guard-again/"/>
    <published>2017-11-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/navigator-endogaurd-adeptus-mechanicus-vs-the-death-guard/</id>
    <title>Navigator Endogaurd (Adeptus Mechanicus) vs The Death Guard</title>
    <updated>2017-09-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/play-report-4-evans-troops.jpg" alt="Play Report 4 Evans Troops"></p>
<p><a href="https://www.theswordandboardtoronto.com">The Sword and Board</a> was busy with people playing Warhammer. Almost all their gaming tables were being used. We snagged an industrial desert themed one and started moving terrain around. We played in a 4&rsquo; x 4&rsquo; space as our unit count is still quite low. While we were setting up two more players arrived and borrowed some of our excess terrain to play a <a href="https://www.games-workshop.com/en-CA/shadowwar-armageddon-sb-eng-2017">Shadow War: Armageddon</a> game. Warhammer seems to be quiet popular since the new edition dropped. (It may always have been and I just wasn’t paying attention.)</p>
<p>Since we last met Evan had built and painted a cool robot to add to his Navigator Endoguard. Since most of the parts for the minis came from the <a href="https://www.games-workshop.com/en-US/Skitarii-Rangers">Adeptus Mechanicus</a> he decided to field them as units from that army. His armies power level was now 15, so I could field an additional Death Guard unit this game.</p>
<p>My army:</p>
<ul>
<li>Noxious Blightbringer</li>
<li>5 Plague Marines, including a Plague Champion</li>
<li>10 Poxwalkers</li>
</ul>
<p>Evan&rsquo;s army:</p>
<ul>
<li>A robot</li>
<li>Who even knows what else?</li>
</ul>
<p>We bought the <a href="https://www.youtube.com/watch?v=PPRJvIfJ9Vg">Open War</a> pack of cards, which is designed to randomly generate Open War missions. It&rsquo;s probably more than anyone should spend on a pack of cards, but it was very convenient and generated a cool game to play. The mission we drew had us set up on opposite ends of the table, with 2&rsquo; between us. Our objective would join the battle on the 3rd turn, it&rsquo;s location on the board determined by a die roll. (We used a cool robot Evan had built as the objective.) You also draw a twist with this card set. (The Open War mission in the book doesn&rsquo;t feature anything like this.) We drew ‘restoratives’, which let us return d3 wounds to one of our units each round. Finally, because my army was underpowered compared to Evan&rsquo;s I got to draw a secret ‘ruse’. I drew ‘Ambush’, which let me redeploy 3 units in my army anywhere on the board so long as they were 12&quot; from any enemy unit and outside the enemy deployment zone. This let me advance my troops a whole foot up before the game began: this was really a huge boon for my slow moving army. With that we were ready to get started.</p>
<blockquote>
<p><em>The Angarius Machina hurtled through deep space: its message was not safe for the warp. As its destination finally drew near it reflected on all the years it had passed in the silence of space. Why was it programmed to think at all? It only had one purpose, after all.</em></p>
<p><em>On the planet below the Plague Marines ambush was in full swing. Their presence a cruel coincidence.</em></p>
</blockquote>
<p>Evan focused all his fire on my plague marines to start off the game. Between all his units I lost 3 of my marines.</p>
<p>On my turn my Poxwalkers and Noxious Blightbringer moved up and then advanced a further 6”. The Poxwalkers are a pure melee unit, so they lost nothing by advancing. The Blightbringer only had a pistol, so it needed to get closer before it could start shooting. My marines moved up and shot at Evan’s robot, accomplishing nothing.</p>
<p><img src="/assets/img/play-report-4-death-guard-face-their-foes.jpg" alt="Play Report 4 Death Guard Face Their Foes"></p>
<blockquote>
<p><em>They had been harrying the men of this planet for weeks. This ambush had been carefully orchestrated, yet they were the ones suffering all the casualties? These men had been emboldened by their victories over the Vectorium: they had the audacity to charge the Death Guard.</em></p>
</blockquote>
<p>Evan begins by shooting my Poxwalkers with one of his units, killing 3 of them. His Rangers were within the range for their rapid fire weapons to shoot twice when attacking. They also attacked the Poxwalkers, killing all but one. My marines take another wound from his remaining units, which I assign to my Plague Champion. His units then charge my remaining Poxwalker and the Noxious Blightbringer. The last walker dies during the melee, my
Noxious Blightbringer survives unscathed. (At this point I forget that my Noxious Blightbringer can now fight as well: Evan remembers when I’m fighting on my turn and lets make the rolls for the phantom fight then.)</p>
<p>My marines shoot the units that are sitting on some dunes away from the melee, killing one of them. They then join the Noxious Blightbringer in melee. Between them and the Blightbringer they manage to kill 3 more of models.</p>
<blockquote>
<p><em>The warmth of the atmosphere pressed against its cold exoskeleton. The ground came upon it quickly. The silence of space replaced by the tolling of the Toscin of Misery and the screams of war.</em></p>
</blockquote>
<p>On the third round the objective crashed into the battlefield—and lands right on top of the dunes Evan’s troops were camped on. We were all scrunched up on that corner of the board, so it was a funny bit of luck that that’s where it ended up.</p>
<p>Evan’s troops in melee fall back. At this point the last of my plague marines die from a mix of gun fire and flame throwers—if I recall correctly. My notes from this point on are terse or missing.</p>
<p>Now out of combat, my Noxious Blightbringer moves up and lobs a grenade at Evan’s troops on the dune. (To little effect, but at least I remembered my dudes had grenades this time!) I then had the unit charge up the dune and attack the troops that were stationed there.</p>
<p><img src="/assets/img/play-report-4-evans-gaurd.jpg" alt="Play Report 4 Evans Gaurd"></p>
<blockquote>
<p><em>The Blightbringer watched as the men fled from his presence. The automata that fell from the sky cowered before him. Somehow he knew it was important, but the bloodlust called him elsewhere.</em></p>
</blockquote>
<p>Evan’s troops that were on the Dune fall back from my Noxious Blightbringer, while his other troops move up and shoot. Lucky for me they can’t score a wound. His robot is more successful, but thankfully the Noxious Blightbringer has several wounds to burn through.</p>
<p>On my turn I lob a blight grenade at the troops that fell back, killing 2 of the models. I then charge the robot located at the bottom of the dune. (I wanted to tie up the robot and the tech-priest-commander-thing that controlled it.) Nothing of note comes from the combat, however.</p>
<p><img src="/assets/img/play-report-4-blightbringer-versus-everyone.jpg" alt="Play Report 4 Blightbringer Versus Everyone"></p>
<blockquote>
<p><em>The Angarius Machina watched as these machines and men fought back the Death Guard. Truly they were worthy of its revelation.</em></p>
</blockquote>
<p>Once again it’s too late for me to win. Evan had more units left and would be able to claim the objective. At the end of his turn he couldn’t kill my Blightbringer, which I will call a minor victory for myself.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/navigator-endogaurd-adeptus-mechanicus-vs-the-death-guard/"/>
    <published>2017-09-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/navigator-endoguard-vs-the-death-guard/</id>
    <title>Navigator Endoguard vs The Death Guard</title>
    <updated>2017-09-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Our previous game was over quickly, so we started another game. We kept things much the same, simply rotating the playing field 90 degrees while leaving the terrain alone. Evan fielded the same army, while I swapped out my Blightbringer for a unit of Pox Walkers.</p>
<p>Me:</p>
<ul>
<li>5 Plague Marines, one of whom was a Plague Champion</li>
<li>10 Pox Walkers</li>
</ul>
<p>Evan:</p>
<ul>
<li>Knight-Adjutant—power maul, command shield</li>
<li>4 Knight Adjutant Command Paladins–3 plasma guns and one medipack and pistol</li>
<li>5 Navigator Houseguard–one with hotshot lasgun, two with volleyguns, one with vox-caster and pistol, squire with chainsword and plasma pistol</li>
<li>5 Navigator Houseguard–one with hotshot lasgun, two with meltaguns, one with vox-caster and pistol, squire with chainsword and hotshot laspistol</li>
</ul>
<p>I had my Pox Walkers lined up just out of range of Evan&rsquo;s troop&rsquo;s weapons—by accident. My marines were set up on a building in cover. Evan&rsquo;s troops were set up in a similar building across from me, with one unit held in reserve once again.</p>
<blockquote>
<p><em>The marines eyed the Navigator Endosquad hunkered down in some ruins ahead. The men had fallen back upon the arrival of the Sons of Nurgle, but clearly the objective was of some value: they weren&rsquo;t quite ready to just give it up.</em></p>
</blockquote>
<p>Evan began his turn by grav-chuting some of his Navigator Houseguard behind my line. Thankfully their weapons failed to hurt my Plague Marines. (Disgustingly Resilient has saved them so many times.)</p>
<p>My (incredibly slow moving) Pox Walkers advanced, while the Plague Marines behind them stood their ground and returned fire, wounding two of Evan&rsquo;s troops and causing a third to flee. As starts go I was off to a good one?</p>
<p><img src="/assets/img/play-report-3-pox-walkers.jpg" alt="Play Report 3 Pox Walkers"></p>
<blockquote>
<p><em>The Pox Walkers continued their march, as incautious as they were hungry. There was a frenzy when they saw the men, there steps quickening, but the Navigator Housegaurd held their ground and held them back with a rain of laser fire.</em></p>
</blockquote>
<p>Evan moved his troops up to bring more of his weapons into range, firing on both my Pox Walkers and Plague Marines. I lost one walker and assigned one wound to my Plague Champion, but survived the round largely in good shape.</p>
<p>On my turn I moved my pox walkers once more, and then attempted a charge with them. Lucky for Evan they failed, just an inch short of reaching his men. (Thinking about this now, I wonder if they were in range: you need to be within an inch to fight, not touching bases.) I lost another Pox Walker to overwatch fire. My Plague Marines focused their fire behind them again, but failed to kill the remaining models in the unit.</p>
<blockquote>
<p><em>The Champion watched as the Pox Walkers were felled by the men and their guns. He eyed the chest, the prize he had sent the Pox Walkers to capture, but the sounds of the melta-guns behind him claimed his attention.</em></p>
</blockquote>
<p>The Navigator Endoguard to the rear of my Plague Marines continued to take pot shots with their big melta-guns, but were unable to land any hits. My Pox Walkers weren&rsquo;t so lucky: the rest of the unit (8 models) fell victim to laser gun fire. They never got to fight! They got in the way, I suppose.</p>
<p>My Plague Marines again focused their fire behind them, which in hindsight was a waste of my time. With only 5 round in this game I should have started advancing on the objective. This unit moves so slowly I should have been on the move as soon as I lost my Pox Walkers.</p>
<p><img src="/assets/img/play-report-3-guard-vs-plague-marines.jpg" alt="Play Report 3 Guard Vs Plague Marines"></p>
<blockquote>
<p><em>The loss of two of their brethren stirred the Death Guard to move. This was their true purpose, the unrelenting march.</em></p>
</blockquote>
<p>Evan focused all his fire on my remaining Plague Marines, killing two. He had nothing else to shoot at, after all. My Plague Marines finally start to move on the objective—no time to waste! I think it was likely impossible to move all the way up to the objective without some lucky rolls.</p>
<p>I can&rsquo;t really remember how the last round went. We were in a bit of a rush to wrap up, as Evan needed to run. I have a note that he killed another one of my marines. And I know my Plague Champion didn’t destroy his entire posse of infantry, since I lost the game.</p>
<p>Perhaps next time the Death Guard will find their groove soon!</p>
<blockquote>
<p><em>There is nothing they can do but watch as the Endogaurd flee with the chest. Had the psykers who sent them here known how their story would unfold?</em></p>
</blockquote>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/navigator-endoguard-vs-the-death-guard/"/>
    <published>2017-09-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/navigator-endoguard-vs-the-death-guard/</id>
    <title>Navigator Endoguard vs The Death Guard</title>
    <updated>2017-09-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/play-report-2-endoguard-model.jpg" alt="Play Report 2 Endoguard Model"></p>
<blockquote>
<p><em>The soldiers they could see poking their heads over the ruins in the distance were of as little consequence to the Death Guard as the objective they had been sent to secure. Still, they marched forward, their sense of purpose unwavering.</em></p>
</blockquote>
<p>Evan and I met once again to play some Warhammer 40,000. Since our last game he did in fact end up selling his Tau army, replacing it with his newly built &ldquo;Navigator Endoguard&rdquo;—a heavily kit bashed squad of Astra Militarum. The minis looked great, though he lamented no one would notice just how painstakingly put together his new models were.</p>
<p>He fielded the following army, which (I think) are simply different Imperial Guard units (despite the flavourful names):</p>
<ul>
<li>Knight-Adjutant—power maul, command shield</li>
<li>4 Knight Adjutant Command Paladins–3 plasma guns and one medipack and pistol</li>
<li>5 Navigator Houseguard–one with hotshot lasgun, two with volleyguns, one with vox-caster and pistol, squire with chainsword and plasma pistol</li>
<li>5 Navigator Houseguard–one with hotshot lasgun, two with meltaguns, one with vox-caster and pistol, squire with chainsword and hotshot laspistol</li>
</ul>
<p>I returned with my fairly pedestrian Death Guard. I still need pick a name for their vectorium. More important, I need to figure out how best to play them. I ended up fielding two units, because I wanted to match the power level of Evan’s Army (11).</p>
<ul>
<li>Noxious Blightbringer</li>
<li>5 Plague Marines, one of whom was a Plague Champion (and the true champion of my army).</li>
</ul>
<p>We set up a 4&rsquo;x4&rsquo; battlefield filled with ruined buildings and walls arranged sort of like a town square. In the middle was a raised platform where we placed a treasure chest, the single objective we would fight over. We were fielding armies more suited for a skirmish game than 40K. Trying to chase and control more than one objective didn&rsquo;t feel like it would work with our smaller armies.</p>
<p><img src="/assets/img/play-report-2-endoguard.jpg" alt="Play Report 2 Endoguard"></p>
<blockquote>
<p><em>The marines watched as the troops descended from the sky, their grav-chutes kicking in with a low hum. They quickly set up shop in an abandoned building to the Death Guard&rsquo;s right and opened up fire.</em></p>
</blockquote>
<p>The battle began with my plague marines marching toward&rsquo;s Evan&rsquo;s troops. My first round of shooting was completely ineffectual.</p>
<p>Evan deployed one of his reserve units using their grav-chutes, flanking my Plague Marines. A take aim order was issued, ultimately resulting in my marines taking 2 wounds they promptly shrugged off using their disgusting resilience power. This success was short lived: a second set of Evan’s Endoguard shot the marines, resulting in the loss of two of my Plague Marines in the first round. (And I really didn&rsquo;t have that many models to lose.)</p>
<blockquote>
<p><em>They could see the objective to their right, but the soldiers cowering in the ruins straight ahead were a far more captivating sight. The marines would have been on top of them if not for the gunfire pinning them down.</em></p>
</blockquote>
<p>My Plague Marines advanced, but then failed to charge. (Evan&rsquo;s overwatch fire was ineffectual at least.) I probably should have simply moved, shot, and perhaps risked a charge. I might have whittled down a few of his troops.</p>
<p>Evans troops started to move towards my marines, getting some of their fancier guns in range. My blightbriger was brought down by melta-gun fire, ending the round.</p>
<blockquote>
<p><em>The first shots destroyed the Tocsin of Misery the Noxious Blightbringer carried upon his back, ending its incessant tolling. There was a moment of silence before the remaining shots incinerated the Death Guard.</em></p>
</blockquote>
<p>My marines once again attempted to advance and charge, though my Plague champion would be the only model left by the time the unit reached Evan&rsquo;s troops. The champion killed one solider, causing another to flee.</p>
<p>Evan&rsquo;s soldiers fell back and wounded the champion with gunfire.</p>
<blockquote>
<p><em>Slow and methodical murder was all the champion knew. His fists pulverizing the solider before him. He could see the terror in the men before him, one scurrying away covered in the blood and guts of his comrade.</em></p>
</blockquote>
<p>The plague champion charged again, killing two enemies with its power fist. Still, I could see the writing on the wall. The troops that had previously flanked my marines advanced on the objective, capturing it. The rest of Evan&rsquo;s troops fired on my plague champion killing it. And that was that.</p>
<blockquote>
<p><em>The failure tasted like ash in the Plague Champion&rsquo;s mouth. He could hear the guard all around him as his life slipped away. The objective was lost. His death couldn’t come soon enough.</em></p>
</blockquote>
<p>I need to figure out more missions suited for smaller army play. The default missions in the book seem to assume armies with far more units than ours. I had started sketching out skirmish rules that built on top of the 40,000 rules, but since we were trying to learn how normal 40,000 worked we stuck with that. I suspect you could borrow parts of A Song of Blade and Heroes and cross them with parts of Warhammer 40,000 to produce a pretty cool games.</p>
<p>We had some time before Evan had to leave so we set up for a second game.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/navigator-endoguard-vs-the-death-guard/"/>
    <published>2017-09-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/tau-vs.-the-death-guard/</id>
    <title>Tau vs. The Death Guard</title>
    <updated>2017-08-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/tau-vs-deathguard-40k-scenary.jpg" alt="Tau Vs Deathguard 40k Scenary"></p>
<blockquote>
<p><em>Causarius, Lord of Contagion, could hear the gun fire before he saw the ship.  The plague marines of his vectorium had already engaged the Tau, the battle taking place around the wreckage of a downed Tau ship.</em></p>
</blockquote>
<p>Evan and I played a low power-level game over the weekend: his battalion of <a href="http://wh40k.lexicanum.com/wiki/Tau">Tau</a> versus my <a href="https://wh40k.lexicanum.com/wiki/Death_Gaurd">Death Guard</a> patrol. The goal of the game was to learn the rules for 8th Edition. I had “played” two games with Mythilli, if you could call what we do that. I had a rough sense of how the game worked. Evan had experience playing several other editions of the game, so he also had a vague sense of what a game of Warhammer should probably be like. We played at <a href="https://www.theswordandboardtoronto.com">The Sword and Board</a>, and were sandwiched between two other tables playing larger games of Warhammer than us. This was convenient: we occasionally bugged a table of Space Marine players about the rules.</p>
<p>My Death Guard consisted of the following units:</p>
<ul>
<li><em>Causarius</em>, Lord of Contagion</li>
<li><em>Putidus</em>, the Malignant Plaguecaster</li>
<li>7 Plague Marines (one of which was a Plague Champion)</li>
<li>10 Pox Walkers</li>
</ul>
<p>Evan fielded &hellip; an army I will list out here if he remembers what it contained.</p>
<p>Each of our armies had a power level of 27. This is the new system Games Workshop has devised to help you balance to armies against one another. It works well enough, assuming your troops aren’t overloaded with expensive weaponry. All the numbers involved when using power levels are smaller, and you are doing far less addition.</p>
<p>We played “Open War”, the first mission type described in the Warhammer 40,000 rule book. We marked out a 4 x 4 space on the table to play. Our objective was “Domination”, where you score a point at the end of each turn for each objective marker controlled. (As I would soon learn, my army was ill suited for this objective.) I deployed my plague marines on one objective. My plague caster was within close reach of a second. Evan had troops on the other two objectives. The game was set to run for 5 rounds, with Evan going first.</p>
<blockquote>
<p><em>Causarius watched as his pox walkers collapsed before him. The Tau’s weaponry was impressive, wasted on these diseased horrors.</em></p>
</blockquote>
<p>Evan’s drones were able to secure the objectives he controlled while his actual troops could move into positions better suited to engage my army. My pox walkers were the first victims to the Tau’s gun fire. I forgot that like my plague marines, the pox walkers were also “disgustingly resilient” granting them an additional 5+ save when taking wounds. Since their normal saves were 7+ (impossible to roll) I was simply removing them from the game as they took wounds. My pox walkers were all dead by the end of the end of the second round. I also forgot the Lord of Contagion granted a power area of effect ability to each unit in his aura, making the pox walkers even more deadly. Played properly they may have been a far more effective troop. The way I played them they were a distraction and then they died.</p>
<blockquote>
<p><em>The plague marines laid down fire from their vantage point high above the battle field. They would hold their objective at all costs: they had nothing else to live for, after all.</em></p>
</blockquote>
<p>I had foolishly placed one objective at the top of a building. This made it easier to reach for Evan and his Tau army (which was mostly composed of units that could fly) than my slow moving Death Guard. I deployed my Plague Marines on the objective, and there they remained for the entire game. (It would take two turns for my marines to climb down from where they were perched.)</p>
<blockquote>
<p><em>The Malignant Plaguecaster Platidus watched as the energies of the warp ripped apart the Tau’s drones. This would provide no satisfaction: he ventured deeper into the battle.</em></p>
</blockquote>
<p>My plague caster was a solid killer, but one unit spitting out mortal wounds wasn’t going to win this battle. The caster claimed an objective in the first turn, and held it till the 3rd. After I lost all my pox walkers it seemed clear I wasn’t going to be able to claim another objective. I decided I’d just kill Evan’s units instead. I moved the plague caster out to start dealing some death. (The problem with this strategy was that killing units didn’t actually net you victory points in the game we were playing.)</p>
<p><img src="/assets/img/tau-vs-deathguard-loc.jpg" alt="Tau Vs Deathguard Loc"></p>
<blockquote>
<p><em>Causarius stalked the Tau leader, the giant mechanized armour staying out of the reach of his plague axe.</em></p>
</blockquote>
<p>On his second turn Evan deployed one of his fancier Tau units behind my Lord of Contagion and Pox Walkers by using its deep strike ability. I had planned to ignore the unit and focus on taking one of Evan&rsquo;s objectives, but with the death of my pox walkers, capturing the objective seemed unlikely at best. The Lord of Contagion moves so slow I spent the remainder of the battle chasing this unit down. I managed to kill its shield drone after a successful charge roll brought me into combat with the unit. In hindsight, I think I could have moved 3” around the shield drone using the pile-in rules, and then fought the model I was actually interested in killing.</p>
<blockquote>
<p><em>The Tau secured their ship and their people. A shameful defeat for his vectorium. Thankfully Causarius had long since forgotten what shame felt like.</em></p>
</blockquote>
<p>Evan easily won the game. Still, it was a lot of fun. 8th Edition is fairly straight forward a game. We both managed to muddle through without needed to spend much time digging through rule books. The game plays quite smoothly.</p>
<p>The tables at the Sword and Board are amazing. They have lots of cool looking terrain and scenery. The board we played on was some bombed out city scape. (It was much more evocative than playing on my floor with Mythilli&rsquo;s toys as terrain.) They also have lots of used models and bits you can waste your money on. All in all it&rsquo;s a great place to go play Warhammer.</p>
<p>I won&rsquo;t get to fight this army again: Evan sold it all to the Sword and Board for store credit. He finds the clean lines of the Tau boring. So our next battle will be my Death Guard versus his kit bashed probably guardsmen.</p>
<p>Now we need to plan some sort of campaign.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/tau-vs.-the-death-guard/"/>
    <published>2017-08-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2017/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2017</title>
    <updated>2017-07-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The competition for my time and attention (and money) grows fierce as indie publishers and amateur authors continue to push out better books than the big names in RPGs. We are in the middle of an RPG golden age. I found it particularly challenging this year to narrow down the list of books I wanted to call out, and harder still to pick the three for that most special of distinctions.</p>
<p>This award exists in contrast to the Ennies, the RPG scene&rsquo;s Teen Choice Awards. The Ennies are lovely, i’m sure, but they are very much a product of letting a bunch of randoms vote on what’s good. Sometimes they pick what you like and you think, “man, these awards are great.” Sometimes they pick something you’ve never heard of and you think, “what is even the point of this thing?”<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>To be considered for an award a book must have been purchased by me in the previous calendar year. So the books below are all from 2016. (Remember 2016? All the famous people died and Americans elected Trump for their president.) That&rsquo;s basically the only rule.</p>
<h2 id="best-art-jeremy-duncan-for-towers-two">Best Art: Jeremy Duncan for <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;path=42&amp;product_id=230">Towers Two</a></h2>
<p><img src="/assets/img/towers-two.png" alt="Towers Two"></p>
<p>Jeremy Duncan was tasked with finishing up the art for a book originally done by Gwar’s David Brokie. That’s no easy feat. Brokie’s cover is amazing, but Duncan’s interior art ratchets everything Brokie was doing up to 11. I had previously described the art as “bright, colourful, messy, detailed, crude, psychedelic, cartoonish, gory and intense,” and reviewing the book today I feel the same way. It&rsquo;s so vibrant and unique. I just picked a random image from the book for this blog post. I could have grabbed any. They are all so totally nuts.</p>
<h2 id="best-setting-book-rafael-chandler-for-world-of-the-lost">Best Setting Book: Rafael Chandler for <a href="http://www.drivethrurpg.com/product/175129/World-of-the-Lost">World of the Lost</a></h2>
<p><img src="/assets/img/world-of-the-lost.png" alt="World Of The Lost"></p>
<p>This felt like a quiet release for Lamentations of the Flame Princess. It was stretch goal for another adventure James Raggi published, <em>No Salvation for Witches</em>. While I liked NSWF just fine, I loved <em>World of the Lost</em> more in every way. It seems a shame it hasn&rsquo;t garnered more attention and praise. <em>World of the Lost</em> is such a well engineered hex crawl. The book is so well organized. The layout is fantastic. Everything about the book is in service of a really interesting and evocative setting. It&rsquo;s full of useful random tables and generators. Running an adventure from this book is easy. This is such a solid release it’s a shame its print run was so small.</p>
<h2 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-book-of-2016-patrick-stuart--zak-smith-for-maze-of-the-blue-medusa">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Book of 2016: Patrick Stuart &amp; Zak Smith for <a href="http://www.drivethrurpg.com/product/195785/Maze-of-the-Blue-Medusa-o-Deluxe-PDF">Maze of the Blue Medusa</a></h2>
<p><img src="/assets/img/maze-of-the-blue-medusa.png" alt="Maze Of The Blue Medusa"></p>
<p>I thought picking Maze of the Blue Medusa for this award would be easier than it turned out to be. There were so many great books in 2016. World of the Lost and Towers Two were both out before Maze of the Blue Medusa and both captivating in their own way. By the end of the year there were several more books that stood out, most notably Broodmother Sky Fortress. But the heart wants what the heart wants.</p>
<p>I love <em>Maze of the Blue Medusa</em>. The writing from Patrick is excellent. Like his other works it feels like a mix of game text and post-modern fiction. You can read <em>Maze of the Blue Medusa</em> and enjoy it as a book full of lovely writing, or use the book as it was intended to run a crazy adventure. The layout of <em>Maze of the Blue Medusa</em> is stellar.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Everything about how the book has been put together is designed to help orient the dungeon master in the dungeon. Zak’s map that brought the project to fruition is beautiful, and the art of the map is scattered throughout the book. Finally, the book itself feeds into my love of a well made book. Satyr Press made the nicest book I bought in 2016. Easily. Maze of the Blue Medusa is everything I love about RPGs in one place.</p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
<h2 id="honourable-mentions">Honourable Mentions</h2>
<p><a href="http://apocalypse-world.com">Apocalypse World 2e</a>, <a href="http://www.drivethrurpg.com/product/178359/The-Black-Hack">The Black Hack</a>, <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;path=42&amp;product_id=237">Blood in the Chocolate</a>, <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;path=42&amp;product_id=236">Broodmother Sky Fortress</a>, <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;path=42&amp;product_id=233">The Cursed Chateau</a>, and <a href="http://www.drivethrurpg.com/product/198895/Do-Not-Let-Us-Die-In-The-Dark-Night-Of-This-Cold-Winter">Do not let us Die in this Cold Winter</a> are all excellent books well worth checking out. Lamentations of the Flame Princess deserves a special mention for managing to publish so many great books in a single year. Finally I want to give a special shout out to Cecil Howe’s <a href="http://www.hex-kit.com">HexKit</a>, which I fucking love.</p>
<p>Till next year. Booyaka! Booyaka!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Wait—what&rsquo;s the point of <em>this</em> thing? Patrick’s won something 3 years in a row now. (<a href="/blog/awards-2015/#fn:1">I actually made an off hand remark about this very situation occurring last year.</a>) We&rsquo;re half way though 2017 and <em>Veins of the Earth</em> has come and gone, which made picking this years awards tougher. I can see into this award&rsquo;s future: I can&rsquo;t imagine not Veins not making my short list next year. That made me second guess my picking <em>Maze of the Blue Medusa</em> for awards this year. There is likely something structurally problematic in how I construct my <a href="/blog/books-of-2016/">long list</a>. I&rsquo;m always going to buy Patrick&rsquo;s new book: I love what he does. So, he&rsquo;s always guaranteed a spot in my long list. (Well, until he starts writing dreck.) I pick up all of LotFP&rsquo;s adventures for the same reason, so they are overrepresented in my long list and have a better chance of making it to my short list. Should I penalize people for making good books, though? As I said last year, every scene needs their Daniel Day Lewis. In 2016 I picked up a lot of games from people i&rsquo;ve never heard of, for systems I would have never played, so it&rsquo;s not like i&rsquo;m knee deep in the same people&rsquo;s work, but this is still something to keep in mind. At the end of the day this award will always simply be a reflection of what I like. I mean, I named them after myself.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I still think the rooms are a bit too wordy, but you can’t praise someone for their prose and then complain there is too much of it.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2017/"/>
    <published>2017-07-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/paint-for-the-paint-god/</id>
    <title>Paint for the Paint God</title>
    <updated>2017-07-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Previously I had made a half hearted attempt at painting my Reaper Bones miniatures. I found Reaper&rsquo;s meagre advice on the subject and my attempts at painting lacking. I painted a handful of minis before putting this new hobby aside. (We call that half-assing it in Canada.) A couple years later and I find myself with <a href="/blog/warhammer-40k/">with 53 new miniatures to paint.</a> That’s a lot of plastic. I don&rsquo;t know why I thought things would be different this time.</p>
<p>Painting your miniatures seems to be an important part of the Warhammer scene. Tournaments often require your miniatures are painted to a particular standard. People don’t want to play someone whose minis are all grey plastic. (I suppose painting helps identify what’s what on the table.) My Warhammer minis looked amazing and cost me enough money I didn’t want to fuck them up. This was a real quandary. Conveniently, my friend <a href="http://gamepieces.blogspot.ca">Evan</a> is an amazing painter and spent his youth as a Warhammer nerd. He offered to come over and help me get started.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p><a href="https://plus.google.com/+RamananS/posts/WTQUDqwwde9">Evan came over one Sunday with a bag full of spray paint and we got to work priming.</a> Games Workshop has a house style that is very structured in how you go about painting minis: prime, shade, layer, layer, layer, highlight, highlight, highlight, etc. Their magazines are full of minis that are so vivid and detailed, they often look like cartoons. Evan suggested a different approach: paint as much as you can with spray paint because ain&rsquo;t nobody got time to paint that 4th layer of anything.</p>
<p>We started with the Space Marines. They were primed with black spray paint. Once dried, we did a light coat of grey sprayed from above, and then followed that with red painted in much the same way. This left the minis looking like they were being lit by moonlight, or emerging from the shadows.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> They were interesting without anyone having to take out a brush. The Death Guard followed. With the base coating done, I was left to figure out what to do with all the details.</p>
<p><img src="/assets/img/lord-of-contagion-primed.jpg" alt="Lord of Contagion"></p>
<p>At first, I just painted everything that was supposed to be black, black. This turned out to be easier than I thought. Emboldened I started painting parts of their armour metallic. And so on and so forth. I’d pop into <a href="https://www.theswordandboardtoronto.com">The Sword and Board</a> to pick up paints I was lacking and work on some new detail. I realize now that paint is to Warhammer what booster packs are to Magic: The Gathering—a cheap way to throw money down a hole.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>Painting a miniature is quiet and relaxing work.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> You need to be patient to produce a mini that looks good. Over the last couple weeks, I&rsquo;ve managed to make my way through most of my Space Marine army. Some units are &ldquo;done&rdquo;. Others are quite close. I don’t think I&rsquo;ll win any contests, but they are painted to a standard I didn’t think I&rsquo;d be able to accomplish. I didn&rsquo;t think I would enjoy painting, <a href="https://www.instagram.com/minis_for_the_mini_god/">but here we are</a>.</p>
<p><img src="/assets/img/captain-and-ancient-painted.jpg" alt="Captain And Ancient Painted"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>And so Evan was pulled back into Warhammer himself.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="https://www.youtube.com/watch?v=Wxc9WX2INp4">I later learned people refer to this as pre-shading.</a>&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>Quite literally in the case of my bottle of Agrax Earthshade: I have spilt it three times since buying it last week.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>While painting I find it hard to do anything besides focus on the task at hand: keeping my hands steady. I’ve found painting a good way to clear my mind.&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/paint-for-the-paint-god/"/>
    <published>2017-07-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/in-the-grim-darkness-of-the-far-future-there-is-only-war/</id>
    <title>In the Grim Darkness of the Far Future There is Only War</title>
    <updated>2017-07-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/space-marines.jpg" alt="space marines"></p>
<p>I hadn&rsquo;t given <a href="http://games-workshop.com">Warhammer</a> much thought since junior high. Back then my friend had bought a starter set and some minis for an orc and goblin army. We played elves and humans versus orcs and goblins for several weeks, but ultimately that all petered out—no one else had the money for miniatures at the time. By the end of junior high we all got into magic and that became our (somewhat cheaper) money hole of choice. All throughout high school I would joke about wanting a <a href="http://2.bp.blogspot.com/-RuYprsOY2WM/UIz0gxWxTJI/AAAAAAAABWc/aQkhNdoKfSk/s1600/HQ+001+%25281%2529.jpg">Blood Thirster</a> for my single unit Chaos army, but that was the extent of my interest in Warhammer.</p>
<p>Last week I walked into <a href="https://www.theswordandboardtoronto.com">The Sword and Board</a> and bought the new Warhammer 40,000 starter set, Dark Inperium.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> This is their first product that introduces the new 8th edition of the game. I saw the set the week prior and it had been on my mind since. I’m not sure why. It’s a very cool looking box, I suppose. To quote <a href="http://falsemachine.blogspot.com/">Patrick Stuart</a>, &ldquo;The thirst is real.&rdquo;</p>
<p><img src="/assets/img/blightbringer.jpg" alt="blightbringer"></p>
<p>Dark Imperium was expensive ($190 CAD!), but in the grand scheme of Games Workshop a good deal. The set comes with 53 miniatures that make up two armies, a Space Marine Imperium army and a Death Guard Chaos army. It also comes with everything else you need to play: the new hardcover rule book for 40K, two mini &ldquo;codex&rdquo; books that describe the armies that come in the set, a smaller card stock printing of the core rules, some dice and a range ruler. Everything about the set is nice and fancy.</p>
<p>As a beginner boxed set goes this one is crazy. You open up the box and are presented with another box. It features a cool picture of a space marine on its cover: amazing. But wait, that box is full of sprues! Like, a terrifying amount. What the shit? The rule book opens with a very short introduction to the Warhammer hobby and then it&rsquo;s like 150 pages of lore: &ldquo;in the grim darkness of the far future there is only war,&rdquo; and all that nonsense. The rules for actual Warhammer 40K are buried 2/3rds into the book. (They are a modest 12 or so pages out of this almost 300 page book.) There are instructions for how to make the models in a separate booklet, though nothing about the finer points of modelling. There isn’t any advice on painting. There isn’t any sort of quick start guide to get you going with the game. Perhaps that makes sense: there isn’t anything quick about this hobby. Probably best not to give anyone any false impressions.</p>
<p><img src="/assets/img/first-space-marine.jpg" alt="first space marine i built"></p>
<p>I made the first model sitting on my deck, a space marine. That model, along with the other space marines, were fairly straight forward to assemble. All the models seem well thought out in how they are sculpted and disassembled for manufacture. There are little nubs all over to make fitting everything easy. The models are generally designed so that they hide seams and joints when put together. I’m curious how much the aesthetics of Warhammer are shaped by the nature of these little gaming pieces.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>It took me a week of modelling here and there to get all the minis built.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> They are sitting on a bookshelf now waiting to be painted. I&rsquo;ll report back when they are painted or I&rsquo;ve played a game. Hopefully that&rsquo;s soon—so this purchase wasn&rsquo;t entirely foolish.</p>
<p><img src="/assets/img/warhammer-shelf.jpg" alt="war hammer minis on bookshelf"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>An impulsive purchase. (Of course.) I had to wake up at 8:00 AM that day to help one of our clients upgrade their install of the software I work on, and it was this really complicated sort of gong show that lasted 5-6 hours. So, it was a bit after lunch time when it was all done, and I just felt like buying something to calm myself down and feel good. It was a real &ldquo;treat yourself&rdquo; moment. I probably should have just had a beer. It&rsquo;d have been much cheaper.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="http://falsemachine.blogspot.ca/2013/09/completely-enclosed-in-hollow-of-his.html">Thankfully Patrick Stuart has already written about miniatures so you don’t need to read my hot take on the subject.</a>&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p><a href="https://plus.google.com/+RamananS/posts/HACYJre6LTo">I was &ldquo;blogging&rdquo; about my week with Warhammer secretly on Google+.</a> My thoughts about building the models and reading the book are buried in the comments of a post about the DCC RPG Free RPG Day adventure. I felt a bit embarrassed about my super bourgeois purchase.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/in-the-grim-darkness-of-the-far-future-there-is-only-war/"/>
    <published>2017-07-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/shopkins-party/</id>
    <title>Shopkins Party</title>
    <updated>2017-04-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Here is an entry for the <a href="https://200wordrpg.github.io">200 Word RPG Challenge</a>. It&rsquo;s a game to play with my daughter, a serious scaredy cat. Whenever we play D&amp;D she just wants to stay in the town and hang out with her mom or go to birthday parties. I&rsquo;ve tried to turn that into a story telling game. All you need are a bunch of Shopkins to play. If you don&rsquo;t know what Shopkins are, lucky you. (All you need to know this: The core mechanic of Shopkins is not knowing which one you&rsquo;ll get.)</p>
<h2 id="shopkins-party">Shopkins Party</h2>
<p>Grab four Shopkins for each player in the game and put them in a bag.</p>
<p>The youngest players draws a Shopkin from the bag. Everyone should say, “Happy Birthday!” Today is this Shopkin’s birthday party! On a sheet of paper write down her name. Place the Shopkin on the table: she’s waiting for her friends to arrive.</p>
<p>The player to the right draws another Shopkin from the bag. The first guest has arrived! Write her name down and flip a coin: on heads the guest is one of the birthday girl’s best friends forever; on tails she is a mean bully. Note this down. The players now act out a scene involving the party goers. If the birthday girl stands up to a bully during a scene the bully is now one of her best friends forever.</p>
<p>Continue to draw guests till you have drawn half your Shopkins. The next Shopkin drawn is the birthday girl’s mom. She’s got the cake. Everyone sing Happy Birthday!</p>
<p>Each Shopkin drawn after this point is someone’s mom. They are here to pick up their kid. Make sure they leave with a loot bag!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/shopkins-party/"/>
    <published>2017-04-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/world-of-carcosa/</id>
    <title>World of Carcosa</title>
    <updated>2017-03-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Players, don’t get too attached to your characters, because the game isn’t about them—the game is about the warren. Individual rabbits are cheap and the continuity of the warren is everything. Death is explicitly on the table and will occur as the fiction demands, so breed early and often. Your kits are your legacy (and the pool from which you will probably draw your next character).</p>
<p>Think of the game as a generational saga rather than an heroic narrative. Although your characters may well be leaders, poets, and scofflaws, they are still at the bottom of the food chain in a world determined to kill them. Perhaps their children can finish what you so bravely started. Generational play is great fun, and having a strong connection to the warren as a living community pays great dividends over time. You’ll start to care about its health and goals, and build a mythology around the exploits of previous generations. And, despite all these lofty assurances, in the end making up a new rabbit takes only minutes. - Marshall Miller, <em>The Warren</em>.</p>
</blockquote>
<p><a href="http://bullypulpitgames.com/games/the-warren/"><em>The Warren</em></a> is a Powered by the Apocalypse game about rabbits—picture Watership Down.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> I&rsquo;ve tried to play it a few times with my daughter, though without much success. My daughter is a scaredy cat. She doesn&rsquo;t like games with conflict or danger.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Most RPGs aren&rsquo;t particularly interesting without either.</p>
<p><em>The Warren</em> is full of writing I could imagine being pulled right out of an old-school D&amp;D book. Stories about rabbits are often stories about survival and horror. Watership Down is very much in this vein. Your rabbits struggle against the world, and many will die so others may live. One can picture running some real meat grinder games playing a by the book game of <em>The Warren</em>.</p>
<p>I&rsquo;ve wanted to run a session of this game with people closer to my age for a while now. Bully Pulpit Games has published several &ldquo;playsets&rdquo; (basically very terse setting documents) to help kickstart games of <em>The Warren</em>. They&rsquo;re all quite good, but sometimes it&rsquo;s fun to make your own.</p>
<blockquote>
<p>Of course anyone can do anything he likes with Carcosa. There is no One True Wayism about Carcosa, nor is there an &ldquo;Official&rdquo; Carcosa. My attitude towards my creations is that of Gary towards D&amp;D in 1974, not Gary towards AD&amp;D in 1982. — <a href="http://www.dragonsfoot.org/forums/viewtopic.php?p=1146625#p1146625">Geoffrey McKinney on Dragonsfoot</a></p>
</blockquote>
<p><a href="/masters-of-carcosa/the-warren/world-of-carcosa.pdf">World of Carcosa</a> is a playset for <em>The Warren</em> that is set in the doomed world of Carcosa. If you have been reading this blog you know it&rsquo;s one of my favourite settings for D&amp;D. I&rsquo;m not sure what the Venn diagram is for people interested in Carcosa and people interested in a game about rabbits. Perhaps it&rsquo;s very small. This is for my people!</p>
<p>I haven&rsquo;t had a chance to run this playset yet. Buyer beware!</p>
<p><a href="/masters-of-carcosa/the-warren/world-of-carcosa.pdf">Download World of Carcosa.</a></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>You are no doubt already familiar with <em>The Warren</em> as it was awarded an Hounorable Mention in <a href="/blog/awards-2015/">the Ramanan Sivaranjan Awards for Excellence in Gaming, 2016</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>A brief recap of one of our games: &ldquo;I thought my daughter might like a game about rabbits. She was sent out for carrots and narrowly avoided an owl! That was too scary, though, so she decided she&rsquo;d just play the predators and the rabbit she made is now a turncoat working with the humans after eating a soup that made her evil.&rdquo; A few weeks later I tried playing with her again: &ldquo;In this session she is searching for cutie rabbits to also convert to evil. She also travels in an invisible bag carried by her human friend so foxes and owls can&rsquo;t get her.&rdquo;&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/world-of-carcosa/"/>
    <published>2017-03-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/the-cursed-chateau/</id>
    <title>The Cursed Chateau</title>
    <updated>2017-03-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/chateau.png" alt="Spread from the Cursed Chateau"></p>
<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=233">The Cursed Chateau</a> is a fancy book. Released by <a href="http://www.lotfp.com/">Lamentations of the Flame Princess</a> early last year, I finally picked it up at the tail end of 2016 as part of a huge LotFP order. Written by James Maliszewski—of <a href="http://grognardia.blogspot.ca">Grognardia</a> fame—this version of the adventure is a new deluxe printing with layout and art by Jez Gordon.</p>
<p>The central conceit of the adventure is that players are magically trapped in a large haunted chateau by its former master Lord Joudain, a perpetually bored and tormented spirit. Joudain’s soul is trapped within the chateau, so he in turn traps passer bys to torment them for his entertainment. If the characters manage to be entertaining enough his otherworldly boredom will pass and he’ll be freed from his self-inflicted curse, freeing the characters as well.</p>
<p>This is a reasonably large adventure. The adventure site is quite big: there is a hedge maze that leads to the chateau, the grounds, and the chateau itself. There is a cast of NPCs, the former staff of the chateau, who now all haunt the place. Each is described with their backstory, a small stat block, and an illustration. (I should note here that my wife and I ended up being transformed into evil spirits by Jez: I’m the photo reference for Hervisse, my wife for Mondette.) There is a d100 random events table that helps drive the action during the adventure. As you enter rooms you’ll roll to see what weird thing is happening within, if one of the NPCs happens to be doing something within, etc.</p>
<p>The book opens with a discussion by James on funhouse dungeons, which one could imagine being posted on Grognardia in days gone by.</p>
<blockquote>
<p>In a fun house, there’s often no way to determine what lurks behind the next door or down a nearby corridor and that fact irritates some players who value naturalism and rationality even in their fantasy. Without it, they argue, it’s difficult, if not impossible, to plan ahead or think strategically and thereby minimize the likelihood of their characters suffering some terrible fate. I’m sympathetic to this perspective and, in general, my adventure locales are fairly reasonable, even orderly places that “make sense”—which is precisely why a place like the chateau makes for a good change of pace!</p>
</blockquote>
<p>I think how you feel about this adventure is going to depend on how you feel about funhouse dungeons. This adventure offers some clues about the nature of why the characters are trapped in the mansion, but it’s not particularly obvious. The means of escape isn’t really fleshed out to the characters either. I suspect most players will stumble about till they accidentally rack up enough misfortune to appease Joudain. Now, the adventure site isn’t completely arbitrary. The NPCs all have pretty clear motivations, and characters will likely learn of their various allegiances and squabbles with the other NPCs. The house is still a house, and laid out like one would expect a manor to be. Still, it’s a haunted: expect things to be creepy and confusing at times.</p>
<p>The interior art and layout is by Jez Gordon. I know I gush about Jez’s graphic design chops, but this book is another example of just how next-level the work he puts out is. The front end-papers feature all the maps in the module. The back of the book lists all the rooms with creatures within and reprints a few useful tables. This is a fairly text heavy adventure and it’s been laid out expertly by Jez. Everything is presented with an eye to what the two page spread will look like. Long room descriptions never spill over to the other side of a page. Some room descriptions in this module are very long, several paragraphs at times, so this is really a very impressive feat. This might be one of the best layouts i’ve seen of a D&amp;D module, considering just how dense the text is. (Maze of the Blue Medusa, which I haven’t written about yet, is another good example of strong design and layout.) Jez’s work gets better with each adventure he puts out.</p>
<p>The book has a new cover by Yannick Bouchard, who has been doing a lot of work for LotFP recently. A fellow<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> sits on a sofa, clearly bored, his arm draped around a skeletal ghost. A blood stained sword leans against a blood stained wall. It’s a great cover, very evocative.</p>
<p>I know most everyone involved in this books creation so calling this a review seems like false advertising. I generally only write about books I like, and I like this book. It’s one of the most beautiful RPG books I own. It’s been printed with gold as an accent colour: the pages shimmer! LotFP continues to put out solid books: they have one of the most interesting and diverse catalogs of modules of any OSR publisher.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The character on the cover reminds me of Kyle MacLachlan (of Twin Peaks), though maybe that’s just me.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/the-cursed-chateau/"/>
    <published>2017-03-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/breakout-2017/</id>
    <title>Breakout 2017</title>
    <updated>2017-03-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://breakoutcon.com">Breakout 2017</a> was a lot of fun. I&rsquo;m glad I grabbed tickets a million years ago. (I wish I could remember how I heard about it now.) It&rsquo;d been over a year since I last attended a big gaming event. The weekend was exhausting, but I got to try a bunch of games I&rsquo;d likely have never played if left to my own devices. I also got to see a bunch of gamers I only know from the internet, and a few friends I don’t see nearly enough.</p>
<p>The organizers of Breakout are indie-gamers so that side of table top gaming was well represented. Lots of indie game designers and players are in attendance. If you want to play indie games this convention has you covered. There was also a really big contingent of people playing D&amp;D 5e Adventurers League. My old DM from back when I was playing 4e public-play is a big part of that scene and was there as well so I got to catch up with him. If you were into boardgames there was an even bigger room full of people playing those. If you are the most hard core of old-school D&amp;D nerds you might find the convention lacking: Rebecca Chenier was the only person running anything old-school. Maybe that&rsquo;ll change as the convention grows.</p>
<p>This was the biggest gaming convention I&rsquo;ve been to. Of course, I basically go to none so maybe that&rsquo;s not saying much. There were lots of people and lots of games, anyway. The old-school D&amp;D conventions in Toronto (OSRCon and OSCon) are much more modest in their scope in comparison. This convention was big, but not overwhelming and annoying the way FanExpo has become.</p>
<p>I ended up playing 4 games while at the convention (2 games of <a href="/review/night-witches-reprise/">Night Witches</a>, a game of <a href="/review/apocalypse-world/">Apocalypse World</a>, and a game of <a href="/review/swords-without-masters/">Swords Without Masters</a>), and attended one panel. I spent the rest of my time hanging out and drinking beer. My advice to anyone attending a convention is to not go overboard with the gaming. I ended up with a few gaps in my schedule and it gave me time to relax and chat with the other people there. That’s often just as much fun as gaming.</p>
<p>The convention was well organized and well run. People were friendly. I had a nice time at all my games, and the people playing them were are all really welcoming. You can&rsquo;t ask for much more than that.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/breakout-2017/"/>
    <published>2017-03-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/swords-without-masters/</id>
    <title>Swords Without Masters</title>
    <updated>2017-03-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/swords-without-masters.jpg" alt="My character sheet for Swords without Masters"></p>
<p>After <a href="/review/apocalypse-world/">my Apocalypse World game</a> I went to a panel discussion about GMing advice with Robin Laws, Matt McFarland, Anna Kreider, and a dude who wasn’t Emily Care Boss (who was sick). I enjoyed the talk, it was well done. The moderator Donald Fraser did a good job making the audience questions sound like they were all carefully chosen by him. I like when people are forced to write down their questions, thereby avoiding the risk of a crazy person rambling on.) Robin Laws is funny: <a href="http://www.kenandrobintalkaboutstuff.com">I should check out his podcast</a>. I had an hour break after the panel in which to have a beer and chat with John Willson about RPGs. While we drank <a href="https://dino-pirates.com">Corey Ried</a> popped by to say, “hey.” He was running the next game I would play, <a href="http://www.worldswithoutmaster.com/swords-without-master/"><em>Swords Without Masters</em></a>.</p>
<p><em>Swords Without Masters</em> was written by <a href="https://dig1000holes.wordpress.com">Epidiah Ravachol</a>. The only thing I knew about the game was that it was published in his zine, <a href="http://www.worldswithoutmaster.com/"><em>Worlds Without Masters</em></a>. I had assumed it would be some sort of indie variation on D&amp;D—that it was most definitely not. The game is firmly in whatever genre you would place Fiasco within. (I want to say Story Games, but that name feels meaningless: this game was also nothing like <em>Apocalypse World</em>.) <em>Swords Without Masters</em> is a story <em>telling</em> game. There is a loose framework of rules that exists to help give your story some direction.</p>
<p>Our session began with us figuring out what image best represented each of our rogues: <em>Swords Without Masters</em> is a game about rogues in the vein of Conan the Barbarian. I picked a classic Earl Norem <em>Masters of the Universe</em> painting—of course. Your character is a name and handful of narrative hooks—terse when compared to traditional RPG characters. It didn’t take long to get the game started.</p>
<p>We began on a battlefield surrounded by our enemies. A game of <em>Swords Without Masters</em> is broken up into a series of phases: Perilous, Discovery, and Rogue. We began in the Perilous Phase. As the name implies, this is when the characters face danger. The DM, called the Overplayer in this game, starts by rolling a pair of dice. Each die represents a mood, jovial or glum, so you better be able to tell them apart. The higher die’s mood wins, and the Overplayer begins narrating the hardships faced by the players keeping the mood in mind.</p>
<p>Corey didn’t waste time trying to front load a lot of explanation on the rules for the game. He’d tell us what we needed to know to keep playing. The game is simple to teach. In our first phase he let us know we could take control of the narrative by picking up the dice. There is a back and forth: the Overplayer narrating an escalating level of danger and destruction until the players jump in and push back. When you don’t have the dice your character can do whatever they want, but they ultimately need to be failing. Once you decide you’ve had enough of losing you can pick up and roll the dice. Your higher die becomes your tone. You tell the story of what’s going on, narrating how your character overcomes their obstacles in the style of the current tone.</p>
<p>I found the game challenging to play because coming up with an interesting story on the spot is tricky! (I’m both boring and unimaginative.) All of the players were initially hesitant about picking up the dice. This meant the situation we were in just got more ridiculous. By the end of the session we were more comfortable interrupting the Overplayer to take control of the action.</p>
<p>When you roll doubles your rogue is stymied. This means that whatever you had planned to do while in control of the narrative must fail. During this initial phase one player’s character was trapped while the other characters escaped. That’s how we chose to end the phase.</p>
<p>Stories need not be told linearly. We played the Discovery Phase next, travelling back to a time before the fighting when we were all imprisoned together. In this phase the rogues pass the dice around, rolling immediately, and narrating some new piece of information about themselves or the world. Whenever they do so they ask the Overplayer a loaded question about this discovery. (e.g. “Why didn’t my talisman protect me from the Titans?”) The Overplayed answers, thereby revealing more about the world and the conflict at hand. The Overplayer decides when this phase ends. When we played we usually ended things after each player had a turn sharing a discovery.</p>
<p>Our third phase was the Rogue’s Phase you take turns passing the dice around asking the other player how their character will accomplish some particular goal. (“How did you scale the unscalable wall?”) This phase is about highlighting how awesome your character is in the tone the dice command. You can also make demands of the Overplayer to learn more about the world and its other inhabitants.</p>
<p>The game continued on like this. The Overplayer decides what phases are played and in what order. During the game the players will write down the motifs they find most interesting about the story being told. There are also rules for tracking mysteries and morals based on your dice rolls. These are all called threads in the game. When you hit 9 motifs it’s time to wrap up the story. The players can now choose to reincorporate a thread into the story they are telling. Once they have done so they are no longer allowed to pick up the dice and drive the narrative. After all the players have reincorporated a thread into the story the game ends. This end game mechanic is smart: your story ends up feeling coherent because the conclusion draws from various threads raised earlier in the game. (Our game ended with us destroying the Arch-witch, though it took the sacrifice of one of the players to accomplish the goal.)</p>
<p>I find these narrative games very demanding. With traditional RPGs the story you tell is generally grows organically from play. (Well, at least in good games!) The scope of <em>Swords Without Masters</em> is so grand in comparison: I often felt stuck trying to come up with something to say or do. We were all quite over the top in how we played, but in hindsight we should have mixed in more modest and quiet questions and answers. I suspect if I had played more of these story telling games I’d have done a better job at that sort of pacing.</p>
<p>Having to narrate your lows as well as your highs is fun. The flipping of the tone from jovial to glum also works well. Your character sheet has a good list of words associated with each tone to help you when narrating. The loose structure helps ground what would otherwise be a bunch of people talking about how awesome their characters are—though there is definitely a lot of that going on.</p>
<p>I grabbed the game itself while writing this review. The rules are well written and clear. For each of the phases and rules I&rsquo;ve mentioned above there are lots of examples of game play. There are also &ldquo;advanced&rdquo; rules that extend the game if you want something slightly more complicated.</p>
<p>This was a fun game to play, something I likely wouldn’t have done outside of a convention setting. (I liked having a chance to play all these different games while at Breakout Con.) This game will likely feel unsatisfying if you are looking for more objective challenges in your games than “tell a compelling story”. But, if that’s what you’re looking for this game works really well. <em>Swords Without Masters</em> feels different and novel.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/swords-without-masters/"/>
    <published>2017-03-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/apocalypse-world/</id>
    <title>Apocalypse World</title>
    <updated>2017-03-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/apocalypse-world-character-sheet.jpg" alt="My character sheet for Apocalypse World"></p>
<p>My second day of <a href="https://breakoutcon.com">BreakoutCon</a> began with a game of plain old <em>Apocalypse World</em>. There are many games built on top of the rules for this game I often forget that underneath them all there is a game about playing horny people in the post-apocalypse. Our game was based on a one shot adventure written by Baker to introduce people to the game—his Keep on the Borderlands, I guess.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> At the start of the game we were asked if we wanted a game that was gonzo or serious. I think we were all on the fence and so ended up with something in the middle.</p>
<p>I wasn&rsquo;t fussy at all about what class I played, so I let everyone pick their playbooks first (classes in <em>Apocalypse World</em>) and I picked the last one, a Skinner. My character was a hot singer whose gender was ambiguous, dressed in some haute couture whose origin and continued upkeep was unclear. You get to pick two moves when you start. I picked one that pushed my Hot stat to +3 and another move that sort of charms people who see me perform my art (singing). And then we started asking each other questions.</p>
<p><em>Apocalypse World</em> has rules for building relationships between the characters that are great and seem like the most interesting innovation in the game. Each class has a series of questions you ask. Other players chime up to answer, granting you a history bonus with that player’s character. By the time everyone has asked their questions you have a web of interconnection between everyone at the table. Too heavy for the sorts of of OD&amp;D games I play where I make characters in a few seconds and refuse to name them till they survive the session, but on the whole this wasn&rsquo;t an onerous process at all. For games like 5e where you are likely to create characters you hope to have stick around for a while these sorts of mechanics should be stollen whole hog. (I can imagine questions for each of the classes in D&amp;D.) <em>This</em> is the mechanic to steal from this game, not that 2d6 business. That&rsquo;s pedestrian in comparison. Before the game had started there was already a little heat.</p>
<p>The set up for this one-shot involved everyone getting a letter that told them a little bit of the action and asked them to roll and see what the current deal was, a custom <em>Apocalypse World</em> move to start their game. These letters introduced additional backstory and adventure hooks. The hard holder failed their “love letter” roll so our game began with us trapped in our hard hold, surrounded by an enemy gang, with things looking bad for us. Also, a rival faction inside our compound split off and holed themselves up. Also, there were a bunch of spies working a against us inside the compound. Also, the mud flaps, weird fish people we were trading with, were suffering the effects of a highly contagious disease. Also, the worlds psychic maelstrom was fucking with several of the NPCs (and myself). Also, a whole other bunch of stuff was happening. I appreciate that there was lots of things for our characters to latch onto and explore, but it meant that a lot of the interpersonal adventure hooks we figured out earlier never really came into play. It was comical how zany and hectic the opening situation was. (Also, the villains name was Ambergrease, which I love.)</p>
<p>Unlike D&amp;D where you usually adventure as a group, in this game all the characters were usually off doing their own thing. Everyone was running around trying to figure out how to make sure things didn’t explode. This felt a bit awkward at times: there were often long gaps between a player being called on to narrate what their character was getting up to rolling to see what was going on. We’d all listen to what the Chopper was doing, or the Angel, or the Brainer, and then wait for things to circle back to us. I personally don’t mind this: I liked being able to relax and listen to what was going on around me. There was always something going on.</p>
<p>The tone of the game was quite different than that of <em>Night Witches</em>. Failed rolls lead to more complications, but in <em>Apocalypse World</em> proper success would often be just that. My character began the game with a +3 Hot. This is pretty sweet, and made any actions I needed to take with my Hot stat an easy success. The starting stats in <em>Apocalypse World</em> (in contrast to <em>Night Witches</em>) produces fairly competent characters from the get go. My Skinner was amazing at being Hot. It was unlikely i’d fail if called on to roll against that stat. This encouraged me to deal with problems by using my ample hotness whenever possible. I don’t think this is that unusual: D&amp;D and most games with stats will reinforce your character’s roles and personality by incentivizing moves that require a particular attribute. With this game those situations where we were pushed to leave our character’s comfort zone were usually more interesting, because these end up with the failures or partial successes that produce interesting plot twists. <em>Night Witches</em> scales everything down, and you can produce a lot of strife and conflict that’s also very quiet. With <em>Apocalypse World</em> to generate that same level of conflict felt like it required a whole lot of action to be going on. One thing we didn’t do in our one shot that I suspect would result in people choosing to use their less amazing stats is the rules for marking stats and advancement. The DM and the player you have the highest history with each mark one of your stats. When you roll a highlighted stat you mark experience. In this way the game can encourage you to not just use sex to get your way.</p>
<p><em>Apocalypse World</em> looks to focused on producing narratively interesting situations. The problem solving in the game will usually require you to make one die roll, that leads to another, and another, and another. In the book they refer to this as moves snowballing. Trying to minimize how many rolls you need to make to accomplish your goals might be the approach to the game more tactically minded players take when playing. (How do I work the situation so my Skinner can seduce this person rather than threaten them with violence.) As far as I can tell you don’t give out bonuses for coming up with an amazing plan that ultimately requires you shoot someone, though perhaps the steps that lead up to you shooting someone might set things up so that you don’t need to roll to make that shot and execute them. There is a different sort of player skill at work. That said, my guess is people are playing <em>Apocalypse World</em> because they care more about interesting narrative than “winning”.</p>
<p>By the time our session was wrapping up we had maybe wrangled enough food to survive and held off the rival gang, but were likely in the midst of being overrun by infection disease and evil brain control. It was a fun game, and I’m glad I got a chance to finally play <em>Apocalypse World</em>.</p>
<p>I’ve had the book for several months now, having backed the Kickstarter. There is a lot to love about <em>Apocalypse World</em> even if you have zero interest in playing the game and think everything I’ve said thus far sounds dreadful. The book is worth owning for the DM advice. The book presents one of the best summations of how to run a sandbox game. (<a href="https://plus.google.com/+RamananS/posts/WPkj585Tn7a"><em>The Warren</em> takes that advice even further</a>) There are some OSR products I’ve seen recently that do a good job here, but I suspect many were inspired by how <em>Apocalypse World</em> presents its advice. The book is very practical in how it talks about running a game. The tone is conversational.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> The advice is direct. You do this and then you do this and then you do this. These are things I think other game publishers could learn from.</p>
<p>That said, I don’t think this is a good book to learn how <em>Apocalypse World</em> games work. Both <em>Night Witches</em> and <em>The Warren</em> do a better job of explaining the rules to their game (and games like them) than <em>Apocalypse World</em> does—in my opinion. Of course, <em>Apocalypse World</em> is a much heavier and more complicated game. Each playbook is quite different from the next. There are lots of moving parts in the game. (You can ignore what you find complex and the game will chug along just fine. We looked to have ignored a fair bit while playing our one shot.) The second edition book I own includes advice for hacking the game, which is likely also of interest to people who are game nerds.</p>
<p>The book is good, but could be great if someone helped with some of the information design and layout. (Why print the character sheets in the middle of the book: it’s 2017, no one is going to photocopy them.) <a href="https://plus.google.com/+RamananS/posts/d5cs8Jd2aen">There is lots of great writing scattered throughout the book</a>, but it’s sometimes hard to find. <a href="https://plus.google.com/+RamananS/posts/bCSg3KKe35h">I own the hardcover which is fancy</a>: if you can find a copy you should grab one.</p>
<p>Even if you’re a big D&amp;D-head I think there is something to be said for this game. (Whether you play it or just steal from it.) I liked it.</p>
<blockquote>
<p>The most amazing thing about <em>Apocalypse World</em> is that it talks about special sex moves on its 11th page and somehow manages to recover just fine. — <a href="https://plus.google.com/+RamananS/posts/GVBHunmRCQ5">Me, August 20th 2016</a></p>
</blockquote>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://bignose.whitetree.org/tmp/apocalypse-world/hatchet-city.pdf">I looked this ‘adventure’ up while writing this review: it’s fantastic.</a> It’s a very broad skeleton with a worksheet you work through to produce some basic notes for running an adventure.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Sometimes the tone is too conversational. &ldquo;You are hot and you do this fucking thing you hot person.&rdquo; The way the book talks to you can be annoying. It flies too close to the sun. I both write, talk, and sound annoying: there isn&rsquo;t anything wrong with that.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/apocalypse-world/"/>
    <published>2017-03-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/night-witches-review-reprise/</id>
    <title>Night Witches Review Reprise</title>
    <updated>2017-03-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/night-witches-portraits.jpg" alt="Character portraits from Night Witches"></p>
<p>My first game at <a href="https://breakoutcon.com">BreakoutCon</a> was a session of <a href="http://www.bullypulpitgames.com/games/night-witches/"><em>Night Witches</em></a>. <em>Night Witches</em> is an RPG written by Jason Morningstar. For those not familiar: in <em>Night Witches</em> you play Soviet fighter pilots in an all women bomber unit. The game was totally different than anything I usually play, and my first time playing a Powered by the Apocalypse World game. That first game was so captivating I ended up playing again the next day (continuing the action where things left off). <a href="/review/night-witches/">I was positive about the game after reading it a couple years ago.</a> Reading a game is miles away from playing a game. I feel I have much more to say about this game now.</p>
<p>Our session opened with a somewhat involved character creation process: we described our characters and answered pointed questions about their history as the DM narrated our travels to the front. (An example question is, “Why does the NKVD already have a file on you, and how did you get around that black mark to join the regiment?”) This added a small bit of colour to each character and helped differentiate what would otherwise be 4 generic Russian air women. My character was &ldquo;the Raven&rdquo;, which seems like the jerk archetype in <em>Night Witches</em>. When I play D&amp;D my characters are usually generic adventure person until they starting doing something interesting. (At which point i’ll fold that stuff into their character.) I began this game with a rough sense of what the character might be like, which was useful since <em>Night Witches</em> is a game primarily about social interaction. Beginning the game with a blank character would have made playing difficult. When presented with conflict each player had a different approach they would take, coloured by the basic personality they had fleshed out during this in-game prep. As with D&amp;D my character’s personality evolved through play: by the end of the second session my Raven was a full on Mean Girl.</p>
<p>As mentioned above, <em>Night Witches</em> is a Powered by the Apocalypse game (an Apocalypse World hack). Briefly, this means that the core mechanic of the game is rolling a 2d6 to perform certain actions. On a roll of 10+ you succeed: fantastic. On a roll of 7-9 you succeed, but some number of things will go wrong. Anything else is a failure: it’ll be bad. <em>Night Witches</em> plays with this formula a little bit, to great effect.</p>
<p><em>Night Witches</em> is split into two phases. During the day you wander around base and interact with your comrades. At night you fly bombing missions against the Nazis. At first glance it might seem like the night missions are the important phase, but the bulk of your play will take place during the day. The night missions are a fairly structured mini-game: you roll to see if you find your targets and roll to see if you hit them. Complications in the mission might change this general structure.</p>
<p>The attack run move is a good example of how <em>Night Witches</em> rarely lets you “win”. Here are the list of complications when you make that move:</p>
<ul>
<li>The damage to the target is not significant and it is your fault.</li>
<li>You fly through a storm of flak (triggers Enemy Fire).</li>
<li>A plane in your Section is damaged, GM’s choice.</li>
<li>You and your fellow airwoman are Marked.</li>
</ul>
<p>On a 10+, normally a great success in Apocalypse World, you are required to choose 1 from that list. I can tell you from playing the game that all of those options suck. It’s easy to come back maimed or dead after a night mission.</p>
<p>The game does provide one way to help you succeed at night. During the day some of your moves will let you add points to the mission pool, which you can spend during the night to increase the results of your dice rolls. The consequences of failure during the night are so steep that trying to build up a mission pool is an important part of the game. This is what pushes you to act during the day. More so, getting these mission points is usually one option out of a few you pick on a successful roll. You will often sacrifice something to get them, which further drives conflict in the game.</p>
<p>A perfect example of how this works is the “Act Up” move. During the day you are going to be dealing with assholes: commanding officers, chauvinists, the secret police, etc. Your natural reaction as a player is likely to argue when someone starts an argument with you. In this game you are playing a women knee deep in a sexist society so it’s complicated. Whenever you act up you need to roll a 2d6 to see how things go:</p>
<ul>
<li>Make someone do what you want.</li>
<li>Ensure that there are no consequences for Acting Up.</li>
<li>Add one to the Mission Pool.</li>
</ul>
<p>On a 10+ you get to chose 2, on a 7-9 you get to choose 1. So, even rolling high you are faced with a tough choice: will you make a personal sacrifice to add to the mission pool? So much of the game is structured like this. As you play you end up picking up complications with each roll, success or failure. This is what ends up making the day phase interesting. You aren’t just loitering on a base with your buddies.</p>
<p>When I wrote about the game last one of my concerns was with how gamey it might feel.</p>
<blockquote>
<p>Action is free-form until you do something that would require you making a Move. These are the pivot points in the game. Moves are specific: you eyeball someone or act out. There are a handful of moves each character can perform. The analog to characters classes in D&amp;D are natures in <em>Night Witches</em>: someone has the temperament of a hawk, or an owl. Natures grant additional moves characters can learn as they level up. In this way the game feels similar to 4th Edition, with its discrete list of powers. I’m curious if this feels as stifling as I found it with 4th edition. Are players who are good at eyeballing going to constantly try and give everyone cut eye to get their way? (Maybe I just played 4e with goofy players.)</p>
</blockquote>
<p>This didn’t feel like a real issue in our game. I thought the game played fairly naturally. We would all play to our characters strengths, for the most part. I was worried this would result in weird behaviour, but in play it generally meant the mechanics pushed our personalities in certain directions. The characters with high luck were brash and insubordinate, the characters with high guts were more likely to use their feminine wiles to get their way. I thought it worked well.</p>
<p>This game begs to played over several sessions. You develop all these relationships—friend and enemies—over the course of play. When that first game ended I really wanted to keep playing to see what would happen next. I think as a one shot the game might feel a bit unsatisfying.</p>
<p>As I have noted it’s a tough game. I can’t imagine how an air women from the first session would make it all the way to end of the war. Your characters have 4 harm—hit points—and when you use all 4 up you die. That’s not that hard to do. As you rest during the game you can reduce your harm. On the other hand your character also has 12 marks, which are permanent. Certain moves will ask you to mark one off. Another way to die is to pick the “Embrace Death and Face your Final Destiny” mark. After a few sessions that last mark is going to start getting harder to avoid. (My character ended the 2nd session with 4 marks.) I wonder if the game starts to feel unrelenting and nihilistic as your run a long campaign. (Perhaps that’s the point?)</p>
<p><em>Night Witches</em> is an excellent game. It’s well thought out and put together. Of course, you have to be interested in playing a game about soviet air women or it&rsquo;s likely going to disappoint no matter how well designed it is. I thought it was a neat game when I first read it, but playing it helped me appreciate that it is in fact a fun game and not just a cool art project or stunt. If you are going to play one game about Soviet women in an all women bomber unit during WWII make it this one.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/night-witches-review-reprise/"/>
    <published>2017-03-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/have-them-act/</id>
    <title>Have them Act!</title>
    <updated>2017-01-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Remember that the purpose of your prep is to give you something interesting to say when the next session starts. Remember that your NPCs are just not that complicated. You’re not holding back for a big reveal. You’re not doling events out like you’re trying to make your Halloween candy last until New Years. All your threats have impulses they should act on and body parts leading them around, so for god sake, have them act!
— Apocalypse World, pg 121, Vincent Baker</p>
</blockquote>
<p>I am reading <a href="http://apocalypse-world.com"><em>Apocalypse World</em></a> by Vincent and Meguey Baker, which seems appropriate given the current state of world affairs. Sometimes I find the way it is written annoying, while other times I appreciate its direct and casual manner. On the whole the book is great and the advice scattered throughout can and should be picked up whole hog and used in your most oldest of old school D&amp;D games. Apocalypse World tells you how to run a sandbox game without ever calling it that. The book seems quite revelatory, while managing to not take itself so seriously.</p>
<p>When I was running my Carcosa game I had a lot threats in the wilderness so subtle and so slow moving my players would often not bother investigating to see what was going on, or would get bored of the investigation and move on with their lives. Their biggest enemies were the Jale Slavers, dirt bags who kept on showing up in random encounter rolls, and The Dominant Reflection, an insane Bone Man sorcerer who they had inadvertently set free in the first session, and his cult. These two groups were antagonistic. Trying to deal with them was a clear and obvious goal. After they displaced the The Dominant Reflection the sessions that followed were in an awkward place where they was really only one enemy in play: they were on good terms with most everyone else they interacted with.</p>
<p>In hindsight I should have been far more pushy and straight forward with all the groups I had in play during that game. My Snake-Men from the distant past never once showed up in the game directly because I thought of them as ‘boss monsters’ to be encountered later. The players would see the aftermath of their actions, or stumble upon their army of Carcosan Zombie Men wandering the wilderness, but I never really gave them enough clues to indicate what was going on. Similarly I had a cult North of where the party spent most of their time, but because the party never ventured North after the early sessions this other faction just sort of sat fallow &ldquo;exploring&rdquo; a megadungeon the party didn’t care about anyway.</p>
<p>The advice I&rsquo;ve quoted above seems simple and good. There isn&rsquo;t much point preparing stuff just to have it sit fallow. Your NPCs Machiavellian plots are probably quite lovely, but I suspect at the table simple and direct action is likely just as much fun to play.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/have-them-act/"/>
    <published>2017-01-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/blood-in-the-chocolate/</id>
    <title>Blood in the Chocolate</title>
    <updated>2017-01-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Broodmother SkyFortress: Buying any other adventure is just throwing your money away</p>
</blockquote>
<p>Alongside <a href="/review/broodmother-skyfortress/"><em>Broodmother Skyfortress</em></a>, the brains at <a href="http://lotfp.com/">Lamentations of the Flame Princess</a> also published <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=237"><em>Blood in the Chocolate</em></a>. <a href="http://dungeonsdonuts.tumblr.com">Rebecca Chenier</a> did the writing, layout, and maps. The art is by <a href="http://mockman.com">Jason Thompson</a>, notable for his <em>Family Circus</em> style maps of adventurers exploring infamous dungeons. The premise of the adventure is quite simple: you are a group of adventurers tasked with breaking into a mysterious chocolate factory run by a Spanish countess and absconding with details about her operation and samples of her ingredients. The most obvious inspiration for <em>Blood in the Chocolate</em> is Charlie and the Chocolate Factory, and there are nods to that story throughout the adventure.</p>
<p>If you have read any of Rebecca&rsquo;s other adventures I would say this one is more or less exactly how I would imagine a Rebecca LotFP adventure might look like. There is violence and horror and sex, but it all comes off as fun and a little bit goofy. Also there is a hot fat woman.</p>
<p>I helped Rebecca play test the adventure several months ago with his regular D&amp;D group. We met up again shortly after the book was released to play the now completed adventure with the Toronto OSR posse (<a href="https://plus.google.com/s/%23torontOSR/top">#torontOSR</a>). Both games I played involved some amount of scheming to break into the factory, followed by sneaking about in search of clues for how this countess was producing her chocolate. In the second game a few of us were poisoned (a likely outcome in the factory) and so we spent part of the adventure trying to find a way to cure our compatriots of their creepy affliction. We managed to win over one of the pygmies, who was so enamoured with us he ended up helping us explore the factory and find a possible cure. (There are rules for how to win over the pygmies presented in the adventure.) Both times playing this adventure were a real blast.</p>
<p>Rebecca produces well laid out adventures. This book continues that trend. Rebecca&rsquo;s books are great examples of what people should be doing with the works they produce. Like <em>The Hell House Beckons</em>, this adventure features cheat sheets for the rest of the book. The front end papers are basically the one page dungeon version of the adventure. The back end papers feature important random tables, and stats for the monsters you’ll encounter. There is also a handy pygmy tracker you can use to keep track the 150 pygmies the adventures may kill. The book opens with an overview of the module, advice for how to run it as a one-shot versus as part of an ongoing campaign, and an overview of the main villain and her army of pygmies. This makes up roughly half of the book. The second half is the adventure proper. There are cutaways of the map scattered throughout this section. Room descriptions are bulleted lists, and generally strike the balance between being terse, but not too terse. I do have the same gripe about room descriptions as I made in my previous two reviews: occasionally they spill over to subsequent pages. If you aren’t careful you might assume a room description is complete and not flip the page to see there’s more for you to read. That said, this is a small complaint and the layout is really is well done. This book feels designed to be picked up and run straight out of the book.</p>
<p>I like Jason Thompson’s art. The stuff that is going on in the book could be presented in a very graphic and gross manner. Thompson’s works convey it well but manages to do so in a way I think better suits the book. Many of his pictures are gross, but also not so gross. It’s a tricky line to walk and he does a great job. The PDF of the adventure also comes with one his walk through maps, which is, as always, fantastic.</p>
<p>Buy this already. It&rsquo;s a good book and Rebecca needs to eat. LotFP continues to kill it with their recent releases and this is really no exception. If you are bored or annoyed by some of the more avante garde adventures LotFP puts out, this is a nice solid dungeon crawl to win your heart back. Raggi is curating a solid set of adventures.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/blood-in-the-chocolate/"/>
    <published>2017-01-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-books-of-2016/</id>
    <title>The books of 2016</title>
    <updated>2017-01-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>While 2016 might have been one of the shittier years in recent memory, it was seriously killing it when it came to RPG books. I continue to mostly read books coming out of the OSR. My favourite publisher remains Lamentations of the Flame Princess: they had a stellar year. <a href="http://satyr.press">Maze of the Blue Medusa</a> was finally released and it&rsquo;s so beautiful it&rsquo;s unreal. Like last year, I did end up buying some &ldquo;indie&rdquo; games: Burning Wheel&rsquo;s fancy new books], and some interesting looking Apocalypse World games, including <a href="https://www.kickstarter.com/projects/226674021/apocalypse-world-2nd-edition">the original game</a> itself.</p>
<p>I buy a lot of RPGs, but managed to buy nothing from Wizards of the Coast. I feel like they are leaving money on the table by not catering to a wider variety of tastes with their work. They need an indie imprint.</p>
<p>I buy stuff when stressed and it&rsquo;s clear I was stressed at the tail end of the year. I ended 2016 with far more books than I had planned to buy. My attempts to limit myself to a book a month has been one of my less successful projects.</p>
<p>If you were curious what books are in the running for <a href="/awards/">The Ramanan Sivaranjan Awards for Excellence in Gaming for 2016</a>, here you go. This is going to be a <em>really</em> tough year to pick a winner.</p>
<table>
  <thead>
      <tr>
          <th></th>
          <th>RPG</th>
          <th>Date</th>
          <th>Category</th>
          <th>Format</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td>The Vines of Atarak</td>
          <td>January</td>
          <td>P&amp;P</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>2</td>
          <td>Towers Two</td>
          <td>February</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>3</td>
          <td>World of the Lost</td>
          <td>February</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>4</td>
          <td>Green Devil Face 6</td>
          <td>February</td>
          <td>LotFP</td>
          <td>Zine</td>
      </tr>
      <tr>
          <td>5</td>
          <td>LotFP Rules and Magic Beta</td>
          <td>February</td>
          <td>LotFP</td>
          <td>Zine</td>
      </tr>
      <tr>
          <td>6</td>
          <td>Apocalypse World 2nd Edition</td>
          <td>March</td>
          <td>AW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>7</td>
          <td>Maze of the Blue Medusa</td>
          <td>April</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>8</td>
          <td>The Peridot</td>
          <td>May</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>9</td>
          <td>Misty Isles of the Eld</td>
          <td>May</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>10</td>
          <td>Rune Quest Second Edition</td>
          <td>June</td>
          <td>RQ</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>11</td>
          <td>England Upturn&rsquo;d</td>
          <td>June</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>12</td>
          <td>The Undercroft</td>
          <td>June</td>
          <td>LotFP</td>
          <td>Zines</td>
      </tr>
      <tr>
          <td>13</td>
          <td>The Serpentine Egg</td>
          <td>July</td>
          <td>P&amp;P</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>14</td>
          <td>Temple of Lies</td>
          <td>August</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>15</td>
          <td>Burning Wheel Gold</td>
          <td>August</td>
          <td>BW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>16</td>
          <td>Hand of the Pit</td>
          <td>August</td>
          <td>BW</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>17</td>
          <td>The Black Hack</td>
          <td>August</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>18</td>
          <td>Burning Wheel Codex</td>
          <td>September</td>
          <td>BW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>19</td>
          <td>Velvet Glove</td>
          <td>November</td>
          <td>AW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>20</td>
          <td>Cartel</td>
          <td>November</td>
          <td>AW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>21</td>
          <td>Cold Winter</td>
          <td>November</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>22</td>
          <td>Blood in the Chocolate</td>
          <td>December</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>23</td>
          <td>Broodmother Sky Fortress</td>
          <td>December</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>24</td>
          <td>The Cursed Chateau</td>
          <td>December</td>
          <td>LotFP</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>25</td>
          <td>Macciatto Monsters</td>
          <td>December</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>26</td>
          <td>Marvel&rsquo;s and Malisons</td>
          <td>December</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>27</td>
          <td>Trinity</td>
          <td>December</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>28</td>
          <td>Santa is Dead</td>
          <td>December</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-books-of-2016/"/>
    <published>2017-01-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/towers-two/</id>
    <title>Towers Two</title>
    <updated>2017-01-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;path=42&amp;product_id=230"><em>Towers Two</em></a> is the work of <a href="https://en.wikipedia.org/wiki/Dave_Brockie">David Brokie</a>, completed posthumously by <a href="http://spellburn.com">Jobe Bitman</a> (writing) &amp; <a href="http://www.jduncan-illustration.com">Jeremy Duncan</a> (art). Brokie is perhaps most famous for being a member of Gwar, the death metal band from outer space. (That the guitarist from Gwar was also a big D&amp;D fan should come as no surprise.) Like <a href="/review/broodmother-skyfortress/"><em>Broodmother Skyfortress</em></a>, this project was also started back in 2012 as part of <a href="/blog/lotfp-july-campaign/">James Raggi’s (crazy) crowdfunding project of that summer</a>. As someone who helped fund the few adventures that made the cut, this arrived at my doorstep a few months ago. So, about 4 years late. James isn’t good at getting his Kickstarter projects done on time. He is good at getting them done well, though. This module was slated to be a 32 page softcover booklet. I ended up with a 120 page full colour hardcover book. That’s crazy, but seemingly everyone involved in this project was a little bit crazy too.</p>
<p>The first thing you’ll notice as you flip through the book is all the amazing art. Jeremy Duncan’s work in this module is really quite inspired. (I recommend you grab the physical book because I don’t think the PDF does the art justice.) Jeremy’s art is bright, colourful, messy, detailed, crude, psychedelic, cartoonish, gory and intense. It’s in the same vein as the few pieces of art from Brokie that made it into the book, but ratcheted up. (I do love Brokie&rsquo;s cover: it&rsquo;s a shame we didn&rsquo;t get more of his art in colour as well. Don&rsquo;t do heroin. That&rsquo;s probably the bigger tragedy here.)</p>
<p>I didn&rsquo;t think I&rsquo;d like <em>Towers Two</em>: it sounded kind of cheesy and juvenile. It is in fact both of those things, but it’s also a very well done sandbox adventure. There is no real overarching plot to push the players through, but instead plenty of factions to interact with and a couple obvious villains to harass. Wandering the region around the eponymous <em>Towers Two</em> will likely provide enough excitement for several gaming sessions.</p>
<p>The adventure is aggressively &ldquo;R&rdquo; rated. The super villain is an alien creature who controls people by sticking tentacle probes up their butts. Two magic items described in the module are the Death Phallus and the Cunt Whip. There is a &ldquo;rape table +4&rdquo;. It&rsquo;s pretty easy to drop or tweak all of this stuff from the adventure and still have it be coherent, but you should probably know this stuff is there if it&rsquo;s the sort of thing that will bother you.</p>
<p>I liked the overall structure of the adventure. It opens with a great overview of the whole adventure, describing some background information and detailing all the factions and characters the players may encounter. The information is all presented up front so when you encounter these things later in more detail you already have a sense of what’s up. The adventure is ‘wordier’ than I generally like. Some descriptions of dungeon rooms or wilderness areas are quite long, and at times repetitive. Nothing here is boring, though. It’s all pretty bonkers. I don’t think this module would be quite so easy to run as <em>Broodmother Skyfortress</em>, but it’s far larger in it’s scope. The book concludes with Brokie’s original draft, which is interesting to read as a gaming artifact. Jobe Bitman stayed true to Brokie’s original vision, but a lot of the truly gross or out there ideas came from Jobe not Brokie. I’m not sure if Brokie felt he had to reign his crazy in, while Jobe felt he had to let his out to live up to his idol.</p>
<p>Alex Mayo, who did the layout for <em>Broodmother Skyfortress</em>, also did the layout for <em>Towers Two</em>. This book also does a great job of showcasing the art within. There is art on almost every page, and everything is quite visually interesting. In this book the text is set in a smaller font and split over two columns. In an A5 book I find this sort of layout can feel a bit tight. (It was easy enough to read casually while I wasn&rsquo;t playing, but perhaps would be trickier to quickly scan in the middle of a game.) I have complaints about room descriptions being split over pages, but on the whole this is a very pretty book. This book is far denser than <em>Broodmother Skyfortress</em>. It feels like there is far more text to read.</p>
<p><em>Towers Two</em> is a fun book. It’s worth grabbing just for the art. The fact the adventure itself is also really well done is a nice bonus. There is lots of gaming material here, and it’s all really quite unique. It&rsquo;s interesting how all over the place LotFP can be with their modules. This adventure is nothing like Broodmother Skyfortress, and nothing like Blood in the Chocolate or the Cursed Chateau, which I will write about soon.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/towers-two/"/>
    <published>2017-01-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/broodmother-skyfortress/</id>
    <title>Broodmother Skyfortress</title>
    <updated>2016-12-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=236"><em>Broodmother Skyfortress</em></a> has been in the making for the last four years. I discussed my plans to back it—indirectly—as part of James Raggi’s crazy <a href="/blog/lotfp-july-campaign/">“Summer of Adventure”</a> back in 2012. This is the final book that was funded as part of that campaign, the others being <a href="/review/forgive-us/"><em>Forgive Us</em></a>, <a href="/review/seclusium-of-orphone-of-the-three-visions/"><em>Seclusium of Orphone of the Three Visions</em></a>, and <a href="/review/towers-two/"><em>Towers Two</em></a>. This module was perhaps the most hotly anticipated of the lot. Now that it’s here what did we get? <em>Broodmother Skyfortress</em> is a dungeon master’s guide in the form of an adventure.</p>
<p>The actual adventure takes up the first half or so of the book. It’s about giant shark elephants and their giant shark elephant broodmother that live in a floating skyfortress—hence the name. These monsters are riding through your campaign world fucking shit up. The players will presumably want to stop them: because they are invested in that world, because you’ve hidden some McGuffin in the Skyfortress, or for some other nonsense reason. The actual “adventure” portion of this book is a pretty small subset of the whole book. The Skyfortress is 20 rooms (12 above ground, 8 in tunnels underneath). It&rsquo;s not a particularly complex dungeon, but there are lots of things for the players to interact with and perhaps use to stop the giants. Stopping the giants will be tricky: the giants are giants. Players will need to get creative to defeat these monsters and save the day.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>The book is written in a conversational tone. As you read the adventure Jeff interjects with words of encouragement, advice, and humour:</p>
<blockquote>
<p>There are times in the course of a good role-playing campaign when it is important as a Referee to have one’s crap together. Like, if you spring a riddling sphinx on the players then you need to have some riddles and some solutions ready. But sometimes it is important that a Referee propose a problem to the players with no preconceived idea of the solution. Your players want to get to the Skyfortress. How the heck are they going to do that? Hell if I know. Don’t worry, the players will figure something out.</p>
</blockquote>
<p>There’s lots of great advice about running games throughout the whole book. The second half of <em>Broodmother Skyfortress</em> is full of some of the best posts from <a href="http://jrients.blogspot.ca">Jeff’s Game Blog</a>. Taken together the book is probably one of the best getting started guides to running games. (Certainly for running games in an “old-school” style.) Jeff said he took inspiration here from the old basic modules <em>In Search of the Unknown (B1)</em> and <em>Keep on the Borderlands (B2)</em>. This module does a far better job than both at teaching a DM how to run a game. It’s advice is far more clear and direct. (We have chapters like, “Yo Jeff! What if I don’t have a campaign?” and a whole section about what you as the DM need to work out before you play, because this adventure should be tailored to your campaign.)</p>
<p>This is one of the bigger LotFP books, clocking in at 160 pages. James published this softcover adventure as a big colour hardcover book—as he is known to do. The layout was done by <a href="https://plus.google.com/+AlexMayo/posts">Alex Mayo</a>. This book feels like a high point for his work.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Outside of the room descriptions, most of the sections of the book occur in one or two page spreads with matching art. The layout does a great job of showcasing all the excellent Ian Maclean art. There is so much art in this book. In addition to being great to look at, it also helps you orient yourself in the book and find particular sections of the text. The borders are done in this Kirby-esque style that looks great. They are coloured differently between the two portions of the book, making it easy to jump to the advice section. There is lots of love here.</p>
<p><em>Broodmother Skyfortress</em> is fantastic. It’d make a great gift for any dungeon master, certainly someone just getting started. Everyone involved has done a really great job. This book can hold you over till we get a real LotFP Dungeon Master’s Guide.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://falsemachine.blogspot.ca/2016/12/a-review-of-broodmother-skyfortress-by.html">Patrick wrote a great review of this module so i’ll just point you there and move on.</a>&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>There is so little to complain about I will take the time to nitpick. The description for Room 2 requires you to flip a page to read it all, which isn’t the end of the world because it’s clear the description is incomplete: the text on page 67 ends mid-sentence. The description for Room 3 similarly spans multiple pages, but in this case it’s easy to miss the extra information found on the next page: the text on page 68 doesn’t suggest there is anything else to read. Trying to manage stuff like this is one thing that makes laying out a whole book tricky. But, like I was saying, there is very little to complain about here: on the whole this is top shelf work.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/broodmother-skyfortress/"/>
    <published>2016-12-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-carcosan-western/</id>
    <title>A Carcosan Western</title>
    <updated>2016-11-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://sorcerersskull.blogspot.com/2016/11/on-western.html">Trey wrote about Westerns</a>, and it reminded me of this half finished blog post I had written about <a href="/masters-of-carcosa/">my (now on hiatus) Carcosa game</a>.</p>
<p>I had pitched the D&amp;D campaign as Masters of the Universe crossed with Carcosa. Looking back at it now, i’m not sure that’s what I was ever really running. It was often goofy and light hearted, which I like, but without all the Masters of the Universe overtones I was hoping to inject. What I had been running, in hindsight, was a Western. Perhaps this is coloured by my reading a Blood Meridian, but it feels like the line between post apocalypse science fiction and the Wild West is quite fine. You have lawlessness, violence, and a collapse of societal norms and obligations in both. My players spend their time wandering a dangerous wilderness, visiting towns with their own rules of law. They go on missions escorting caravans, and hunt slavers for bounty.</p>
<p>Because I am so chronically underprepared, I went with XP for gold as the means of gaining levels. Rather than simply giving people XP for killing slavers directly, I gave my players gold in the form of a bounty in their home base. The end result is they travel the wastes cutting off heads to prove they have killed a vile Jale slaver. Gruesome, no doubt, but it&rsquo;s all sort of abstract in the game. No one really dwells on the fact they are carting around a big bag of heads. After reading McCarthy&rsquo;s book it feels far more dark and grizzly. It&rsquo;s easy to project one story on top of the other.</p>
<p>Westerns are one of my favourite genres of film, but they aren’t what I had intended to run. When I pick up my Carcosa game again I need to think harder about what themes and tropes made Masters of the Universe the show it was. Also, I need to run a D&amp;D game again.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-carcosan-western/"/>
    <published>2016-11-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/into-the-feywild/</id>
    <title>Into the Feywild</title>
    <updated>2016-09-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://dungeonsdonuts.tumblr.com">Rebecca</a> was all, “<a href="https://www.patreon.com/posts/into-feywild-100-6755905">did you read my adventure about the Feywild?</a>”—more or less—and in my head I was all, “man, I’m not reading an adventure about the Feywild”—more or less. And then I totally read it: when has Rebecca let me down?</p>
<blockquote>
<p>The Feywild is called many things by its inhabitants: the Bright, the Truelands, the Everwood, and so on. Only mortal outsiders, and fey who have spent an great deal of time in the mortal world, call it the Feywild. Most fey look at folk who use the word like backwards country bumpkins (imagine calling the ocean the “really big puddle” or a castle the “big stone house”).</p>
</blockquote>
<p>For the 100th issue of <a href="https://www.patreon.com/ensider">EN5ider</a> Rebecca wrote <a href="https://www.patreon.com/posts/into-feywild-100-6755905">an adventure set in the Feywild</a>, the fairy kingdom of the Forgotten Realms. Now, that’s not really my bag, but I was curious to see what Rebecca could do in a few pages: a fair amount. The adventure opens with a brief background of the Fedwild and the adventure. Thankfully Rebecca doesn’t waste page count explaining what a magical fairy kingdom is. (You’re smart, you’ll figure it out.) Instead Rebecca answers a series of useful questions that most GMs would probably ask when picking up any adventure: “How does this adventure begin?”, “How did we get here?”, “Who is this important NPC”, etc. This is a solid way to open any adventure, really.</p>
<p>The adventure takes place in Hedgegrove, the topiary hedge maze town ruled by Princess Dandelion. Rebecca’s drawn a cool looking map of the site, though I’m not sure how easy it would be to use in play. (If I wrote better reviews I’d have played this adventure and told you how it worked out.) The most interesting part of the adventure comes next, the random tables: Random Fey Trade Requests, Random Shops, Fey Oddity (Mutations), and a Random Encounters table. All of these could be plucked up and placed in any campaign that contained a fairy themed site. The remainder of the adventure is spent describing some quests a party can undertake on behalf of Princess Dandelion in order to escape the Feywild.</p>
<blockquote>
<p>Though the PCs’ excuses can sway Dandelion’s temperament, she invariable decides to be lenient with them—provided they can complete a grand collection of quests on her behalf.</p>
</blockquote>
<p>Now this is the sort of sentence I don’t think you need to write. With most any adventure, any time you find yourself writing out that what the PC’s do doesn’t particularly matter you should just cross that right out. It&rsquo;ll probably make the adventure better. That&rsquo;s some free gaming advice for you! It&rsquo;s also my only real complaint with this adventure.</p>
<p>It was interesting to see what is clearly a very Rebecca adventure in a different context. This adventure is light hearted and whimsical. Rebecca&rsquo;s been writing a lot for EN5ider recently, so if you are playing 5E you might want to check it out. I&rsquo;m surprised WotC isn&rsquo;t doing something similar.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/into-the-feywild/"/>
    <published>2016-09-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2016/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming 2016</title>
    <updated>2016-07-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Ennies voting has come and gone. What are these books even? As is often the case I find their picks lacking—in other words I don&rsquo;t recognize them. The Ennies are the Teen Choice awards of the RPG scene.</p>
<p>It feels strange writing about books from a year ago in the summer of 2016, but here we are. <a href="/blog/awards-2014">The Ramanan Sivaranjan Awards for Excellence in Gaming</a> need to follow some rules, otherwise what’s the point?</p>
<p>What follows are my favourite books of <em>2015</em>. To qualify for contention your book must have been purchased by myself in 2015 (and ideally published in that year as well, but I honestly don’t give that many fucks about that). Winners were chosen all by myself, based on my feelings about gaming at this moment in time.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> As you read on you might say to yourself, &ldquo;Ram: these categories are totally different than last years!&rdquo; Yeah, they are. If you want consistent award categories the Ennies have you covered.</p>
<h2 id="best-setting-book--david-mcgrogan-for-yoon-suin-the-purple-lands">Best Setting Book:  David McGrogan for <a href="http://www.lulu.com/ca/en/shop/david-mcgrogan/yoon-suin/paperback/product-22070778.html"><em>Yoon-Suin: The Purple Lands</em></a></h2>
<p><img src="/assets/img/yoon-suin-award.jpg" alt="yoon-suin"></p>
<p><em>Yoon-Suin: The Purple Lands</em> takes <em>Vornheim’s</em> approach to world building—copious random tables—to an extreme. Rather than describe Yoon-Suin David McGrogan shows the reader how to create their own version of his world. The setting itself is comprised of several regions, each interesting and unique in their own right. <em>Yoon-Suin</em> could have been 4 or 5 books, but instead it is a single epic tome. The scope and vision of the book is incredible, and is as unique as the world it describes.</p>
<p>(I would be remiss if I didn’t call out Matthew Adams and the wonderful art he has provided for the book. One of the few complaints I have with the work is that there isn’t more art from Adams.)</p>
<h2 id="best-not-dd-jason-lutes-for-the-perilous-wilds">Best Not D&amp;D: Jason Lutes for <a href="http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds"><em>The Perilous Wilds</em></a></h2>
<p><img src="/assets/img/perilous-wilds-award.png" alt="Perilous Wilds"></p>
<p><em>The Perilous Wilds</em> is Dungeon World crossed with all sorts of OSR inspiration. I love hex crawls and wilderness exploration in my D&amp;D. This book is a nice focused look at the subject, coming at the topic from a completely different direction than i’m used to.</p>
<p>There is a fair bit of Basic / Expert D&amp;D in the tone and feel of the book, and also in how the book has been laid out. B/X was very smart when it comes to presenting information, and was seemingly ignored as a design to copy. Well, people copy the trade dress while missing what actually makes it compelling. Perilous Journey’s isn’t so foolish. Almost everything in the book is a tidy spread. It&rsquo;s a pleasure to flip through and use. A lot of thought has clearly gone into making it useful in a fast improvisational game.</p>
<h2 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-book-of-2015-scrap-princess-and-patrick-stuart-for-fire-on-the-velvet-horizon">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Book of 2015: Scrap Princess and Patrick Stuart for <a href="http://www.lulu.com/shop/scrap-princess-and-patrick-stuart/fire-on-the-velvet-horizon/paperback/product-22608214.html"><em>Fire on the Velvet Horizon</em></a></h2>
<p><img src="/assets/img/scrap-on-stats@2x.jpg" alt="Scrap tells you to shut up about stats."></p>
<p><em>Fire on the Velvet Horizon</em> is unlike any other D&amp;D book I&rsquo;ve read or seen. It is a monster book without stats, a coffee table book you can use in your D&amp;D game, some sort of new-wave fiction. Stuart&rsquo;s writing is captivating and thoroughly weird. Each of the pages in the book, produced by hand by Scrap, is a piece of art. There are some stand out examples of her “she’s just scribbling god damn it!” style. Seeing so much of her art in one place, and stuff in colour, it really nice. As I&rsquo;ve said before, there is nothing else like her artwork.</p>
<p>This book is such a great example of two people following their own artistic vision without letting anyone else get in their way. <em>Fire on the Velvet Horizon</em> has the airs of something art-house, but once you dig in it is clear it was written with an eye to towards the gaming table. The book is thoroughly uncompromising in every way.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<h2 id="honourable-mentions">Honourable Mentions</h2>
<p><a href="http://www.drivethrurpg.com/product/166076/Chthonic-Codex"><em>The Chthonic Codex</em></a>, <a href="https://gumroad.com/l/fWSrw"><em>In the Woods</em></a>, <a href="https://dungeonsanddonuts.itch.io/the-hell-house-beckons"><em>The Hell House Beckons</em></a>, <a href="http://bullypulpitgames.com/games/the-warren/"><em>The Warren</em></a>, and <a href="http://kotohi.com/ryuutama/"><em>Ryuutama</em></a> are excellent books I enjoyed. <a href="https://gumroad.com/gloomtrain"><em>A Pernicious Pamphlet</em></a> is particularly excellent, and had a ‘best zine’ award in several drafts of this blog post.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>Till next year. Booyaka! Booyaka!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>This blog post has been a draft for months now. I knew fairly early on what books I wanted to call out, but it has been agonizing trying to pick one book over another for the big award. That said, in my heart I probably knew who the winners were the moment I read their book. One of the biggest reasons this was a hard choice was that Patrick won an award last year and I was worried these awards were just going to be “Ramanan’s annual blog post where he tells Patrick he’s awesome.” And now the mother fucker wrote <em>Maze of the Blue Medusa</em> so I am already stressed for 2017—pressure is on everyone else. Still, you should win if you are doing good work. Every scene needs their Daniel Day-Lewis.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Including how small they were willing to typeset the text.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>I want to limit myself to calling out three books a year. Maybe that’s dumb, but I think focus is good. I hope people don’t think my Honourable Mentions are also rans. These are all really stand out books in my mind.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming-2016/"/>
    <published>2016-07-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-cthonic-codex/</id>
    <title>The Cthonic Codex</title>
    <updated>2016-02-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://tsojcanth.wordpress.com/">Paolo</a> sent me a copy of <a href="http://lostpages.storenvy.com/collections/440272-chthonic-codex"><em>The Cthonic Codex</em></a>, which I had been meaning to buy a physical copy of for sometime. (I am a fan of pretty handmade books—who isn&rsquo;t?) I had thought this set described a game in the vein of <a href="http://save.vs.totalpartykill.ca/tag/odnd/">OD&amp;D</a>, but it is in fact a setting supplement for that iteration of D&amp;D you like the best, describing the strange world of the Hypogea of the Valley of Fire. In <em>The Cthonic Codex</em> world building is done through the descriptions of monsters and spells rather than tedious histories and ethnographic studies. This approach to splat books is of course objectively better.</p>
<p>The first codex is a bestiary full of monsters one may encounter in the Hypogea. The monster descriptions hint at notable figures, events, places, etc, in addition to describing the monster in question. Stats for creatures are given for <a href="http://lostpages.storenvy.com/collections/220059-adventure-fantasy-game">Paolo&rsquo;s AFG game</a>, in addition to generic D&amp;D. Creatures are for the most part weird, chimeric, magical sorts of beasts. This booklet hints at things revealed in the subsequent two books. Starting with the bestiary seems backwards, but I think it helps make the initial read through of all the booklets fun.</p>
<p>The second codex is about magic. There is a lot of good stuff in this booklet: new rules for spell casting, making potions, new spells &amp; associated schools of magic, etc. These rules are a nice addition to the game: they give the players reasons to wander the wilderness in search of adventure. (<a href="http://save.vs.totalpartykill.ca/review/carcosa-ii/">Carcosa’s rituals</a> are similar in that they require players go to this or that hex, or find this or that component, but who wants to cast any of those spells?) There are brief histories about the schools and the world scattered throughout this book. You can picture the sorts of magic users that belong to each of the schools. Like <a href="http://save.vs.totalpartykill.ca/review/wonder-and-wickedness/">Wonder &amp; Wickedness</a>, I found the spells in this book to be an improvement to those spells presented in traditional D&amp;D. They feel magical rather than &ldquo;gamey&rdquo;. You could use this booklet by itself to replace the magic in your D&amp;D game with something a bit more exciting, even if you ignored all the bits and pieces about the game world.</p>
<p>The final codex is my favourite. I suspect it would have the broadest appeal. It’s a hodgepodge of all sorts of stuff, primarily collections of random tables. One of the larger sections is the CHTHONOTRON, which are a collection of tables and rules for generating a large cavernous underworld. This underworld is where adventures in the Hypogea will take place. (I learned while reading this book that hypogea is in fact another way of saying underworld: the more you know!) This Codex is the one that presents the world of the Valley of Fire the clearest, though it is still mostly described via magic items and entries in random adventure tables and the like. The final book shines because it gives the referee and players obvious ways of generating adventure. There are random tables for encounters and events. There’s a table which is subtitled “Exceptional Events and Reasons to Roam.” These are the sorts of things I’d love to see in <a href="http://save.vs.totalpartykill.ca/tag/carcosa/"><em>Carcosa</em></a>. I think <em>The Cthonic Codex</em> does a better job of being terse, while remaining useful. <em>Carcosa</em> is a bit of a mixed bag in this regard.</p>
<p>There is lots left unsaid in these booklets. As the DM you can decide how you want to use the information within: what’s rumour and gossip, what will be a true fact in your game world. In this way it is similar to <em>Carcosa</em> and other such setting books, with its hands off approach to what is the “official” version of the setting. I like books short and to the point. There is a lot of flavour to <em>The Cthonic Codex</em>, all done without an excessive word count. Commendable.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-cthonic-codex/"/>
    <published>2016-02-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/odd-is-available-as-pdfs/</id>
    <title>OD&amp;D is available as PDFs</title>
    <updated>2016-01-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The day has finally arrived: <a href="http://www.dmsguild.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e?src=hottest_filtered&amp;it=1&amp;filters=45471">Original Dungeons and Dragons is available for sale as PDFs</a>. These are PDFs of the booklets that were re-created for the <a href="http://www.amazon.com/Premium-Original-Dungeons-Dragons-Roleplaying/dp/0786964650">collectors boxed set</a> that came out last year. (There were older scanned versions of these booklets available for sale several years ago, and those PDFs were pretty terrible.)</p>
<p>My biggest gripe with OD&amp;D was not with its rules, writing, or art, but with its cost. The game is now a collectable, and has been for some time. The collectors edition Wizards of the Coast made last year is around $100-$200 depending on where you look.. That&rsquo;s about $15-$30 per staple bound booklet. (Well, you get a nice box too.) If you want to try and track down the originals you likely can&rsquo;t find them for that &ldquo;cheap&rdquo; unless the books themselves are in a state no collector would want. Original boxed sets are usually several hundred dollars—if you can find one that has survived this long. Forget all that: now you can just print your own!</p>
<p>As I have no doubt mentioned on my blog several times now, <a href="/tag/odnd/">OD&amp;D</a> is my favourite edition of D&amp;D. At the time it came out I really can&rsquo;t imagine using these books to figure out how to play D&amp;D. Lucky for you it&rsquo;s 2016! It&rsquo;s easy to back-fill any holes in the rules with rules from the Basic D&amp;D rules produced by Holmes or Moldvay. OD&amp;D is a fun starting point for your own variation of D&amp;D.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/odd-is-available-as-pdfs/"/>
    <published>2016-01-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/that-four-letter-word-prep/</id>
    <title>That Four Letter Word: Prep</title>
    <updated>2016-01-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>As I mentioned in my <a href="/blog/oscon-5-5/">last post</a>, I ran <em>Fungoid Gardens of the Bone Sorcerer</em>, the sample adventure in <a href="/review/carcosa/"><em>Carcosa</em></a>, over the weekend. Because I was nervous about running a game at a convention, for strangers, I was perhaps more prepared than usual for this game. Going through the process of prepping for the game has caused me to rethink (some) of the opinions I had on what I want from an adventure, and what I should really be doing when I run a game.</p>
<p>I ran <em>Fungoid Gardens of the Bone Sorcerer</em> more or less directly from the book. I think this remains one of the key things I want from any adventure. I have some modules where room descriptions are so long I could never hope to find pertinent information in their walls of poorly organized text. In contrast the <em>Fungoid Gardens of the Bone Sorcerer</em> is neatly laid out, well organized, and terse. I had no trouble quickly parsing out what each room was about while my players were exploring. I&rsquo;m never going to run anything that requires me to re-write it to use it.</p>
<p>To help speed things up during the game I made a little monster tracker for the dungeon: for each room with a monster I had the monsters stats, and the HP of each monster encountered. I rolled up the number of monsters encountered and the HP ahead of time, for any room where these numbers were random. This is the sort of handout that seems like it should be more common than it is. I can’t imagine when it wouldn’t be useful to a GM.</p>
<p>I also pre-rolled all the random encounters that would happen during the game, and made a similar monster tracker for those. During the game I let players roll a d12 to see which of the pre-generated encounters they hit. (I could have just had them encounter them in sequence, but I also like some surprise at the game table.) This was actually more handy than I thought it would be. Random encounters felt as seamless as expected ones.</p>
<blockquote>
<p>The Sorcerer has two apprentices (1st-level Ulfire Sorcerers) who wear chain mail and are armed with swords (and one has a short bow and a quiver of 20 arrows). Neither knows any rituals.</p>
</blockquote>
<p>The above is one of the room descriptions from the dungeon. I can read this to myself quickly and not stutter when players walk into the room. Well, until they ask me what else is in here. I don’t think I realized how useful some amount of (interesting) dungeon dressing is till I came across rooms like this while running the adventure. I&rsquo;m not good at coming up with this sort of thing on the spot. (Or not on the spot, for that matter.)  What I ended up describing when I ran the module wasn’t particularly interesting. I think a few extra words about what some of the rooms are like would go a long way to improving this module.</p>
<p>Do these two apprentices like each other? Do they like their master? Are they vain? Are they insane? McKinnon leaves this all up in the air. Like the rest of <em>Carcosa</em> it’s up to you to decide some of the finer details of the adventure. The relationships between everyone in the dungeon isn’t fleshed out. There is a Bone Sorcerer, his two apprentices, and an alchemist all operating within this dungeon, along with a tribe of Deep Ones: what is their deal? Again, a few more words here would again go a long way at the game table.</p>
<p>That said, I do think the approach McKinnon took here is reasonable. There has to be a trade off made when your goal is tweet-sized room descriptions. From reading what’s he has written online, I think he is more interested in providing GMs with skeletons and frameworks for adventure rather than something more richly detailed.</p>
<blockquote>
<p>I shudder to think of rules lawyers or canon lawyers playing their tricks with my books. The books are meant for the opposite use, the use of creative and imaginative referees who basically say when reading my books, &ldquo;Ah, I see what you&rsquo;re trying to do here. Let me finish all your sentences for you.&rdquo; I never want to effectively tell a referee to sit down and shut up. — <a href="http://odd74.proboards.com/thread/9927/rpgpundit-hates-isle-unknown">Geoffery McKinnon on ODD74</a></p>
</blockquote>
<p>Still, it does introduce more work for the DM. I made a sheet that listed each NPC and a couple words about them, just so I wouldn’t be ad-libbing when the players encountered someone. This wasn’t much work, and helped flesh out the dungeon a little bit more.</p>
<p>Running a convention game was a good experience, much better than I thought it would be. I had 4 small A5 sheets of paper with some sparse notes, but that was more than enough to help me feel like I was ready for most anything. In my regular game I prep the bare minimum I can get away with and still feel like i’m ready for a game. After running this convention game I can see that just a tiny bit more effort would probably improve my games immensely, and take away a lot of the stress I feel when I run a game.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/that-four-letter-word-prep/"/>
    <published>2016-01-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/oscon-5.5/</id>
    <title>OSCon 5.5</title>
    <updated>2016-01-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://osconrpg.com/">OSCon 5.5</a> was a lot of fun. I played in a game in the morning and then ran a game—what!?—in the afternoon. I ended up skipping the evening session, because I was pretty beat after 9-10 hours of gaming. If I was willing to power through into the night I could have play tested <a href="http://ravencrowking.blogspot.ca/">Daniel Bishop&rsquo;s</a> upcoming adventure, which I am quite sure would have been a fun session. There are so many old-school gamers in the city and I often forget they aren’t all on G+ gossiping about games: it’s nice to meet new faces; it’s always nice to play in person.</p>
<p>My first game was with Galen F, who ran <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=185"><em>The Idea from Space</em></a>, a <a href="http://www.lotfp.com/">Lamentations of the Flame Princess</a> adventure. Galen began our game by informing us we were off on a quest to save a duke, likely located on an island off the Southern tip of South America. We arrived on the island to find the wreckage of his ship. My fellow adventurer suggested we torch the boat, just in case it was filled with monsters, and then fish out any melted gold from the debris. That really set the tone for everything that would follow. We did eventually find the duke—who we killed before we realized he was the duke. We managed to save two of his entourage, who we returned to Spain—where they probably spread the terrible scourge that had afflicted them on the island. The chaotic Elf in our party called it a win, and who am I to disagree. It was fun to play.</p>
<p>I had skimmed through this module when it first came out, but it arrived in a box containing <em>A Red and Pleasant Land</em>, <em>Death Frost Doom</em>, and <em>Tower of the Star Gazer</em>, so it was kind of easy to ignore. I remember at the time thinking it was goofy. I’m sure if I had read and reviewed the adventure at that time I would have said it was dumb and you should skip it. Now having played it I can see my impressions of the module were off: it is kind of goofy, but it in a good way. The adventure features two neat factions for the players to interact with and takes place on a small island that was fun to explore. I really should make more of an effort to review things I’ve actually played or ran myself: otherwise what are you really saying?</p>
<p>My session after lunch went well, I think. I always feel a sense of dread and panic when I run a game, so I prepared far more for this game then I do for my regular bi-weekly game—something I should probably rectify. I had notes for all the creatures, I pre-rolled their HP, I wrote out a couple words for each NPC of note, I pre-rolled all the wandering monster encounters. In hindsight I should have printed out the map and cut it up, because it was a pain in the ass to both describe and draw. Otherwise I felt the work I did beforehand helped things run smoothly.</p>
<p>I ran <em>Fungoid Garden of the Bone Sorcerer</em> using OD&amp;D. The hook for the session was as follows:</p>
<blockquote>
<p>Your lords are all dead: a strange people from a strange land. Dirt? Or was it Earth? Whatever the name, their home sounded wonderful. Your natural Carcosan xenophobia has been cast aside for a greater purpose: to escape this wretched world.</p>
<p>In a rocky defile, a cool steady breeze issues from a wide crack in the earth. Within lie the Fungoid Gardens of the Bone Sorcerer. Why would your former leaders ever want to come here?</p>
</blockquote>
<p>The players each had a rumours as to why were they were supposed to be here. Two ended up with rumours about how to find a portal back to Earth (within the Fungoid Garden), while the third received a rumour saying everything about portals is nonsense as the reason they were here was to kill the sorcerer once and for all. After the session one of the players remarked he could imagine the game like an 80s cartoon or procedural: each episode featuring the party finding another possible way back home, but always failing.</p>
<p>My regular Carcosa group played a test run of the adventure, which felt like it lacked some oomph. For a variety of reasons this second play through at the convention felt like it went much better. Because of the route the party took through the dungeon they ended up meeting NPCs and creatures in a useful order. Because I usually play that Bone men are indistinguishable from one another to people outside of their race, <a href="http://blog.trilemma.com/">Michael Prescot’s</a> character was able to impersonate the eponymous Bone Sorcerer twice—once before they killed him and once after. And yeah, the fact they killed him also seemed like a good way to get closure in an adventure titled <em>Fungoid Garden of the Bone Sorcerer</em>.</p>
<p>The space the convention took place in was quite nice. In previous years it was sometimes hard to play because of all the noise from the other tables. That wasn&rsquo;t a problem this year thanks to the ample space. Like an idiot I only took a photo when half the tables had packed up for lunch, though.</p>
<p><img src="/assets/img/oscon55.jpg" alt="Like an idiot I only took a photo at lunch time."></p>
<p>OSCon is a great successor to <a href="/tag/osrcon/">OSRCon</a>. Stephen and Boris managed to get a bunch of people out again, numbers back in line with the earlier OSRCons. With the space they had rented i&rsquo;m sure they were hoping for more, but for their first go at things I thought they did an amazing job. I&rsquo;m hoping they run the convention again next year. It&rsquo;s probably far too much work for such a small convention, but i&rsquo;m glad someone&rsquo;s taking the time to do it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/oscon-5.5/"/>
    <published>2016-01-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/2015-in-books/</id>
    <title>2015 in Books</title>
    <updated>2016-01-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>At the start of the year I had a goal to buy no more than one RGP book a month. This is less about money and more about actually making sure I have the time to really sit and enjoy the books I buy: it&rsquo;s easy to collect RPG books for the sake of collecting. Anyway, I didn&rsquo;t really come close to my goal. (I actually did worse than the previous year I tried this experiment.)</p>
<p>The bulk of what I buy continues to be books from the OSR for use with D&amp;D, but there were a few exceptions. I grabbed <a href="http://kotohi.com/ryuutama/"><em>Ryuutama</em>&rsquo;s</a> PDF when it was put up for sale, and then quickly upgraded to a hardcover. The game looks like an SNES manual, and doesn&rsquo;t remind me of any other RPG I&rsquo;ve played. I backed <a href="http://www.bullypulpitgames.com/games/the-warren/"><em>The Warren</em></a> on Kickstarter because I thought Bully Pulpit&rsquo;s previous game <a href="/review/night-witches/"><em>Night Witches</em></a> was well done. That book arrived at the end of the year and looks to be the game about rabbits I didn&rsquo;t know I wanted to play. I finally bought <a href="http://dungeon.world/"><em>Dungeon World</em></a>, after enjoying <a href="/review/the-perilous-wilds/"><em>Perilous Wilds</em></a> so much.</p>
<p>There are lots of cool zines and small modules being put out by individuals in the OSR now. <a href="http://gloomtrain.blogspot.ca/2015/09/a-most-thoroughly-pernicious-pamphlet.html"><em>A Pernicious Pamphlet</em></a> and <a href="https://gumroad.com/l/fWSrw"><em>In the Woods</em></a> are stand out examples of this sort of work. I am hoping to make a zine from bits and pieces of my <a href="/masters-of-carcosa/">Carcosa</a> game this coming year.</p>
<p>I only bought one book from <a href="http://dnd.wizards.com/">Wizards of the Coast</a>. The stuff they put out isn&rsquo;t really of interest to me. I wish they had an indie-imprint doing more interesting work. <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/outoftheabyss"><em>Out of the Abyss</em></a> is an enjoyable read, but it&rsquo;s also large and cumbersome, and I can&rsquo;t imagine actually using the book to run a game.</p>
<p>If you were curious what books are in the running for The Ramanan Sivaranjan Awards for Excellence in Gaming for 2015, here you go:</p>
<table>
  <thead>
      <tr>
          <th></th>
          <th>RPG</th>
          <th>Date</th>
          <th>Category</th>
          <th>Format</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td>Beyond the Wall</td>
          <td>January</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>2</td>
          <td>Sol</td>
          <td>February</td>
          <td>???</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>3</td>
          <td>The Stygian Garden of Abelia Prem</td>
          <td>February</td>
          <td>LotFP</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>4</td>
          <td>Yoon-Suin: The Purple Lands</td>
          <td>February</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>5</td>
          <td>Infernal Realms‡</td>
          <td>February</td>
          <td>P&amp;P</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>6</td>
          <td>The Pale Lady¥</td>
          <td>February</td>
          <td>LotFP</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>7</td>
          <td>Kingdom</td>
          <td>March</td>
          <td>Indie</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>8</td>
          <td>Microscope</td>
          <td>March</td>
          <td>Indie</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>9</td>
          <td>Fire on the Velvet Horizon</td>
          <td>April</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>10</td>
          <td>Perilous Journeys</td>
          <td>April</td>
          <td>DW</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>11</td>
          <td>Ryuutama</td>
          <td>June</td>
          <td>Japan</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>12</td>
          <td>A Thousand Dead Babies†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>13</td>
          <td>Hark! A Wizard!†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>14</td>
          <td>Neoclassical Geek Revival†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>15</td>
          <td>Rampaging Monster†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>16</td>
          <td>Scourge of the Tikbalang†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>17</td>
          <td>Trail of Stone and Sorrow†</td>
          <td>June</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>18</td>
          <td>Gem Prison of Zardax†</td>
          <td>June</td>
          <td>OSR</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>19</td>
          <td>Beyond the Wall - Further Afield</td>
          <td>July</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>20</td>
          <td>The Warren</td>
          <td>August</td>
          <td>SG</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>21</td>
          <td>A Pernicious Pamphlet</td>
          <td>September</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>22</td>
          <td>Out of the Abyss</td>
          <td>September</td>
          <td>WotC</td>
          <td>Print</td>
      </tr>
      <tr>
          <td>23</td>
          <td>The Hell House Beckons</td>
          <td>October</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>24</td>
          <td>In the Woods</td>
          <td>October</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>25</td>
          <td>The Price of Evil</td>
          <td>October</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>26</td>
          <td>False Readings</td>
          <td>November</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>27</td>
          <td>Cthonic Codex‡</td>
          <td>November</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>28</td>
          <td>Obscene Serpent Religion</td>
          <td>December</td>
          <td>OSR</td>
          <td>PDF</td>
      </tr>
      <tr>
          <td>29</td>
          <td>Dungeon World</td>
          <td>December</td>
          <td>DW</td>
          <td>PDF</td>
      </tr>
  </tbody>
</table>
<p>‡ Gifts from authors<br>
¥ Bonus Kickstarter reward<br>
† I won all of Zzarchov&rsquo;s modules, including the then unreleased Gem Prison of Zardax, which I own as a giant pile of paper</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/2015-in-books/"/>
    <published>2016-01-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/false-readings/</id>
    <title>False Readings</title>
    <updated>2015-12-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://falsemachine.blogspot.ca/">Patrick Stuart’s</a> most recent effort is <a href="http://lostpages.storenvy.com/products/15170931-false-readings"><em>False Stories</em></a>, a series of short stories (and fragments of stories). There are twelve in total. If this collection was screening at the <a href="http://tiff.net/festivals/festival15">Toronto International Film Festival</a> I&rsquo;d place it in its Wavelengths programme: “Daring, visionary and autonomous voices. Films that expand our notions of cinema.”</p>
<p>An aggressive move, opening with <em>The Possessing Verse</em>. The story is told in the second person—who does that?—and the narration bounces between prose and poetry—or that? At first I thought to myself, &ldquo;seriously, man?&rdquo; Once the story gets going it feels like less of an art piece and more straight up enjoyable—and at times quite funny—fiction. The format ends up helping narrate the action in an interesting way. The world hinted at in this little vignette feels straight up D&amp;D in a good way.</p>
<p>The second story, <em>The Isogyre</em>, is excellent: short and to the point. A heist, a betrayal, and then we read of the revenge from beyond the grave. The way magic works in this world is wonderfully creepy.</p>
<p>What follows next is a series of stories about the Snail Knights. A twist on Arthurian tales,  instead featuring knights that ride snails.  Patrick had posted about the snail knights on his blog, and I remember skimming the post and quickly moving on with my life. I didn’t think i’d like these stories, but then I finished them and am now heart broken because the rest of these stories are incomplete, and because the stories themselves are so sad. They are also lovely and sweet. Illustrated I could imagine this being a really nice children&rsquo;s book. (Well, at times its quite gruesome, so who knows?) These stories are my favourite in the book, and make the whole anthology worth owning.</p>
<p>The next story is fiction produced out of Patrick&rsquo;s D&amp;D work. We are told the first of a four party story of how Ghar Zaghoun from <a href="/review/deep-carbon-observatory/">Deep Carbon Observatory</a> got his magical bow. This was the first story in his collection whose style never really grew on me. The tale itself is enjoyable, and I enjoyed its conclusion, but I think an editor&rsquo;s help could make it better. (I&rsquo;m not sure how, though. Help the author find their voice or something like that, right?)</p>
<p>The rest of False Readings is incomplete unfinished stories. Most of these stories I skimmed or skipped. I think I need to be in the right mood to read and enjoy them. I liked <em>Susjinn</em>, the first story for <em>Thieves in the Empire of Glass</em>, but couldn’t get into the second. The last story in this collection, <em>The Death of the King of Ants</em> could probably be some good doorstop fantasy if Patrick had the time and inclination to finish it.</p>
<p>Patrick writes something I buy it: a man has to have a code. I bought this collection because I like to support the people who put out cool stuff in this scene. Patrick’s posted fiction to his blog that I haven’t bothered reading, because I don’t really read blogs to read fiction. I honestly didn’t expect to enjoy this collection of writing as much as I did. That was a pleasant surprise.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/false-readings/"/>
    <published>2015-12-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/the-perilous-wilds/</id>
    <title>The Perilous Wilds</title>
    <updated>2015-10-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/perilous-wilds.jpg" alt="The Perilous Wilds and Friends"></p>
<p><a href="http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds"><em>The Perilous Wilds</em></a> by Jason Lutes is a supplement for <a href="http://www.dungeon-world.com/">Dungeon World</a> that expands upon that games rules for wilderness travel. This is the part of D&amp;D I enjoy the most—it’s the bulk of <a href="/masters-of-carcosa/">my Carcosa game</a>—so the book was of interest despite the fact I don&rsquo;t play Dungeon World. The best RPG books are those that are useful beyond the games they are intended for.</p>
<p>The book borrows from what I would call the <a href="/review/vornheim/">Vornheim</a> aesthetic. There are random tables galore. The writing is terse, but evocative. The layout is smart: spreads are assembled with care and thought as to what rules, writing, and images appear together on each set of pages. This sort of attention to detail is rare in RPG books.</p>
<p>The art work is all black and white line art by cartoonist Keny Widjaja. The art is very retro, reminiscent of the sort of art one finds in old Basic D&amp;D and early AD&amp;D modules and rule books. There are lots of small illustrations throughout the book.</p>
<p>The book introduces new rules and mechanics to Dungeon World games for travel, making camp, scouting, etc. These could be moved whole hog into a game of D&amp;D. My plan is to do just that in my Carcosa game. The mechanics of Dungeon World are quite simple: roll a 2d6 and you either succeed, succeed with a complication, or fail and face a tough complication. You could model all reaction rolls in D&amp;D on this formula, I suppose. The rules taken together add a structure to wilderness travel that feels lacking in vanilla D&amp;D, and is apparently glossed over in Dungeon World.</p>
<p>There are rules for using retainers that are interesting, with lots of random tables for helping you quickly roll some up. I am also thinking of using these rules in my D&amp;D games to differentiate PCs from their hired help. Often times retainers in my game end up being extra attacks for the PCs and someone to suck up damage from monsters. The rules here would turn interacting with your retainers into a little bit of a mini-game, I suppose, in the same way wilderness travel becomes its own mini-game.</p>
<p>There are pages upon pages of tables in the book to help you come up with a wilderness encounter. Their are tables for generating settlements, monsters, dungeons, discoveries, etc. I plan to use them in a game I am sharing DM duties with here in Toronto. (In my Carcosa game the results for many of the tables don&rsquo;t make as much sense.)</p>
<p>An additional supplement produced as part of the Kickstarter that resulted in this book, <a href="http://www.drivethrurpg.com/product/157011/Freebooters-on-the-Frontier"><em>Freebooters on the Frontier</em></a>, may get me playing Dungeon World. It looks and feels like OD&amp;D Dungeon World—the characters are more fragile, your choices for classes pared down to the core four, and the goal of the game is straight up looting treasure. It seems like a pretty straightforward game to play: my favourite.</p>
<p>Also pictured in the photograph above is <a href="http://www.drivethrurpg.com/product/157010/A-Book-of-Beasts"><em>A Book of Beasts</em></a>, which uses the monster generation rules in The Perilous Wilds to produce a small bestiary. The monsters are neat, but it&rsquo;s probably more useful as an example of how to best use the tables from <em>The Perilous Wilds</em>.</p>
<p>I have been looking forward to this book since it was first announced. I had pretty high hopes for what would be produced, and i’m quite happy with the results. If you are interested in hex crawls and the like this book is well worth grabbing.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/the-perilous-wilds/"/>
    <published>2015-10-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/masters-of-the-universe-morality/</id>
    <title>Masters of the Universe Morality</title>
    <updated>2015-10-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="https://en.wikipedia.org/wiki/List_of_He-Man_and_the_Masters_of_the_Universe_episodes">Thanks to the hard working people at Wikipedia</a> we have the following life lessons from He-Man:</p>
<ol>
<li>Man-at-Arms tells viewers they&rsquo;ll all make mistakes, but to &ldquo;try, try again&rdquo; and remain confident.</li>
<li>Orko tells viewers some strangers are dangerous, so never accept gifts from or talk to any.</li>
<li>Man-at-Arms tells viewers He-Man&rsquo;s brain helped more than his muscles in that problem, and that brains can and should be exercised.</li>
<li>He-Man tells viewers to be cautious, whether or not a public safety official is around.</li>
<li>Teela tells viewers caring adoptive parents deserve the same love caring biological parents get.</li>
<li>Man-at-Arms tells viewers to first consider whether any practical jokes they play on friends may cause accidental serious injury.</li>
<li>Orko tells viewers animals should not be treated as tools, but with kindness and respect.</li>
<li>He-Man tells viewers drugs can not make their problems go away, and will often cause more.</li>
<li>Teela tells viewers to admit their mistakes rather than lying to cover them up.</li>
<li>Teela tells viewers they should question everything that does not seem right, but &ldquo;Don&rsquo;t judge a book by its cover&rdquo;.</li>
<li>Teela tells viewers they should obey their parents, who have their best interests at heart when disallowing fun things.</li>
<li>Teela tell viewers to check with a doctor before physical exercise, and to start off slow.</li>
<li>He-Man tells viewers courage is not so much about braving danger as it is about sticking to personal principles in times of temptation.</li>
<li>Orko tells viewers to not eat any strange fruit they find, no matter how alluring, as it might be poisonous.</li>
<li>Adam tells viewers to share big problems with someone who cares, rather than feeling ashamed to ask for help.</li>
<li>Adam tells viewers money can make others act nicely toward them, but it can not buy a true friend.</li>
<li>Zodac tells viewers to protect their ecosystem from wasteful and dangerous pollution.</li>
<li>He-Man reminds viewers what Prince Adam said after &ldquo;Daimar the Demon&rdquo;; if a problem is too much, ask for help from someone you trust.</li>
<li>He-Man tell viewers attention seeking attracts a bad kind of attention, while being polite and helpful makes people like you.</li>
<li>Teela tells viewers music can help them feel better, and suggests singing, humming or whistling when sad.</li>
<li>Teela tells viewers they may get away with a bad deed for a while, but it will eventually be punished.</li>
<li>Teela tells viewers cooperation makes a job easier, and by respecting others&rsquo; contrary opinions, they may learn something.</li>
<li>Man-at-Arms tell viewers to resist the impulse to do something their wiser parent says is dangerous.</li>
<li>Orko tells viewers to appreciate the greatest magic of all during their daily life, which is life itself.</li>
<li>He-Man tell viewers anyone can change their bad habits, and the first step is telling themselves, &ldquo;I can.&rdquo;</li>
<li>Orko tells viewers parental love is the strongest love there is, and suggests telling their parents &ldquo;I love you&rdquo;.</li>
<li>Orko tells viewers to have three meals each day, and to not overeat.</li>
<li>He-Man tells viewers books are a viable entertainment alternative to television.</li>
<li>Man-at-Arms tells viewers they owe much to the adventurers through history, bravely facing unknown dangers so we may follow safely.</li>
<li>Sorceress tells viewers they all have the Starchild&rsquo;s invisible power to bring people together; it is called love and is invoked through being kind and gentle.</li>
<li>Teela tells viewers to respect trees along with all life, and be a happier person for it.</li>
<li>Orko tells viewers to avoid heavy eating or exercise before sleep, which should be at the same time each day.</li>
<li>Zodac tells viewers it is just as important to know when to use great power as when to not.</li>
<li>Orko tells viewers to admit their mistakes and deal with them, rather than run away.</li>
<li>He-Man tells viewers to enjoy nature, but to leave things where they are.</li>
<li>He-Man tell viewers of the Magna Carta, which they praise as the first step toward social equality, or &ldquo;the way it should be&rdquo;.</li>
<li>Man tells viewers that while headbutting walls and doors looks like fun, it is actually quite dangerous.</li>
<li>Adam tells viewers to stay out of abandoned buildings, where they could be hurt or trapped.</li>
<li>Orko tell viewers repetition and rehearsal are key to remembering things like lines.</li>
<li>Man-At-Arms tell viewers to honor their promises, to say what they mean and mean what they say.</li>
<li>Orko tells viewers they do not need talent or possessions, they are special just for being themselves and real friends will know it.</li>
<li>Teela tells viewers nightmares are no more real than fairy tales, and suggests talking about them with someone.</li>
<li>He-Man tells viewers museums are storehouses of knowledge, and knowledge is a power more precious than gold or jewels.</li>
<li>Teela tells viewers fear is a common and natural warning of danger, and to heed it without shame or guilt.</li>
<li>Man-at-Arms tell viewers that accepting responsibility can instantly turn a boy to a man.</li>
<li>He-Man tells viewers not to blindly follow orders from leaders who may be irresponsibly selfish, but consider what is right and wrong for themselves.</li>
<li>Man-at-Arms tells viewers to judge people on their behaviour, not their appearance.</li>
<li>Man-at-Arms tells viewers to accept and learn from their mistakes, rather than beat themselves up about them.</li>
<li>Orko tells viewers carelessness is dangerous, and to &ldquo;play it safe&rdquo;.</li>
<li>He-Man tells viewers to not let the spirit of competition lead to injuries or anger in games, and to &ldquo;play it safe&rdquo;.</li>
<li>Teela tells viewers beauty is skin deep, that ugly people are often the &ldquo;most beautiful to know&rdquo; and those who look beautiful can be ugly inside.</li>
<li>He-Man tells viewers a symbol like a sword can&rsquo;t make a leader, but intelligence, respect for others and an unselfish desire to do good can.</li>
<li>Adam tells viewers historical figures were once real people, like them.</li>
<li>He-Man tells viewers the threat of drowning is very real, and to never swim alone.</li>
<li>He-Man tells viewers it takes more courage to not fight when someone calls them a coward.</li>
<li>Orko tells viewers to not boast when playing games, to be a good winner and a good loser.</li>
<li>He-Man tells viewers everybody deserves a second chance, but if they keep getting into trouble, they might not be worth keeping around.</li>
<li>Teela tells viewers than being calm and reasonable during arguments, rather than angry, is the best way to solve a problem.</li>
<li>Teela tells viewers their parents are their best friends, since they help and care through illness and other bad times.</li>
<li>Orko tells viewers to not fear others for looking different, but to appreciate their thoughts and actions.</li>
<li>Adam tell viewers to not discriminate by race or religion, rather by actions.</li>
<li>Orko tell viewers patience can keep them from rushing into trouble.</li>
<li>Teela tells viewers to accept responsibility for their mistakes, and not shift the blame onto others.</li>
<li>again tell viewers &ldquo;Don&rsquo;t judge a book by its cover&rdquo;.</li>
<li>Teela tell viewers the &ldquo;Golden Rule&rdquo; of treating others the way you&rsquo;d like them to treat you.</li>
<li>Orko tells viewers to ask for help with their problems, rather than just feeling sorry for themselves.</li>
<li>Orko tell viewers there are vast quantities and varieties of entertainment and information in books.</li>
<li>He-Man tells viewers to help their fellow humans when they see a problem too big for one alone.</li>
<li>Teela tell viewers that, while human progress will inevitably destroy many trees, it is important to leave some areas of wilderness for everyone to enjoy.</li>
<li>Fisto tells viewers to lend a hand when they see others struggling with a task, and to not be too proud to ask for the same.</li>
<li>Teela tell viewers meeting responsibilities for a workload breeds dependability, the &ldquo;first step to becoming a winner&rdquo;.</li>
<li>Orko tells viewers to not discount old people, who often have much wisdom to combine with the vitality of youth, resulting in a better time for everyone.</li>
<li>He-Man tells viewers everyone makes mistakes, and everyone deserves a second chance (as he did in &ldquo;The Golden Discs of Knowledge&rdquo;).</li>
<li>He-Man tells viewers treating an animal with respect and kindness is far more fun than forcing it to fight.</li>
<li>Man tell viewers to keep calm in arguments with friends, lest they say something hurtful they&rsquo;ll later regret.</li>
<li>Man-at-Arms tell viewers the best and quickest way to end a battle is an act of compassion, not of revenge.</li>
<li>Teela tells viewers to not &ldquo;let a few bad apples spoil the bunch&rdquo;; that is, not blame or judge a group of people for an individual member&rsquo;s actions.</li>
<li>Man-At-Arms tell viewers play is just as important as work, but to always consider the safety rules of any game.</li>
<li>Cringer tell viewers to trust their instincts, whether feeling fear or courage.</li>
<li>Teela tell viewers a good idea can come from an unexpected place, so to keep an open mind.</li>
<li>He-Man tells viewers fears which might be called phobias can often be healthy and normal deterrents from dangers like fire, water or heights.</li>
<li>Adam tells viewers accepting a dare is oten a foolish path to trouble, and they should do what they feel is right, regardless of peer pressure.</li>
<li>Orko tells viewers a lie not only hurts others, but themselves; lying to cover lies and forgetting which were already told makes a small lie into a big one.</li>
<li>Adam tells viewers cooperation can make a tedious or impossible task much easier and even fun.</li>
<li>Teela tells viewers to let those who&rsquo;ve been kind and helpful to them know how much that means.</li>
<li>Squinch tells viewers their maximum level of ability isn&rsquo;t as important as their effort to work at that level.</li>
<li>Teela tells viewers to consider the victim&rsquo;s safety and feelings before playing a practical joke.</li>
<li>Orko tells viewers to not take a rumor about someone at face value, and ask for their side of the story before judging.</li>
<li>Teela tells viewers to not jump to conclusions; a somewhat bird-like creature lands on her shoulder and repeats this twice.</li>
<li>Man-At-Arms tells viewers not to touch or especially ingest anything labeled with a face like Skeletor&rsquo;s; just like Skeletor, they spell bad news.</li>
<li>He-Man tells viewers books are the closest thing they have to a working time machine, while holding three fiction books: Moby Dick, Huckleberry Finn and The Time Machine.</li>
<li>Orko tells viewers those with living grandparents are especially lucky.</li>
<li>Orko tell viewers if they practice hard at anything they want to do well, the results will eventually surprise them.</li>
<li>Orko tell viewers revenge just leads to more revenge, and to forgive rather than continue the cycle.</li>
<li>He-Man tells viewers to treat envy not with theft, but by asking politely to share; they might even make a friend.</li>
<li>Orko tell viewers their parents punish them to teach right from wrong, not because they like it.</li>
<li>Man-At-Arms tells viewers imagination and intelligence are more wonderful than physical strength, and to exercise their brains along with their muscles.</li>
<li>Man-At-Arms tells viewers to listen to their conscience, and if they&rsquo;re still confused after that, ask someone they trust.</li>
<li>Adam tells viewers to not gamble with things that aren&rsquo;t theirs.</li>
<li>Man-at-Arms tells viewers to not feel bad for failure, as long as they did the best job they could do.</li>
<li>Orko tells viewers not to make up stories or exaggerate, lest nobody trust even their true stories.</li>
<li>Man-At-Arms tells viewers to generally be safe, and specifically, to wear a seat belt and not play with fire.</li>
<li>Man-At-Arms tells viewers there is no such thing as absolute good or evil in any group. Orko suggests judging people on their actions, more than appearance or even words.</li>
<li>Teela tells viewers drugs can make them sick, dead or dangerous, and to check with someone they love before taking any.</li>
<li>Teela tells viewers there&rsquo;s often no time to think about helping a friend, they just have to do it; it may come back to them in an unexpected reward.</li>
<li>Man-At-Arms tells viewers to be good winners, showing mercy and respect to defeated opponents.</li>
<li>He-Man tells viewers of the unstoppable progression of time and its effect of change.</li>
<li>Man-At-Arms tells viewers to resist gluttony and greed.</li>
<li>Orko tell viewers sometimes fairy tales come true. The king says acting beautiful matters more than looking ugly.</li>
<li>Orko tells viewers to leave potentially dangerous practical jokes to the pros, like him.</li>
<li>Marlena tells viewers helping others helps themselves, by making them feel good.</li>
<li>Orko tell viewers not to exaggerate in anecdotes, as it can lead to wildly inaccurate gossip and difficulty in discerning truth.</li>
<li>Man-At-Arms tells viewers that people with different abilities can combine them into an ability greater than the sum of its parts, and this can make many jobs much easier.</li>
<li>Teela tells viewers to be careful when running or climbing, and that it&rsquo;s more important to get somewhere at all than get there fast.</li>
<li>Adam tells viewers it&rsquo;s fun to lose and to pretend, but that there&rsquo;s a line between make-believe and outright lying they shouldn&rsquo;t cross.</li>
<li>Orko tell viewers not to take gifts from strangers, or keep any secrets they ask you to keep from parents.</li>
<li>Teela tells viewers violence isn&rsquo;t the best answer to any problem, as it only causes more problems.</li>
<li>He-Man tells viewers doing chores keeps a house running smoothly, even if they seem pointless or boring.</li>
<li>Man-At-Arms tells viewers they can&rsquo;t win if they don&rsquo;t try, so to keep persisting even when it looks hopeless.</li>
<li>Ricky tells viewers that having an genuine interest in something makes it seem less like work.</li>
<li>Man-At-Arms tells viewers to weigh out all the evidence and consider the sources before jumping to conclusions.</li>
</ol>
<p>There are 124 episodes of He-Man, sadly three were missing lessons. I was planning on concluding my session re-caps with words of wisdom from He-Man.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/masters-of-the-universe-morality/"/>
    <published>2015-10-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-osr-isnt-all-fat-white-dudes/</id>
    <title>The OSR Isn&#39;t All Fat White Dudes</title>
    <updated>2015-09-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I saw this over on G+.</p>
<p><img src="/assets/img/people-being-dicks.jpg" alt="People being dicsk"></p>
<p>What does that even mean? I&rsquo;m not sure. There is generally a constant stream of this stuff online, if you go looking for it. I normally don&rsquo;t, but somehow it still finds me. This annoyed me more than other similar posts, for no particularly good reason. I guess this stuff gets tired after a while.</p>
<p>The OSR isn&rsquo;t all fat White dudes. I didn&rsquo;t think that needed to be said, but maybe it does? (Spoilers: it includes at least one skinny Brown dude.)</p>
<p><a href="http://save.vs.totalpartykill.ca/blog/rule-0-prime/">One of the first posts I made here was about not being an asshole to other gamers.</a> At the time it was in response to seeing people in the OSR moan about 4th Edition or D&amp;D Next. Fast forward several years and I see that the discourse is dumb all over.</p>
<p>Anyway, my pro-tip to you all remains the same: stop giving a fuck about the games people play. I promise you, no one else cares. No one.</p>
<hr>
<p><strong>Update 2015-09-10</strong>: I could have written this post about a million different things I&rsquo;ve seen online since the first one from 2012. In the grand scheme of things the image above barely rates as obnoxious compared to what&rsquo;s come before. Still, yesterday it annoyed me.</p>
<p><a href="https://twitter.com/Ettin64/status/641972676773326848">I had a brief conversation with Ettin on Twitter.</a> He thinks my take away from his snark was incorrect. I&rsquo;m not sure the point he was trying to make was much better, but sure. Later he had this to say: <a href="https://twitter.com/Ettin64/status/641966344745803777">&ldquo;If your problem is a tweet about your community but your pals obsessing over TLs of people who blocked them is OK I have some bad news.&rdquo;</a> That&rsquo;s fair: trawling someones timeline is annoying, and that&rsquo;s how I ended up seeing this. I am sure I say dumb stuff often, and having that thrown back in my face days or weeks or years later would probably get tired. That said, it doesn&rsquo;t make what I originally said any less dumb. Calling people in the OSR garbage is something I think is shitty. I don&rsquo;t think you can really massage that. Of course, Ettin is entitled to his opinions.</p>
<p><strong>Update 2016-01-31</strong>: &hellip; but Ettin is probably a troll and his opinions are likely dumb.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-osr-isnt-all-fat-white-dudes/"/>
    <published>2015-09-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-v/</id>
    <title>Kickstarter Report Card V</title>
    <updated>2015-08-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Overall I am quite happy with how Kickstarter has been treating me. Most of my recent Kickstarters have delivered without a hitch. <a href="http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones">Reaper Bones</a> managed to ship a bajillion minis without breaking a sweat. Goodman Games shipped <a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-peril-on-the-purple-planet">Peril on the Purple Planet</a> and <a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-the-chained-coffin">The Chained Coffin</a> more or less when they said they would, with lots of bonus goodies. I&rsquo;ve got the PDF of <a href="https://www.kickstarter.com/projects/464014331/the-stygian-garden-of-abelia-prem">The Stygian Garden of Abelia Prem</a> without any fuss. Overall, projects seem to be better run and handled now.</p>
<p>It wouldn&rsquo;t be a Kickstarter update if I didn&rsquo;t mention i&rsquo;m still waiting for books from <a href="http://lotfp.com/">LotFP</a>. That said, James Raggi has sent me so many random adventures and bonus books the wait doesn&rsquo;t feel particularly onerous. Of the 4 books funded in the LotFP Summer Adventure Campaign, each has grown in scope and <a href="https://plus.google.com/112262093672917983853/posts/RaChFABu1E2">awesomeness</a>. As I&rsquo;ve mentioned before, more project creators should follow Raggi&rsquo;s lead with respect to how he handles projects that are off the rails.</p>
<p>In contrast to LotFP, we have <a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Brave Halfling Publishing</a>. I don&rsquo;t have anything to say here that hasn&rsquo;t already been said elsewhere.</p>
<p><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a> arrived, finally, about 3 years after it was funded. If there is one Kickstarter I regret backing this would be it. I don&rsquo;t want to belittle someone&rsquo;s hard work, but this project feels so thoroughly half-assed.</p>
<table>
  <thead>
      <tr>
          <th>#</th>
          <th>Project</th>
          <th>Funded</th>
          <th>Expected Delivery</th>
          <th>Shipped?</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td><a href="https://www.kickstarter.com/projects/bullypulpitgames/the-warren-0">The Warren</a></td>
          <td>August 2015</td>
          <td>October 2015</td>
          <td>No</td>
      </tr>
      <tr>
          <td>2</td>
          <td><a href="https://www.kickstarter.com/projects/1462075846/the-zine-vault">The Zine Vault</a></td>
          <td>June 2015</td>
          <td>November 2015</td>
          <td>No</td>
      </tr>
      <tr>
          <td>3</td>
          <td><a href="https://www.kickstarter.com/projects/1735046512/perilous-journeys">Perilous Journeys</a></td>
          <td>May 2015</td>
          <td>September 2015</td>
          <td>No</td>
      </tr>
      <tr>
          <td>4</td>
          <td><a href="https://www.kickstarter.com/projects/464014331/the-stygian-garden-of-abelia-prem">The Stygian Garden of Abelia Prem</a></td>
          <td>March 2015</td>
          <td>July 2105</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>5</td>
          <td><a href="https://www.kickstarter.com/projects/946041344/sol-tabletop-rpg">Sol</a></td>
          <td>February 2015</td>
          <td>August 2015</td>
          <td>No</td>
      </tr>
      <tr>
          <td>6</td>
          <td><a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-peril-on-the-purple-planet">Dungeon Crawl Classics: Peril on the Purple Planet</a></td>
          <td>August 2014</td>
          <td>November 2014</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>7</td>
          <td><a href="https://www.kickstarter.com/projects/720223857/the-great-kingdom">The Great Kingdom</a></td>
          <td>July 2014</td>
          <td>July 2015</td>
          <td><strong>Hells No!</strong></td>
      </tr>
      <tr>
          <td>8</td>
          <td><a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-the-chained-coffin">Dungeon Crawl Classics: The Chained Coffin</a></td>
          <td>June 2014</td>
          <td>August 2014</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>9</td>
          <td><a href="http://www.kickstarter.com/projects/985647565/playsets-the-future-of-social-storytelling">Playsets The future of social storytelling.</a></td>
          <td>November 2013</td>
          <td>February 2014</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>10</td>
          <td><a href="http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones">Reaper Miniatures Bones II</a></td>
          <td>October 2013</td>
          <td>October 2014</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>11</td>
          <td><a href="http://www.indiegogo.com/projects/lotfp-hardcover-referee-book">LotFP Hardcover Referee Book</a></td>
          <td>October 2013</td>
          <td>January 2019</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>12</td>
          <td><a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a></td>
          <td>February 2013</td>
          <td>July 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>13</td>
          <td><a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a></td>
          <td>July 2012</td>
          <td>July 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>14</td>
          <td><a href="http://www.indiegogo.com/projects/153307">LotFP Summer Adventure Campaign</a></td>
          <td>July 2012</td>
          <td>December 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>15</td>
          <td><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a></td>
          <td>June 2012</td>
          <td>August 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-v/"/>
    <published>2015-08-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming/</id>
    <title>The Ramanan Sivaranjan Awards for Excellence in Gaming</title>
    <updated>2015-07-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Every year the <a href="http://www.ennie-awards.com/blog/">Ennie’s</a> come and go and I have no idea what half the games are about or how they even got nominated in the first please let alone win an award. Well no, I do know: these awards aren’t for me. The Ennies are a reflection of what people on EN World are into: stuff i&rsquo;m not interested in. The Ennies feel like the Teen Choice awards of the RPG scene.</p>
<p>The Ramanan Sivaranjan Awards for Excellence in Gaming on the other hand are the sort of recognition a game publishers should feel proud to put on their CV. To that end, here are my picks for the best books of 2014, a half year late because why not. Winners were picked by myself, based on my mood this summer day. To qualify for contention your book must have been <strong>purchased</strong> by myself in 2014—I don’t give a shit when it was published.</p>
<p><img src="/assets/img/ramanan-award.png" alt="The Ramanan Sivaranjan Award for Excellence in Gaming 2015"></p>
<hr>
<h2 id="best-writing-patrick-stuart-deep-carbon-observatory">Best Writing: Patrick Stuart, <a href="http://www.rpgnow.com/product/131801/Deep-Carbon-Observatory">Deep Carbon Observatory</a></h2>
<p><img src="/assets/img/deep-carbon-observatory.png" alt="Deep Carbon Observatory"></p>
<p><em>Deep Carbon Observatory</em> was by far the most affecting game book I read in 2014. The writing is beautiful, poetic and <a href="/review/deep-carbon-observatory/">thoroughly unrelenting its bleakness</a>. The fact it also happens to be a D&amp;D adventure is a nice bonus.</p>
<blockquote>
<p>The water of the river is ripe with life, over-full with predators and fish of every kind. Pike and strange pale squid flit to and fro. Cuttlefish can barely be seen; camouflage flows across their pigmented skin like paint.</p>
<p>Upriver, in the distance, rises a column of smoke or grey cloud. The only other signs to mark the sky are carrion birds. Columns of their moving forms make black signals in the grey air, sketching spirals over the accumulated dead.</p>
</blockquote>
<p>That’s how you paint a scene! And that’s just random text from a random page. The whole adventure is full of that.</p>
<p>This book feels new, different, and completely unique. It is so much more than a simple module.</p>
<hr>
<h2 id="best-art-jez-gordon-death-frost-doom">Best Art: Jez Gordon, <a href="http://www.lotfp.com/store/DeathFrostDoom">Death Frost Doom</a></h2>
<p><img src="/assets/img/death-frost-doom.png" alt="Death Frost Doom"></p>
<p>That’s what i’m fucking talking about. That this book wasn’t up for a best art Ennie is why I am even writing this post.</p>
<p>Jez Gordon’s illustrations for <em>Death Frost Doom</em> are so completely on point, a perfect companion to the writing in the book. His stark high contrast black and white illustrations have been featured in a few books now, but the style really comes together in <em>Death Frost Doom</em>. The art capture the mood of the module perfectly.</p>
<hr>
<h2 id="the-ramanan-sivaranjan-excellence-in-gaming-best-god-damn-book-of-2014-zak-s-a-red-and-pleasant-land">The Ramanan Sivaranjan Excellence in Gaming Best God Damn Book of 2014: Zak S, <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=190">A Red and Pleasant Land</a>.</h2>
<p><img src="/assets/img/red-and-pleasant-land.png" alt="A Red and Pleasant Land"></p>
<p>I have written at length about <a href="/tag/rapl/">A Red and Pleasant Land</a> so I won’t repeat myself here. This book was several years in the making and it shows. No one involved half assed anything. This book is 100% whole-assing. This is how you do it, people. (Jez Gordon should get some more recognition for the fantastic layout work he did on the book.)</p>
<p>Everything about the book is on point: great writing, great art, great layout, and even the god damn book as a real live thing is great. It&rsquo;s one of the nicest books I own period, never mind gaming books.</p>
<p>I&rsquo;m curious to see if anything coming out in 2015 can knock this book of its throne. Your arm&rsquo;s too short to box with God.</p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
<hr>
<h2 id="honourable-mentions-for-the-2014">Honourable Mentions for the 2014</h2>
<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=181"><em>Scenic Dunnsmouth</em></a>, <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=179"><em>Forgive Us</em></a>, <a href="http://www.drivethrurpg.com/product/119066/RK2-Evil-Wizards-in-a-Cave"><em>Evil Wizards in a Cave</em></a>, <a href="http://grognardia.blogspot.ca/p/blog-page.html"><em>The Excellent Traveling Volume</em></a>, <a href="http://www.rpgnow.com/product/145647/Wonder--Wickedness"><em>Wonder and Wickedness</em></a>, and the new <a href="http://www.amazon.com/Dungeon-Masters-Guide-Core-Rulebook/dp/0786965622"><em>5th Edition Dungeon Master&rsquo;s Guide</em></a> are all books worth checking out. That <em>Wonder and Wickedness</em>, <em>A Red and Pleasant Land</em>, and <em>The Excellent Traveling Volume</em> all came out within a week or two of one another speaks to how solid a year 2014 was for gaming.</p>
<p>Finally, though I have no idea what&rsquo;s up with <a href="https://www.burningwheel.com/store/index.php/torchbearer.html"><em>Torchbearer</em></a> I still find it strangely compelling. The actual book is quite nice as well.</p>
<p>Till next year. Booyaka! Booyaka!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-ramanan-sivaranjan-awards-for-excellence-in-gaming/"/>
    <published>2015-07-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dark-sun-railroads/</id>
    <title>Dark Sun Railroads</title>
    <updated>2015-07-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>No matter how well they do, at some point the PCs are discovered, captured, and brought before Hamanu. &ndash; Dragon&rsquo;s Crown, pg. 33</p>
</blockquote>
<p>Oh, the railroad. At some point adventures from TSR transitioned from open-ended affairs to highly structured stories. Some people place the blame squarely on the shoulders of Tracey and Laura Hickman, though this seems a bit unfair. With all the tournament modules that came out in the late 70s and early 80s, it seems like there was always an element of highly structured play available as part of the experience of D&amp;D.</p>
<p>I don&rsquo;t think railroad games are inherently terrible, but making players play the railroad portions out is definitely stupid. If the adventure you are playing only makes sense if certain situations happen you are probably better off being upfront about that and simply narrating what needs to take place. Otherwise you are wasting everyone&rsquo;s time.</p>
<p>Freedom, another Dark Sun adventure is even worse when it comes to railroading.</p>
<blockquote>
<p>Because the PCs must be captured, the Part One encounters are unfair. One or more PCs will be prisoners after each encounter. No player actions short of the miraculous will save the PCs from eventual capture, arrest, or enslavement.</p>
</blockquote>
<p>Why not just start the adventure with the players captured? I can see how organically you could slowly end up sending the PCs to the slave pits: it&rsquo;s a harsh setting after all. Something about the way this is presented seems obnoxious. But look, there are even dumber examples of railroading in the adventure:</p>
<blockquote>
<p>For the purposes of <em>Freedom</em>, you do not want the PCs to escape unless a specific encounter calls for escape. The players, on the other hand, will certainly try to escape. All their attempts should fail. Still the players must believe they had a fair chance to succeed. The following tactics let you program <em>fair</em> failure for the PCs, both thwarting and rewarding their escape attempts. &ndash; <em>Freedom</em>, part 2 introduction</p>
</blockquote>
<p>Who green lit this module? <em>Freedom</em> is such a spectacularly bad adventure.</p>
<p>I found City by the Silt Sea refreshing because it felt different than most of the other 90s-era D&amp;D books I had read. There are probably lots of modules like this one, though it feels like at the time they were few and far between.</p>
<blockquote>
<p>Though the adventure is presented in a particular order, each encounter is designed to stand alone. Like building blocks they form an interesting whole while piled together, but how you stack them is left to each DM. &ndash; City by the Silt Sea, pg 5</p>
</blockquote>
<p>There has been lots written about railroads in the OSR blogosphere. Most recently, Justin Alexander covered this topic quite well: <a href="http://thealexandrian.net/wordpress/36900/roleplaying-games/the-railroading-manifesto">The Railroading Manifesto</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dark-sun-railroads/"/>
    <published>2015-07-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dcc-rpg-80-81-82/</id>
    <title>DCC RPG 80, 81, 82</title>
    <updated>2015-07-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I recently backed the two Kickstarters that resulted in small boxed sets from <a href="http://goodman-games.com/">Goodman Games</a>. As part of the first Kickstarter I ended up picking up a modules I was missing from their <a href="http://goodman-games.com/dccrpg.html">DCC RPG</a> line. I have continued to collect the modules they have been putting out, despite the fact I don’t play DCC RPG or really use modules when gaming. In this fashion I am a bit of an idiot.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p><a href="http://goodman-games.com/5081preview.html"><em>DCC RPG 80: Intrigue at the Courts of Chaos</em></a> opens with player characters being whisked away to said courts. There is nothing they can do to avoid their fate, but you paid good money for this module so the least they can do it shut up and take their loss of agency like proper friends. Once at the eponymous Courts of Chaos the players negotiate with the various lords of Chaos to determine whether to undertake a quest to retrieve a MacGuffin artifact—well, sort of:</p>
<blockquote>
<p>Give the party time to debate the merits and drawbacks of serving the Host, but realistically, unless they choose to martyr themselves for their beliefs, they have little choice but to agree—if temporarily—to accept the Host’s demands.</p>
</blockquote>
<p>Well, that seems kind of lame. The &ldquo;dungeon&rdquo; the MacGuffin is located within is basically a spoke of 5 rooms, where players are required to visit each room and solve a puzzle to get to the final room and their goal. I thought the presentation of both the lawful plane and the chaos plane was a little bit uninspired. I wasn’t too impressed with this module, though the art is great. I know other people have actually ran it and had a lot of fun, so keep that in mind when I complain about it.</p>
<p><a href="http://goodman-games.com/5082preview.html">DCC RPG 81: <em>The One Who Watches From Below</em></a> is a more traditional dungeon crawl. Characters explore a cave that happens to be sitting on top of a temple dedicated to an Elder God. There are eyeballs throughout the adventure, all used to good effect. As usual, the cover art is pretty fantastic.</p>
<p>The adventure features one of the most creative curses I&rsquo;ve read, which also happens to involve eyeballs. The requirements placed on cursed players would probably make this a tricky module to run online, via a video chat. In person I think playing the curse would be a lot of fun. This is probably one of the better dungeon crawls put out by DCC RPG. Or maybe I just like this curse a lot.</p>
<p><a href="http://goodman-games.com/5083preview.html">DCC RPG 82: <em>Bride of the Black Manse</em></a> is another example of Goodman Games branching out from their usual fare. The adventure takes place in a manor home, and is meant to be played over 4 hours of real time. Inspiration for the adventure comes from Fritz Leiber’s <em>The Howling Tower</em>, Edgar Allen Poe’s <em>The Fall of the House of Usher</em>, and Stanley Kubrick’s <em>The Shining</em>. This looks like it’d be a fun module to run. The manse is a small setting, but it changes as the hours tick by in the real world. Players will need to be mindful of how much time they are wasting while playing.</p>
<p>I still have mixed feelings about the DCC RPG line. Many of the modules feel like they have the same underlying structure, which is usually quite linear. This set of modules was interesting because for the most part they are each unique in their own way. Anyway, these Goodman games modules are probably worth the price of admission for the Doug Kovacs covers.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://dndwithpornstars.blogspot.ca/2015/07/radical-game-critique-isnt.html">Zak Smith wrote an interesting article on consumerism in gaming.</a> I think in many hobbies there is always a subset of people who participate in the hobby simply by buying things. With photography I knew a lot of photographers who were more into buying lenses and cameras than they were in learning how to take good pictures. Similarly there are people who seemingly buy gaming books, but don&rsquo;t really use them to much effect, or produce their own gaming work.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dcc-rpg-80-81-82/"/>
    <published>2015-07-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/fire-on-the-velvet-horizon/</id>
    <title>Fire on the Velvet Horizon</title>
    <updated>2015-05-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lulu.com/ca/en/shop/scrap-princess-and-patrick-stuart/fire-on-the-velvet-horizon/paperback/product-22094199.html"><em>Fire on the Velvet Horizon</em></a> is a monster book, but that description seems reductive. <a href="http://monstermanualsewnfrompants.blogspot.com.au/">Scrap Princess</a> and <a href="http://falsemachine.blogspot.ca/">Patrick Stuart</a> have produced something very avante garde and truly unique. A monster book yes, but one filled with monsters you would have never dreamed up, written and illustrated by two very talented people.</p>
<p>100 monsters are described within the book. They are presented one per page or two page spread. Each page was laid out by hand by Scrap Princess. The book looks like a punk rock zine. Art is done in Scrap’s frantic scribbled style. Scrap Princess would send the artwork to Patrick as it was completed, and he would describe the monster. Scrap’s art is often quite abstract, so it’s interesting to see how Patrick interpreted particular drawings. Scrap and Patrick live on opposite sides of the globe, so I also enjoy this collaboration as an example of how the Internet is amazing.</p>
<p><img src="/assets/img/scrap-on-stats@2x.jpg" alt="Scrap tells you to shut up about stats."></p>
<p>Pictured above is Scrap’s introduction to her new book. The book is systemless. There are no stats for any of the monsters found in Fire on the Velvet Horizon. Each monster is described in great details, but it’s up to the reader to turn the monsters into something more specific for their game. I’ve seen several complaints about the lack of stats in the book, but I agree with Scrap here: stats seem like the ‘easy’ part of designing a monster. (AC 16, MV 90’, 5 HD, ML 8: Done!) This book is 100 adventure, at least. In some cases whole campaigns. Its scope seems bigger than a list of things your players can hit.</p>
<p>I do have one complaint about the book, but it is also a compliment: the layout is crazy! It’s hard to read. At least, harder than a book needs to be. But, the layout is also part of the art. I don’t think it’d be the same book if you had fat margins and blocks of text set to the golden ratio with a nice serif font recreating text from the 16th century. Each page is beautiful so if I need to hold the book a little closer to my face or take off my glasses to read, it’s not the end of the world.</p>
<p>I have barely made my way into the book. Like False Machine I find it hard to read, mostly because it requires (and deserves) your attention and I am easily distracted. The descriptions of the monsters are dense, engaging, and interesting. The descriptions often unfold like stories, with little twists at the end. They are clearly written with an eye for how they would fit in a game. Some monsters are more bonkers than others, but they all have features that would make for fun game play.</p>
<p>The book is most certainly not meant as a table reference. Putting aside the messy zine aesthetic, the writing doesn’t lend itself to quick reference. This is a book to digest slowly. As I have been going through the book I have been noting the monsters I think would fit in <a href="/masters-of-carcosa/">my Carcosa game</a>, and then making a small OD&amp;D entry for them that I could use during a game. This seems like the best approach to using the book.</p>
<p>So yeah, this book is good and you should buy it. Patrick and Scrap are making the books no one else is making. This is one of the best examples of what the DIY D&amp;D scene can produce.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/fire-on-the-velvet-horizon/"/>
    <published>2015-05-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/carcosa-review-reprise/</id>
    <title>Carcosa Review Reprise</title>
    <updated>2015-03-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>You should do a post … having DMed several sessions, about what you find Carcosa brings to the table and what you’ve done to make it “yours?” — Cole Long</p>
</blockquote>
<p>I write reviews for gaming books I never actually use to game, which feels kind of dumb but what can you do? Now with <a href="/review/carcosa/"><em>Carcosa</em></a> I can actually comment on the book with insight from using it to run a D&amp;D campaign.</p>
<p><a href="/masters-of-carcosa/">I’ve ran 7 games of Original D&amp;D game set in Carcosa.</a> The original idea for the game was to mix in elements from Masters of the Universe into the Carcosa settings, but that hasn’t quite happened just yet. I’m really not familiar with most of the literary references that inspired <em>Carcosa</em>, which makes running the game &ldquo;interesting&rdquo;.</p>
<p>I wanted my campaign to start in a Lawful settlement. I had catalogued all the settlements in the game as a byproduct of working on my <a href="http://carcosa.totalpartykill.ca/">Random Carcosa</a> web application. The highest level Lawful leader in Carcosa is 11th level and can be found in Hex 1011, along with a crazy robot.</p>
<blockquote>
<p>Village of 270 Bone Men ruled by “the Swift and Silent Beginning,” a lawful 11th-level Fighter.</p>
<p>The unwary may fall prey to a deranged, spherical robot (AC 18, MV 180′, hp 25) with treads and retractable appendages, nets, self-repair, infrared, and long-distance vision. It will seek to abduct stragglers and take them to a small, hidden outpost to be shackled in close proximity to radioactive waste. Each hour spent thus requires a successful saving throw to avoid mutation.</p>
</blockquote>
<p>I printed out some hex graph paper and drew the region around this hex, marking down the settlements and their allegiances to the battle between Law and Chaos. The official Carcosa map in the book is missing this information, which would have made it about a million times handier. <a href="http://dndwithpornstars.blogspot.ca/2012/10/using-carcosa-out-of-laziness.html">Zak Smith drew in his Carcosa book</a>, but I just can’t bring myself to do that.</p>
<p>There are slavers nearby in Hex [REDACTED] terrorizing the region, and so I made them the main threat in the game. I decided the town of Invak would offer refuge to former slaves. This would explain why a party of PCs would likely include people from the various races of Carcosa. Chaotic villages close to the slavers were likely to supporters, as were Neutral villages nearby. Villages closer to Invak would be against slaving. Invak would be a bastion of egalitarian and progressive thought, in another wise terrible world. The town to the South of Invak became a trading hub, liking Invak with a few other towns near by. In this way I fleshed out the relationships between the various villages in the area.</p>
<p>I answered <a href="/blog/20-questions-about-carcosa/">Jeff Rient’s 20 Quick Questions about your Campaign</a>, which helped me think more about what my game would be like. From an older blog post about Carcosa I knew <a href="/blog/icon-of-judgement/">“the Icon of Judgment”</a> was the strongest sorcerer in the world. I made some rough notes about what his deal might be, but thus far it hasn’t really come up in play: mostly because I haven’t brought him up at all. The castle of Chaotic Orange Men North of Invak became a crazy cult running bizarre gladiatorial games.</p>
<p>I drew a map of the hidden outpost. It seemed like a good dungeon to begin the game with. Players would start shackled in the radioactive wastes. I introduced a small group of Bone Men, who were hiding out inside this outpost. They had imprisoned one of their members for [REDACTED]. The robot would only be ‘active’ at night, and would only travel through the wilderness, so the players wouldn’t have to worry about it unless they specifically tried to instigate a fight with it. There were also lasers, spawn, and other things that felt like Carcosa.</p>
<p>This was enough to start playing. I ran a session with Gus and Eric, two of the regular players from my Monday night D&amp;D group, and things continued from there. I am constantly underprepared for each session we play, but things usually work out—for the most part.</p>
<p>Eero Tuovinen has done an amazing job with the layout of <em>Carcosa</em>. <em>Carcosa</em> is a well laid out book that works well at the table. I flip through it often looking up monsters, hex descriptions, and the like. Most everything is easy to find, and more importantly easy to read. McKinney has a very terse and direct way of writing that I like. He manages to be evocative without wasting too many words—usually.</p>
<p>In terms of helping you build a campaign, <em>Carcosa</em> brings barely any information to the table. The book succeeds in selling the <em>idea</em> of Carcosa, without really telling you that much about it. Are all the races identical besides their colour? Do they all share the exact same culture? Are their multiple languages in the world? What are the towns and villages like? What do people eat? What&rsquo;s a GP in Carcosa? There are so many questions about the world that are unanswered. Explicit relationships between hexes are few and far between. This encourages the sort of brainstorming I did to get things going, but is also one of the big criticisms of the book: it all feels so random. I would have loved for some discussion from McKinney on how he explicitly organized and ran his game.</p>
<p>The big win for Carcosa is that I never feel like i’m doing it wrong. I never have to look something up so-and-so important NPC, or double check the date such-and-such event took place. <em>Carcosa</em> is a loose framework for building your own Carcosa. I’m not sure I have done that great a job of build my own Carcosa, but i’m hoping that I am not too far off.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/carcosa-review-reprise/"/>
    <published>2015-03-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/night-witches/</id>
    <title>Night Witches</title>
    <updated>2015-03-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.bullypulpitgames.com/games/night-witches/"><em>Night Witches</em></a> was released to the public a few days ago. The game was produced as the result of a successful <a href="https://www.kickstarter.com/projects/bullypulpitgames/night-witches">Kickstarter</a>—like most games nowadays—and has seemingly <a href="http://www.story-games.com/forums/discussion/5562/i-want-to-know-more-about-night-witches">been in the works for years now</a>. The game caught my eye because it features artwork by <a href="http://richlongmoreillustration.blogspot.ca/">Rich Longmore</a>, the illustrator of <a href="/tag/carcosa/">Carcosa</a>. $12 for a PDF of new Rich Longmore art feels like a steal. The fact there was a whole game that came with it was a nice bonus. And so it came to pass I bought my first <a href="/grab-bag/osr-storygames/">story game</a>.</p>
<p><em>Night Witches</em> is a game with a very specific focus. Everyone plays Russian fighter pilots from the all women <a href="http://en.wikipedia.org/wiki/Night_Witches">588th Night Bomber Regiment</a>, who the Nazis referred to as the Night Witches. I play in several D&amp;D campaigns right now and they are all over the map when it comes to setting and tone. House rules might differentiate the games slightly, but for the most part we are all playing D&amp;D. People in the D&amp;D scene will add or drop rules to shift the focus of D&amp;D slightly. Someone into dungeon crawls will focus on light and encumbrance rules. Someone interested in horror might introduce sanity rules. These sorts of tweaks seem minor when you look at a game like <em>Night Witches</em>. The whole game exists to support this very niche experience.</p>
<p>The game play in <em>Night Witches</em> is fairly straight forward. Play is split into two phases: days and nights. During the day you role play the action that happens on the airbase. At night you fly bombing missions and try to kill nazis. <em>Night Witches</em> is based upon the rules for <a href="http://apocalypse-world.com/"><em>Apocalypse World</em></a>. Action is free-form until you do something that would require you making a <em>Move</em>. These are the pivot points in the game. Moves are specific: you <em>eyeball</em> someone or <em>act out</em>. There are a handful of moves each character can perform. The analog to characters classes in D&amp;D are natures in <em>Night Witches</em>: someone has the temperament of a <em>hawk</em>, or an <em>owl</em>.  Natures grant additional moves characters can learn as they level up. In this way the game feels similar to 4th Edition, with its discrete list of powers. I’m curious if this feels as stifling as <a href="/blog/4th-edition-powers/">I found it with 4th edition</a>. Are players who are good at <em>eyeballing</em> going to constantly try and give everyone cut eye to get their way? (Maybe I just played 4e with goofy players.)</p>
<p>Night Witches seems to be first and foremost about collaborative story telling. At least, this is what it seems like coming to the game from D&amp;D. I’m curious if all the bonuses you collect and moves you have are in fact far “gamier” than they sound on paper. There is probably a tactical element to succeeding in your air missions that is more evident in play. (Not that i’m particularly interested in that sort of thing. I like playing OD&amp;D because there are barely any rules.)</p>
<p>In Night Witches characters each have 4hp (marks), and when you use them all up you are dead. The way this works sounds similar to the Grind in a Torchbearer. You get progressively more stressed and injured, culminating in your passing. Character death looks to be the likely outcome for most characters in a long running campaign. My <em>assumptions</em> about story games were that this sort of thing was uncommon. (In contrast to the meat-grinder D&amp;D games I have become used to.)</p>
<p>There’s a lot to like about the rule book. The book is well laid out, both in terms of how it looks and how it functions. It opens with advice on where you should start reading, based on your experience with table top games and Apocalypse World games. The start of the book has all the player facing rules. The middle of the book has the rules the GM would need to run a game. There is advice on running your first session, how to teach people the game, etc. Most of the rules for the game fit on the character sheet. (Again, something that was common in 4th Edition, and apparently how all the Apocalypse World inspired games work.) I suspect it&rsquo;d be easy to use the book during play.</p>
<p>The new artwork by Rich Longmore is fantastic. I have no regrets about picking up this book. My only gripe is that there isn’t more Longmore art. The other artist featured in this book is Claudia Cangini, who did head shot style comic portraits of women from the 588th Night Bomber Regiment.</p>
<p>I still haven’t played Night Witches. I’m not sure when i’ll get the chance. Hopefully sooner rather than later: it seems neat and it’s certainly different.</p>
<p><em>Update 2017-03-13</em>: <a href="/review/night-witches-reprise/">I ended up playing Night Witches twice at BreakoutCon 2017.</a> It was really great.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/night-witches/"/>
    <published>2015-03-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dwimmermounts-room-descriptions/</id>
    <title>Dwimmermount&#39;s Room Descriptions</title>
    <updated>2015-03-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://rpg.drivethrustuff.com/product/138221/Dwimmermount-ACKS-version"><em>Dwimmermount</em></a> is a beast of a book: several hundred pages long and packed full of pulpy science-fantasy. The dungeon was developed and written by James Maliszewski of <a href="http://grognardia.blogspot.ca/">Grognardia</a> fame, but edited and published by Tavis Alison and Alexander Macris from <a href="http://autarch.co">Autarch</a>. Dungeon of Signs has <a href="http://dungeonofsigns.blogspot.ca/2014/08/dungeon-of-signs-reviews-dwimmermount.html">a thorough review</a> well worth reading. I agree with much of what Gus has to say about the book.</p>
<p>The dungeons development was <a href="http://grognardia.blogspot.ca/search/label/dwimmermount">chronicled on Grognardia</a>. James wrote about <a href="http://grognardia.blogspot.ca/2012/08/never-same.html">the problems involved in turning his dungeon into a book</a>:</p>
<blockquote>
<p>Translating sparsely worded notes into something that not only makes sense to others but is thoroughly usable by them is harder than it looks, particularly when one has, as I have, come to appreciate firsthand the benefits of sparseness. Having run many levels of Dwimmermount numerous times with groups of different gamers has taught me to find liberation in a certain degree of vagueness, as it gives me flexibility to tailor the dungeon to whoever is currently sitting at the table with me.</p>
</blockquote>
<p>There was clearly a disconnect between James and Autarch when it comes to the level of detail expected of a D&amp;D module. The introduction to Dwimmermount touches on this. Autarch finished the book, and so had the final say when it came to the descriptions of the rooms in the dungeon. They are often quite long. Many people seem quite happy with this outcome. I find the level of detail a bit overwhelming. Often times rooms describe things that really don’t need to be spelled out. I prefer terser descriptions: it&rsquo;s easier to parse out what&rsquo;s important.</p>
<p>Level 3B begins as follows in the printed version of the book:</p>
<blockquote>
<p>In the south-west corner of this room is a tall fountain constructed of white alabaster. The fountain’s surface is decorated with arcane symbols, while the fountain’s basin is visibly discolored, being darker, almost blackish, in places. Covering the basin is a vitreum canopy.</p>
<p>At present, the fountain is not working. If the Power Generator (Room 10) is turned on, the fountain can be activated from the Control Room (Room 3). If activated, the fountain begins to circulate azoth. The vitreum canopy covering the fountain protects spectators from being splashed by the toxic quintessence, but equally prevents them from gathering it. The hemisphere is immune to damage from weapons and similar physical attacks, but if it takes more than 50 points of damage from spells or magical effects, the material will shatter and allow direct access to the fountain itself. 7 gallons of azoth can then be collected per minute, up to a maximum of 1,200 gallons, although this can only be safely done by a character in an environment suit. See Appendix F, Azoth (p. 379), for more details on the properties of azoth.</p>
<p>The areonite pipes that feed the fountain are too small for humanoid creatures to traverse, and highly toxic besides. If the characters somehow get into the azoth pipes themselves (e.g. by diminution), see Chapter 6, Overview of the Dungeon, p. 77, for details on where they might travel.</p>
<p>The room is currently occupied by four throghrin, who guard the steps from Rukruk’s Throne Room (Room 34) on The Reliquary (Level 2B) from interlopers on this level.</p>
<p>Throghrin (4) [AL C, MV 120’ (40’), AC 6, HD 3, HP 13, 12 (×2), 10, #AT 1, DG 1d8 (battle axes), SV F3, ML 10]</p>
<p>The throghrin keep a chest containing 3,000 sp near the steps. If hard-pressed by attackers from this level, the throghrin will abandon this treasure and retreat upstairs, hoping the chest will distract intruders long enough for them to gather reinforcements.</p>
</blockquote>
<p>That’s pretty meaty. Who is going to get through that sitting at a table? This is one of my big complaints with a lot of the Goodman Games modules as well. A lot of room descriptions are interesting, but also far too long. Actually, this is probably a fair complaint of most modules published today.</p>
<p>James’ draft of this room for the book is a bit shorter, but hits a lot of the same notes.</p>
<blockquote>
<p>In one corner of this room is a strange fountain made of whitish stone and decorated with arcane symbols and covered with a glass-like material. The fountain&rsquo;s basin is visibly discolored, being darker, almost blackish, in places. At present, the fountain is not working. The controls to activate it can be found in Room 3. If activated, the fountain begins to circulate azoth. The material covering the fountain is immune to damage from weapons and similar physical attacks. However, if it takes more than 50 points of damage from spells or magical effects (wands, etc.), the material will shatter and allow direct access to the fountain itself.</p>
<p>The room is currently occupied by four throghrin, sent down by the hobgoblin king on Level 2B.</p>
<p>Throghrin (4) [AL C, MV 120&rsquo; (40&rsquo;), AC 6. HD 3, HP 13, 12 (x2), 10, #AT 1, DG 1d8, SV F3, ML 10]</p>
<p>The throghrin have a chest containing 3000 sp that they guarded zealously.</p>
</blockquote>
<p>He doesn’t spend time talking about gallons of Azoth, or go into too much detail about the what needs to happen to re-activate the well. Both descriptions suffer from burying the lede: they discuss the monsters currently occupying the room after talking about an inert well and how one might go about reactivating it. What’s more important the moment a player walks into this room? <em>This</em> seems like the sort of thing that should come up while editing a book. (I guess the stat block stands out regardless of where it is in the description.)</p>
<p>From seeing James’ rough play notes for other levels of this dungeon, and seeing how he has run games in person, my educated guess for what the original room description was is the following:</p>
<blockquote>
<p>dry well, 4 throghrin</p>
</blockquote>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dwimmermounts-room-descriptions/"/>
    <published>2015-03-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/wonder-wickedness/</id>
    <title>Wonder &amp; Wickedness</title>
    <updated>2015-03-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/wonder-and-wickedness.png" alt="Wonder and Wickedness Cover"></p>
<p><a href="http://www.necropraxis.com/wonder-wickedness/"><em>Wonder &amp; Wickedness</em></a> was released at the end of 2014, within a week of Zak releasing <a href="http://save.vs.totalpartykill.ca/review/a-red-and-pleasant-land-ii/"><em>A Red and Pleasant Land</em></a> and James publishing his new zine <a href="http://grognardia.blogspot.ca/p/blog-page.html"><em>The Excellent Travelling Volume</em></a>. December was an action packed month for gaming. I had been following along on Brendan’s blog as he published early versions of his <a href="http://www.necropraxis.com/tag/wonder-wickedness/">&ldquo;Spells Without Levels&rdquo;</a>, and read an early draft of what would ultimately become <em>Wonder &amp; Wickedness</em>. What was finally published is much grander in its scope and vision.</p>
<p><em>Wonder &amp; Wickedness</em> re-imagines magic for Dungeons and Dragons (and its ilk). The primary conceit of the whole supplement is that spells are not subdivided into levels of progressively more powerful spells. Spells are broken down into schools of magic, arguably a more evocative arrangement. Each spell is designed to be used from first level onwards. They either scale in power, or posses a utility that goes beyond hit points. We have 7 schools of magic—Diabolism, Elementalism, Necromancy, Psychomancy, Spiritualism, Translocation, and Vivimancy—each with 8 spells, for 56 spells total. The book begins with the original magic spells from OD&amp;D’s <a href="/blog/men-and-magic/"><em>Men &amp; Magic</em></a> booklet as its primary influence, and recreates them in novel ways. This initial list of spells is then expanded upon so that each school of magic has an equal number of spells.</p>
<p>For some spells, their original inspiration is clearly visible, though I find the re-writes more fantastic. In <em>Men &amp; Magic</em> we have Read Languages:</p>
<blockquote>
<p>The means by which directions and the like are read, particularly on treasure maps.</p>
</blockquote>
<p>This becomes Comprehension in <em>Wonder &amp; Wickedness</em>:</p>
<blockquote>
<p>The meaning of obscured or indecipherable communications is laid bare. This spell may be used to understand the words of any language or read the true intent of a cyphered missive. Even spirit or animal speech, such as the groaning of clouds or the howling of wolves, may sometimes disclose their secrets.</p>
</blockquote>
<p>The reworking of Light, which becomes the Diabolism spell Gleam, is great. Ones natural inclination is to assume Light would be some sort of holy spell, not the result of demon worship.</p>
<blockquote>
<p>Conjure a hovering magical spirit of radiance that does not shed heat, does not require air, and is not doused by water. A gleam per level may be summoned and the illumination of each is similar to torchlight.</p>
<p>Gleams may be directed to bedevil enemies, which will cause temporary blindness if a saving throw is failed as long as the spirit remains engaged.</p>
</blockquote>
<p>I find the magic presented in <em>Wonder &amp; Wickedness</em> is flavourful in a way much of the magic in most editions of D&amp;D is not. The edges around each spell are looser than they are in later editions of D&amp;D, in this way staying true to their roots. Spells here aren&rsquo;t simply cheat codes for various game mechanics. Brendan remarks on his philosophy in designing the spells in the books foreword:</p>
<blockquote>
<p>I attempted to be suggestive rather than comprehensive. This is in the spirit of the original game, and means that the text cannot foresee every possible outcome. The Referee will be required to make rulings. Can poltergeists be damaged by magic? How are they permanently banished? I prefer to think of the spells here as a point of departure, not a voice of authority.</p>
</blockquote>
<p>Following the spell descriptions are magical catastrophes. Each school has 12 corresponding catastrophes, giving us 84 catastrophes total. These are all over the place when it comes to their effects and severity. They are one of my favourite parts of the book.</p>
<blockquote>
<p>Several lesser air elementals are imprisoned within the sorcerer’s body. Each time the sorcerer casts another spell, one is released and must be dealt with (standard reaction procedure applies, and there is a 1 in 6 chance that any such elemental released will be the last). These elementals may steal any words the sorcerer attempts to speak, and the sorcerer will naturally float atop water as long as any such elementals are contained.</p>
</blockquote>
<p>I was hard pressed to pick an example catastrophe. There isn’t any one that serves as a good example of what the others are like. They are each quite unique.</p>
<p>The book ends with a listing of 50 magic items. Like the spells presented earlier in the book, these magic items are far more interesting than what you find in a typical D&amp;D book. There is an implied world suggested by these items, and the spells, that is lovely and creepy. I won&rsquo;t spoil any of them by reprinting one here. They all manage to convey a lot of &lsquo;magic&rsquo; without a lot of needless verbiage—something I have noticed in a lot of the magic items I see shared on G+.</p>
<p>I would be remiss if I didn’t point out that the entire book was illustrated by <a href="http://russnicholson.blogspot.ca/">Russ Nicholson</a>. Perhaps i’ve buried the lede by mentioning that here? Anyway, hells yes. His new drawings for the book are straight-up amazing.</p>
<p>The books layout and design is beautiful. The book is A5 in size, with single columns of large text on each page. It’s nice to read on my iPad mini. I’m sure it’ll be twice as nice as a physical book. As noted, most everything in the book is prefixed with a number, making it easy to randomly roll for magic items, spells, or catastrophes as needed.</p>
<p>Wonder &amp; Wickedness was one of my favourite books from 2014—and there were lots of great books in 2014. If I ran a fantasy D&amp;D game i’d definitely use this book as the basis for how spell casting works: it’s better than the original. What!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/wonder-wickedness/"/>
    <published>2015-03-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/nans-bag-of-sweets/</id>
    <title>Nan&#39;s Bag of Sweets</title>
    <updated>2015-02-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://lotfp.com">James Raggi</a> recently ran a <a href="http://lotfp.blogspot.ca/2015/01/call-for-lotfp-magic-items-paying.html">contest</a> soliciting magic items for the new LotFP Referee book. My entry didn&rsquo;t make the cut, so you get to enjoy it right now. I think it&rsquo;s pretty LotFP.</p>
<hr>
<p>A simple looking leather bag, with drawstrings to hold itself shut. A crude image is burned on to one side of the pouch. Like a Rorschach print, it&rsquo;s unclear what image the artist had wished to convey. A face, perhaps?</p>
<p>That bag is full of sweets: liquorice and other such things. When opened it is so full the candy almost spills out. The owner of the bag may draw out any number of sweets, fistfuls at a time if they desire. There are always more sweets in the bag. These sweets are unremarkable: tasty, but likely to give you a stomach ache if you eat too many.</p>
<p>Upending the bag will cause all the candy to fall out: one small bags worth. And then the bag is empty, its magic gone.</p>
<p>If anything else is placed in the bag—a tough feat, the bag is bursting after all—the bag looses its magic: when opened next it will be empty.</p>
<p>If someone who does not own the bag attempts to draw candy from it, there is a 50% chance the candy is both tasty and poisoned (save vs. poison or die in d6 turns, bleeding from all orifices during that last turn of life).</p>
<p>The owner of Nan&rsquo;s Bag of Sweets will feel a supernatural compulsion to offer candy from the bag to any children they encounter, the voice of old Nan echoing in their head. (Save vs. Magic to resist the bags charms.) Children always draw poisoned candy from the bag.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/nans-bag-of-sweets/"/>
    <published>2015-02-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/desert-lotus-potions-poultice-poisons-and-powders/</id>
    <title>Desert Lotus Potions, Poultice, Poisons and Powders</title>
    <updated>2015-02-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Potions and poultices prepared by an experienced hand can temper the addictive and dangerous properties of the desert lotus, producing powerful restoratives. There is always a risk associated with the lotus, but they are perhaps greatly outweighed by the rewards.</p>
<table>
  <thead>
    <tr>
      <th>d20</th>
      <th style="width:120px">Item</th>
      <th>Description</th>
      <th style="width:125px">Cost</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>1</td>
      <td>Green Lotus Poultice</td>
      <td>Restores a dCarcosa of hit points to a wounded character. Takes 1 turn to apply.</td>
      <td>1d6 x 50GP</td>
    </tr>
    <tr>
      <td>2</td>
      <td>Green Lotus Potion</td>
      <td>Ingesting this potion will restore 2dCarcosa hit points.</td>
      <td>1d6 x 100 GP</td>
    </tr>
    <tr>
      <td>3</td>
      <td>Black Lotus Poison</td>
      <td>A slower acting variant of the deadly Black Lotus Powder. Those ingesting this poison will die in dCarcosa days if they fail their Save vs. Poison at -6.</td>
      <td>1d4 x 1000 GP</td>
    </tr>
    <tr>
      <td>4</td>
      <td>Jale Lotus Potion</td>
      <td>This mind expanding potion grants the character d6 psionic wild talents. Each can be used once, over the course of the day, while the drug slowly works its way through the characters system.</td>
      <td>2d6 x 200 GP</td>
    </tr>
    <tr>
      <td>5</td>
      <td>White Lotus Potion</td>
      <td>Cures those afflicted by the effects of White Lotus Powder</td>
      <td>1d10 x 100 GP</td>
    </tr>
    <tr>
      <td>6</td>
      <td>Blue Lotus Potion</td>
      <td>Ingesting this potion fills a person with a deep sense of calmness. Characters are immune to all fear effects. This potion is a favourite of Sorcerers who wish to commune with terrifying Old Ones.</td>
      <td>1d4 x 100 GP</td>
    </tr>
    <tr>
      <td>7</td>
      <td>Blue Lotus Poultice</td>
      <td>Applying this poultice takes one turn, after which a characters skin will feel completely numb. Characters are immune to damage from extreme cold, heat, and acid. This effect lasts 9-12 hours.</td>
      <td>1d10 x 100 GP</td>
    </tr>
    <tr>
      <td>8</td>
      <td>Yellow Lotus Powder</td>
      <td>The powder distilled from the beautiful Yellow Desert Lotus produces the most horrific waking dreams when inhaled. Characters must make a Save vs. Poison or go completely mad, physically paralyzed, their mind trapped in a terrible nightmare.</td>
      <td>1d10 x 100 GP</td>
    </tr>
    <tr>
      <td>9</td>
      <td>Yellow Lotus Poison</td>
      <td>This poison is a powerful paralytic, usually applied to the tips of arrows and blades. Characters must make a Save vs. Poison or be unable to move for 1d6 turns.</td>
      <td>1d10 x 100 GP</td>
    </tr>
    <tr>
      <td>10</td>
      <td>Bone Lotus Poultice</td>
      <td>Applying this poultice takes one turn, and renders the character skin and organs translucent like those of a Bone Man. This effect lasts 9-12 hours.</td>
      <td>1d6 x 50 GP</td>
    </tr>
    <tr>
      <td>11</td>
      <td>Bone Lotus Potion</td>
      <td>Drinking this translucent potion will render the imbiber gaseous, allowing them to pass through anything that isn’t air-tight, and making them impervious to most attacks.</td>
      <td>1d10 x 100 GP</td>
    </tr>
    <tr>
      <td>12</td>
      <td>Purple Lotus Powder</td>
      <td>When mixed with other slow burning herbs and smoked this powder acts as a depressant, relaxing the mind and making its user completely open to suggestion for 1-4 hours.</td>
      <td>1d6 x 50 GP</td>
    </tr>
    <tr>
      <td>13</td>
      <td>Orange Lotus Potion</td>
      <td>Produced using the sweet nectar found within the buds of the Orange Desert Lotus, this potion grants super-human strength to those who drink it. Characters do an additional dice of damage when attacking with melee weapons. This effect lasts dCarcosa turns.</td>
      <td>2d4 x 100 GP</td>
    </tr>
    <tr>
      <td>14</td>
      <td>Ulfire Lotus Poultice</td>
      <td>Applying this poultice takes one turn, and leaves the characters skin feeling dry and rough. Characters gain an addition +2 to their AC and to their saving throws where applicable. This effect lasts 9-12 hours.</td>
      <td>2d6 x 100 GP</td>
    </tr>
    <tr>
      <td>15</td>
      <td>Ulfire Lotus Potion</td>
      <td>This potion is a powerful anti-poison, nullifying the effects of any lotus based poison or powder.</td>
      <td>1d6 x 100 GP</td>
    </tr>
    <tr>
      <td>16</td>
      <td>Brown Lotus Poison</td>
      <td>Typically applied to the tips of arrows, this poison instantly kills those who fail their Save vs. Poison.</td>
      <td>1d4 x 500 GP</td>
    </tr>
    <tr>
      <td>17</td>
      <td>Dolm Lotus Potion</td>
      <td>The character feels a quickening of their body and mind as this potion takes effect. Characters double their movement rate, and start combat at the top of the initiative order. This effect lasts 1d6 rounds.</td>
      <td>1d4 x 500 GP</td>
    </tr>
    <tr>
      <td>18</td>
      <td>Dolm Lotus Powder</td>
      <td>When smoked as a powder this lotus produces an unnatural lethargy (and euphoria) in its user. Characters regain dCarcosa hit points, but are unable to do anything besides lay around for 1d6 turns.</td>
      <td>1d4 x 50 GP</td>
    </tr>
    <tr>
      <td>19</td>
      <td>Red Lotus Poultice</td>
      <td>The restorative power of the rare Red Desert Lotus is without equal. Rubbing this poultice over a dead character’s body will restore them to life, assuming they <em>fail</em> a Save vs. Poison.</td>
      <td>2d6 x 1000 GP</td>
    </tr>
    <tr>
      <td>20</td>
      <td>Red Lotus Potion</td>
      <td>This potion fills the drinker with supernatural vigour that lasts 9-12 hours. If killed while under the effects of the drug the character will instantly return to life with dCarcosa hit points, as their body absorbs all the red lotus in its system. (This effect can only occur once.)</td>
      <td>2d6 x 1000 GP</td>
    </tr>
  </tbody>
</table>
<p>Each usage of a potion or poultice produced by a desert lotus apothecary has a 1 in 20 chance of producing a great feeling of a addiction in the user. All powders have a 1 in 6 chances of being addictive. Players who are currently addicted to what they have just ingested must take another dose (which grants additional positive effect) or be at a -1 on all rolls for the session. Using a desert lotus product more than once a session increases the chance of addiction by 1, 2, 4, 8, etc.</p>
<p>Apothecaries that work with the desert lotus will generally have a random selection for sale week to week, prices varying based on the availability of flowers.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/desert-lotus-potions-poultice-poisons-and-powders/"/>
    <published>2015-02-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/why-are-we-together/</id>
    <title>Why Are We Together</title>
    <updated>2015-02-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The default setting for Carcosa is full of xenophobia. I wanted a list of reasons why a group of adventures of various races might be adventuring together. I started writing one, but got stuck fairly quickly. So, I asked my friends to help out. The good entries below were all written by people other than myself. They call that Gygaxian Democracy.</p>
<h3 id="why-are-we-together">Why are we together?</h3>
<ol>
<li>Awoken from a lotus induced stupor you have fled from a sorcerer. I’m sure they want you back.</li>
<li>Escaped from Slavers! One day you will have your revenge on those bastards—unless they get you first.</li>
<li>Members of a traveling troupe of actors. You know one play, which you tweak based on your audience to play up on the local prejudices.</li>
<li>Members of a janissary regiment, put together by long gone—perhaps?—Alien overlords.</li>
<li>After years of wandering with your herd the symbiotic fronds were yanked out from the backs of your heads. Who knows how many years you lived as root heads.</li>
<li>Returned to Carcosa after being experimented on by the Space Aliens. Hopefully they don&rsquo;t come looking for you again.</li>
<li>Cultists! (Must share a common alignment.)</li>
<li>Foundlings raised by Lawful spawn hunting illuminati.</li>
<li>The wrong coloured children of an otherwise homogenous village. Did they treat you well?</li>
<li>Refugees who have fled a natural disaster. Famine? War? God damn Aliens with laser guns?</li>
<li>Kidnapped orphans raised deep in the desert by a mad, but kindly, old couple.</li>
<li>Psychically summoned to a crashed space ship. You have no memory of the recent few months.</li>
<li>Members of a diseased community of outcasts. Everyone shares a common (mostly harmless) mutation.</li>
<li>Emerged from a sorcerer&rsquo;s birthing vats deep within an abandoned complex. (Thousands of other pods full of replacement PCs available as well.)</li>
<li>Once from a religious community, where all members wore body obscuring clothes and lived as equals without colour based caste. After the sorcerer&rsquo;s troops/raiders/slavers/shaggoths came that dream, and the obscuring robes and windings, have been cast aside.</li>
<li>A bad medicine show went through some villages a while back selling poisonous mutation causing ‘snake squeezings’. The adventurers are relatives of the slain, banded together to hunt down huckster and deliver ‘justice’.</li>
<li>All that remains of the local criminal underworld, driven out by an unspeakably violent new boss or spawn inquisitors.</li>
<li>Each character bears the same tattoo, which causes horror amongst village elders Carcosa wide. (The characters have no memory of when or how tattoo appeared.)</li>
<li>The former retainers of a group of strangely coloured people who spoke a weird language and claimed to be from another world called Dirt (or Earth or something like that). The original adventurers are all dead, but retainers continue to adventure together. Some continue to search for a portal to this world of Dirt, because there are no shoggoths there.</li>
<li>You each have vague memories of a past life as a White Man sorcerer, until you performed some ritual that split you into different facets of your core personality.</li>
</ol>
<p>In the game I am running now, the players rolled a 3 when starting the campaign. So, they are all members of the acting troupe The Rainbow Connection. Their back story has been far more fun than I had thought it would be.</p>
<p>Thanks to Stuart P, Brendan S, Evan W, Gus L, and David R and everyone else for their ideas and suggestions.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/why-are-we-together/"/>
    <published>2015-02-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/stocking-a-dungeon/</id>
    <title>Stocking a Dungeon</title>
    <updated>2015-01-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve had to start making dungeons for my players to explore. Unsurprisingly, that&rsquo;s something that comes up with some frequency in a game called Dungeons and Dragons. There is lots of advice on this topic from people much smarter than myself, which I now collect conveniently in one place for your edification as well as mine.</p>
<ul>
<li><a href="http://dungeonofsigns.blogspot.ca/2012/11/dungeon-design-and-stocking-with.html">Dungeon Design and Stocking - with examples!</a> — Gus from Dungeon of Signs has a very thorough post outlining how he makes dungeons in a &ldquo;naturalistic&rdquo; way. He tries to imagine how the dungeon might end up in the state it is in when the players show up. He isn&rsquo;t a big fan of funhouse dungeons and an over reliance on randomly stocking things.</li>
<li><a href="http://dungeonofsigns.blogspot.ca/2013/07/map-design-thoughts.html">Map Design Thoughts</a> — Gus, being the hardest working man in the OSR, also has a blog post taking a look at how he approaches creating maps for his games in the first place. The discussion about map size and complexity as a form of time management is interesting.</li>
<li><a href="http://henchmanabuse.blogspot.ca/2013/11/nitty-gritty-of-dungeon-design.html">Nitty Gritty of Dungeon Design</a> — Patrick Wentmore, author of ASE, has a very mechanical approach to dungeon design, that feels like an interesting contrast to Gus&rsquo;s approach.</li>
<li><a href="http://deltasdnd.blogspot.ca/2012/10/random-dungeon-stocking.html">Random Dungeon Stocking</a> — Related to the above, Delta provides a good overview of the random stocking rules from the various editions of D&amp;D.</li>
<li><a href="http://grognardia.blogspot.ca/2009/02/old-school-dungeon-design-guidelines.html">Old School Dungeon Design Guidelines</a> - Grognardia offeres up some good advice on designing a dungeon with that sweet old school feel.</li>
<li><a href="http://dreamsinthelichhouse.blogspot.ca/2014/05/megadungeon-practices.html">Megadungeon Practices</a> - Dreams of the Lich house gives a good overview of the things to consider when building a megadungeon you expect to be the main source for adventure in your game.</li>
</ul>
<p>I do things like Patrick Wentmore. I have a little program that spits out what should be in each room using the rules from the Moldvay basic book. I&rsquo;ll then try and think up what each &ldquo;monster&rdquo;, &ldquo;monster + treasure&rdquo;, etc might be. I&rsquo;ll sometimes shuffle things around, or place important monsters or treasure ignoring the suggestions from the random rolls. Oftentimes it is fun trying to figure out how things might fit together, what the unguarded treasure might be, etc.</p>
<p>No doubt there are countless more posts on this topic out there. What do you suggest someone look at for inspiration or ideas?</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/stocking-a-dungeon/"/>
    <published>2015-01-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/a-red-and-pleasant-land/</id>
    <title>A Red and Pleasant Land</title>
    <updated>2014-12-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Wife is now fooling around on the tablet I bought so I have email access when traveling. It has the Alice in Wonderland books preloaded on it and she is amazed.</p>
<p>Me, I&rsquo;m suddenly struck by the idea of putting a young blonde in a blue dress on the cover of an adventure I&rsquo;d call &ldquo;Eat Me.&rdquo; — <a href="https://plus.google.com/112262093672917983853/posts/d6xqMcp4YXE">James Raggi, August 23rd, 2012</a></p>
</blockquote>
<p>A little over two years ago <a href="http://lotfp.com/">James Raggi</a> mentioned in passing this idea of doing an Alice in Wonderland Adventure. <a href="http://dndwithpornstars.blogspot.com/">Zak S</a> replied with a phrase that became a bit of a joke on G+: “For a modest advance…&quot; Presumably there was a modest advance, because here we are.</p>
<p>Zak would occasionally share bit and pieces of the book he was working on on his blog: <a href="http://dndwithpornstars.blogspot.ca/2012/09/a-chunk-of-wonderland.html">artwork</a> he had finished, or a table or <a href="http://dndwithpornstars.blogspot.ca/2012/08/wife-is-now-fooling-around-on-tablet-i.html">set of rules</a> he had written. I helped play test the module a few times: once with <a href="/play-report/once-more-into-pahvelorn/">my OD&amp;D group</a>, <a href="https://plus.google.com/+RamananS/posts/VVMqyWTHxEw">a couple  times with Zak himself</a>, and <a href="/review/a-red-and-pleasant-land-i/">most recently with Rebecca</a> just as the final layout for the book was wrapping up. Zak used <a href="https://www.flickr.com/photos/krishna123/4325627577/">a photograph of me</a> as a reference for <a href="https://plus.google.com/110352289066114829231/posts/Euy6nWyaQKM">the Knave of Hearts</a>, after <a href="https://plus.google.com/110352289066114829231/posts/X6DX2UDWqDW">asking for photographs on G+</a>. I have been watching in real time as this book slowly came together. I bring this all up to try and highlight just how much I have been anticipating this book, how completely unrealistic and unfair the  expectations I have placed on the final product are, and to suggest that I am perhaps too emotionally invested in this book to review it properly.</p>
<p><img src="/assets/img/voivodja.png" alt="Voivodja"></p>
<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=190"><em>A Red and Pleasant Land</em></a> is a setting book that describes Voivodja, the Land of Unreason. Rather than using the travel guide gazetteer format commonly used for these sorts of things—which, if we are being honest with one another, suck—<em>A Red and Pleasant Land</em> presents its world primarily via elements that are all usable at the gaming table: dungeons, monsters, new rules, and random tables. <em>A Red and Pleasant Land</em> is more about helping a DM build their own version of Voivodja than presenting some canonical version of the place. In this way is reminds me of <a href="/tag/carcosa/"><em>Carcosa</em></a>.</p>
<p><em>A Red and Pleasant Land</em> begins with a brief overview Voivodja. It’s 18 pages long and is probably the only part of the book you’d be expected to read beforehand if you wanted to run things by the seat of your pants. The book starts off with a discussion of what makes this place different than your typical fantasy setting. The history, geography, and culture of Voivodja is examined at a very high level. Mixed in with all of this is advice on how to use the book and run a game in Voivodja: this is something more books should do. Much of this section of the book is adventure hook fodder. (Croquet, a staple of Alice in Wonderland, is presented as an obvious source of adventure: players might play to get an audience with the queen, be hired to track down a obscure wickets, etc.) Voivodja is a strange land where a king and queen have been waging war upon one another for time immemorial. Two other factions have decided to enter this fray, both deciding who to ally themselves with as the adventure begins. The setting is designed to support a game built around the conflict that comes from the players interacting with various NPCs with conflicting goals.</p>
<p><img src="/assets/img/an_alice.png" alt="An Alice"></p>
<p>To go along with the new setting is a new character class, <a href="http://dndwithpornstars.blogspot.ca/2013/01/the-alice-pc-class-for-any-kind-of-d.html?zx=b568f5caa76dda60">the Alice</a>. The character is an interesting twist on the Specialist from LotFP. Every time the character gains a level a percentile die is rolled: this may lead to new powers or bonuses inspired by the events in <em>Alice’s Adventures in Wonderland</em> rather than simply gaining more skill points or saving throw improvements. The Alice also has the ability to get exasperated. Doing so lets them roll on an exasperation table, which may lead to the sorts of strange events, again clearly inspired by <em>Alice’s Adventures in Wonderland</em>: a door appearing out of nowhere, something that normally wouldn’t be able to talk suddenly starts talking, etc. <a href="/characters/analice/">I played an Alice during the play test for <em>A Red and Pleasant Land</em></a>, but didn’t take advantage of this power—i’m boring I suppose.</p>
<p>A look at the new monsters and NPCs of this world is up next. There are 4 factions in Voivodja, led by: the Heart Queen, the Red King, the Pale King, and the Colourless Queen. Beyond your typical stat block, almost all the creatures in this book have relationships or alliances that could lead to adventure and conflict. This also helps present the setting to the players. Most of the monsters in the book are quite interesting. I particularly liked the Guests, which are basically demons. <em>A Red and Pleasant Land</em> features a great random demon generator that you could steal for any fantasy game. There is also a Brown vampire: trés fantastique! There is an illustration for almost every creature presented. Hopefully you know what a horse looks like.</p>
<p>There are two dungeons presented in detail in <em>A Red and Pleasant Land</em>: the Heart Queen’s palace, and the Red King’s castle. They are both fucking bonkers. Of the two I love the Heart Queen’s castle the most. The games I have played exploring that dungeon have been some of the most fun I’ve had playing D&amp;D. I think they are both well executed and interesting: big enough and weird enough to support multiple sessions of play.</p>
<p>The book concludes with some new rules and then some random tables. (Of course it does.) <a href="/review/a-red-and-pleasant-land-i/">As I mentioned in my last post about <em>A Red and Pleasant Land</em></a>, Rebecca used these tables to generate an adventure for us to play more or less on the spot, without anyone really noticing what was going on. That seems like high praise for this portion of the book. My favourite title in the whole book is found in this section: “Idiotic Voivodja Filibuster Conversation Openers”. There are lots of great tables, many of which would work in other settings. All games need a “where have you been?” table for when a player shows up late or misses a session, and a good &ldquo;I search the body&rdquo; table can tell the players a lot about the world they playing in.</p>
<p><img src="/assets/img/alices.png" alt="Alices"></p>
<p>Like <a href="/review/vornheim/"><em>Vornheim</em></a>, <em>A Red and Pleasant Land</em> is as much a book about a particular setting as it is a treatise on how one should go about writing and presenting a setting in general. Zak has clearly approached this problem from the perspective of someone sitting at a gaming table. How much information does the DM need to successfully run a campaign set in this world? How do you best present it all? What things need to be quickly referenced? These are questions that seem to be rarely asked by most authors and publishers, including Wizards of the Coast. This book is worth buying as an example of good graphic design, even if you aren&rsquo;t interested in Dungeons and Dragons.</p>
<p>The two large dungeons presented in the books are a perfect example of this attention to detail when laying out a page of text. The map of the outer defences of the Red King&rsquo;s castle, along with the descriptions of the rooms on the map, all fit on a two page spread. Most sections of this palace have cutaways maps along with descriptions that fit on one or two page spreads. Occasionally you will need to flip back a page to see a map, but this hardly feels onerous compared to the typical presentation of dungeons in most modules. Room descriptions are all bullet point rather than long paragraphs, making it easy to quickly figure out what’s going on. There is no superfluous text. This is true throughout the book. Blocks of text that might need to be looked at during a game are usually presented as bulleted lists, while sections of the book that will likely be read before or after a gaming session are often longer and more flowery.</p>
<p>This level of thoughtfulness permeates the whole book. There are next to no tables that don’t fit neatly on a single page, or aren’t part of a tidy two page spread. (The few tables that are too big for a two page spread are clearly marked as spilling over to the next page.) Beyond the dungeons and the rare monster, there is basically nothing in this book that would require you to flip a page to get all the information you need.</p>
<p>The layout of this book is really stunning. Jez Gordan has done an amazing job here. In addition to being so throughly functional the book looks beautiful.</p>
<p>This book is great. The artwork is amazing. The layout is amazing. The content is amazing. <a href="/blog/another-box-from-finland/">The physical book itself is amazing.</a> I’m not sure why I even bothered writing this all up now.  When it comes to gaming purchases this is a safe bet. Even if you have no interest in a D&amp;D version of Alice in Wonderland, there is enough creativity here to steal or twist into something else.</p>
<p>Zak Smith made an art book that doubles as a D&amp;D module. If nothing else it’d make a good coffee table book.</p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/a-red-and-pleasant-land/"/>
    <published>2014-12-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/another-box-from-finland/</id>
    <title>Another Box from Finland</title>
    <updated>2014-12-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/lotfp_box.jpg" alt="LotFP Box from Finland"></p>
<p>People, this box! This is the box I have been waiting for. If you could only see my full-body sobs for joy.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> All the way from Finland comes another box of goodies from <a href="http://lotfp.com/">Lamentations of the Flame Princess</a>. Because I have backed so many LotFP <a href="/tag/kickstarter/">Kickstarters</a> I somehow ended up with 4 extra books beyond the 2 I ordered.  I will probably write about each in more detail shortly, but I thought I would say a quick word about the books after flicking through them really quick.</p>
<p>As I have mentioned previously, there is no one I am aware of anywhere else in the RPG scene make books as nice as James Raggi, including all the big name publishers: Wizards of the Coast, Paizo, etc. <em>A Red and Pleasant Land</em> has tiny print run compared to the new 5e books, but is comparable in price and is physically a much nicer book. The paper is nice thick and matte, and the binding of the hardback is actually signature stitched. (It&rsquo;s disappointing how many hardbacks nowadays are essentially casebound books with hard covers.) <em>A Red and Pleasant Land</em> is actually nicer than the Penguin Classics reissue of <em>Alice&rsquo;s Advneture in Wonderland and Through the Looking Glass</em> that I recently purchased—and that book is pretty nice itself! All of the recent LotFP books are produced with a level of care that now seems to be lost in most of the publishing world.</p>
<p>Beyond book fetishism one can also appreciate LotFP books for their art. There is obvious effort put into sourcing good and interesting art. I can&rsquo;t say I&rsquo;m always a fan of the choices Raggi makes, but there is never a piece of art in his books that feels phoned in. His books have much nicer covers than most modern fantasy novels, and certainly most RPG books. Of this recent batch of books, I love the cover of <em>No Salvation For Withes</em> the most—the interior art is too gross and terrifying for me sadly.</p>
<p>I love books. It&rsquo;s refreshing to see there are still people out there who love them as much as me.</p>
<p><img src="/assets/img/eatme.jpg" alt="Red and Pleasant Land vs. Alice&rsquo;s Adventures in Wonderland"></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Well no, there are no tears, but I am pretty hyped.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/another-box-from-finland/"/>
    <published>2014-12-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/ascending-ac-for-odd/</id>
    <title>Ascending AC for OD&amp;D</title>
    <updated>2014-12-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I have been using ascending AC for my OD&amp;D Carcosa game. Players roll a d20 to hit, add their attack bonus, and try and score higher than their opponent&rsquo;s AC. An unarmoured combatant has an ascending AC of 10; plate armour and a shield confers an AC of 17. It&rsquo;s a much simpler system for adjudicating combat in my opinion. People know if they have hit or not without having to look at a table, and the arithmetic is all quite straight forward.</p>
<p>What follows are the tables from the first OD&amp;D book <em>MEN &amp; MAGIC</em> redone so they work with ascending AC. (I am certain I am not the first person to do this, but there wasn&rsquo;t an obvious hit when I looked on Google.)</p>
<p>The attack bonus progression for the Fighters is:</p>
<table>
  <thead>
      <tr>
          <th>Level</th>
          <th>Attack Bonus</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1–3</td>
          <td>+0</td>
      </tr>
      <tr>
          <td>4–6</td>
          <td>+2</td>
      </tr>
      <tr>
          <td>7–9</td>
          <td>+5</td>
      </tr>
      <tr>
          <td>10–12</td>
          <td>+7</td>
      </tr>
      <tr>
          <td>13–15</td>
          <td>+9</td>
      </tr>
      <tr>
          <td>16+</td>
          <td>+12</td>
      </tr>
  </tbody>
</table>
<p>For Clerics:</p>
<table>
  <thead>
      <tr>
          <th>Level</th>
          <th>Attack Bonus</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1–4</td>
          <td>+0</td>
      </tr>
      <tr>
          <td>5–8</td>
          <td>+2</td>
      </tr>
      <tr>
          <td>9–12</td>
          <td>+5</td>
      </tr>
      <tr>
          <td>13–16</td>
          <td>+7</td>
      </tr>
      <tr>
          <td>17+</td>
          <td>+9</td>
      </tr>
  </tbody>
</table>
<p>And for Magic-Users:</p>
<table>
  <thead>
      <tr>
          <th>Level</th>
          <th>Attack Bonus</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1–5</td>
          <td>+0</td>
      </tr>
      <tr>
          <td>6–10</td>
          <td>+2</td>
      </tr>
      <tr>
          <td>11–15</td>
          <td>+5</td>
      </tr>
      <tr>
          <td>16+</td>
          <td>+7</td>
      </tr>
  </tbody>
</table>
<p>Monsters use the following table.</p>
<table>
  <thead>
      <tr>
          <th>HD</th>
          <th>Attack Bonus</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>up to 1</td>
          <td>+0</td>
      </tr>
      <tr>
          <td>up to 2</td>
          <td>+1</td>
      </tr>
      <tr>
          <td>up to 3</td>
          <td>+2</td>
      </tr>
      <tr>
          <td>up to 4</td>
          <td>+4</td>
      </tr>
      <tr>
          <td>up to 6</td>
          <td>+5</td>
      </tr>
      <tr>
          <td>up to 8</td>
          <td>+6</td>
      </tr>
      <tr>
          <td>up to 10</td>
          <td>+8</td>
      </tr>
      <tr>
          <td>11+</td>
          <td>+10</td>
      </tr>
  </tbody>
</table>
<p>The tables are simple enough to make. In a descending AC system a first level characters needs to roll a 10 to hit AC 9 (an unarmoured person), which we determine by looking at the attack table in <em>MEN &amp; MAGIC</em>. To hit that same character who has an ascending AC of 10 by rolling a 10 (or more) implies a 1st level character has no attack bonus. A 4th level fighter only needs an 8 to hit that same character, so their attack bonus is +2.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/ascending-ac-for-odd/"/>
    <published>2014-12-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-carcosa-reading-list/</id>
    <title>A Carcosa Reading List</title>
    <updated>2014-12-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Carcosa is not Tolkien, high fantasy, or mainstream fantasy. It is equal parts horror, science-fiction, and swords &amp; sorcery. It is H. P. Lovecraft’s <em>At the Mountains of Madness</em>, Robert E. Howard’s “Worms of the Earth” and “A Witch Shall Be Born,” Lin Carter’s “Carcosa Story about Hali,” and Michael Moorcock’s “While the Gods Laugh.” — <em>Carcosa</em>, pg 3</p>
</blockquote>
<p>I have read almost none of the source material that inspired <a href="/tag/carcosa/">Carcosa</a>. As I am now in the middle of <a href="/masters-of-carcosa/">running a campaign set in that world</a>, I thought I should try and remedy that—if only so I can better understand what a Cyclopean City might look like or what the hell a Primordial One is all about. Since we live in an age where you can basically ask anyone anything, I thought I&rsquo;d go right to the source and ask <a href="http://psychedelicfantasies.blogspot.ca">the author</a> what specific books he recommends one read to get in a Carcosa frame of mind:</p>
<blockquote>
<p>Of the pure Lovecraft stories, read these:</p>
<ul>
<li>The Call of Cthulhu</li>
<li>The Whisperer in Darkness</li>
<li>At the Mountains of Madness</li>
<li>The Shadow over Innsmouth</li>
<li>The Shadow out of Time</li>
</ul>
<p>Of Lovecraft&rsquo;s revisions, read these:</p>
<ul>
<li>The Mound</li>
<li>Out of the Aeons</li>
</ul>
<p>Read the original five Elric stories by Moorcock:</p>
<ul>
<li>The Dreaming City</li>
<li>While the Gods Laugh</li>
<li>The Stealer of Souls</li>
<li>Kings in Darkness</li>
<li>The Flamebringers (later retitled The Caravan of Forgotten Dreams)</li>
</ul>
<p>Read R. E. Howard&rsquo;s:</p>
<ul>
<li>Worms of the Earth (a Bran Mak Morn story)</li>
<li>The Shadow Kingdom (a Kull story)</li>
<li>A Witch Shall Be Born (a Conan story)</li>
</ul>
<p>If you can find Cthulhu Mythos stories by Lin Carter, read those.</p>
</blockquote>
<p>Hopefully someone else will find this list handy. It seems like a good fantasy reading list even if you aren&rsquo;t interested in Carcosa.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-carcosa-reading-list/"/>
    <published>2014-12-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/eating-sorcerer-brains/</id>
    <title>Eating Sorcerer Brains</title>
    <updated>2014-12-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://save.vs.totalpartykill.ca/review/carcosa-ii/">Sorcerer&rsquo;s in Carcosa</a> are creepy and despicable, and the magic of the setting is totally horrific. I had originally assumed no one would want to play a sorcerer in the game I was running because they are quite villainous. Since everyone is using <a href="http://character.totalpartykill.ca/moc/">my random character generator</a> to make characters there is a 20% chance of anyone playing ending up with a sorcerer. There are currently two in my game.</p>
<p>It only took two sessions before one of my players turned to cannibalism. The goal was to learn some sorcerous rituals, and eating the brain of your rival sorcerer seemed like as good a way as any.</p>
<p>Running <a href="/tag/carcosa/">Carcosa</a> has been fun and lighthearted thus far—seriously.</p>
<hr>
<h3 id="eating-sorcerer-brains">Eating Sorcerer Brains</h3>
<p>Sorcerers may attempt to learn new sorcerous knowledge by devouring the brains of other sorcerers. This isn’t an ideal way to learn ritual magic, but sorcerers are often quite secretive about their sorcery, and reticent when it comes to sharing what they have learned.</p>
<p>The player should roll under their constitution score. Success indicates they have learned some new ritual(s). The number you succeed by indicates how many rituals the player learns, which are selected randomly from those the dead sorcerer knew. Those who fail this check should roll on the <em>I shouldn’t have ate that brain …</em> table. Brains need to be harvested and eaten as quickly after the death of the sorcerer as possible: impose a penalty of 1 to the roll for each minute that passes after the death of the sorcerer.</p>
<p>Players who are not playing sorcerers, but decide to eat a sorcerer&rsquo;s brain, should just go ahead and roll on the <em>I shouldn’t have ate that brain …</em> table.</p>
<h4 id="i-shouldnt-have-ate-that-brain">I Shouldn’t have Ate that Brain</h4>
<table>
  <thead>
      <tr>
          <th>d8</th>
          <th>Effect</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td>Maybe you ate it wrong? No ill effects, but you have learned nothing.</td>
      </tr>
      <tr>
          <td>2</td>
          <td>Your stomach feels terrible. Moments later you are on your knees retching. The character is completely incapacitated for one turn, and making a fair amount of noise.</td>
      </tr>
      <tr>
          <td>3</td>
          <td>That’s just not sitting right: you dry heave for one round and feel woozy for the rest of the day. The character is at -1 to all attack rolls and dexterity checks.</td>
      </tr>
      <tr>
          <td>4</td>
          <td>The brain acts as a mild hallucinogen. The character is has a 1d6 penalty to all Wisdom and Intelligence checks for the rest of the day.</td>
      </tr>
      <tr>
          <td>5</td>
          <td>The rituals trapped within the sorcerer&rsquo;s brain are too much for your body to bare: you collapse on the ground as your body spasms. The character takes a dCarcosa of damage.</td>
      </tr>
      <tr>
          <td>6</td>
          <td>You hear voices in your head? Or maybe your stomach. The sorcerer’s personality has survived within the ritual magic burned deep within his brain. The characters decision making is impaired while his mind fights to push out the invading id: the DM may request the character re-roll any die rolls (when doing so will be most annoying) if the player fails a Save vs. Magic. This effect lasts for the remainder of the session.</td>
      </tr>
      <tr>
          <td>7</td>
          <td>Oh God: roll on the random mutation table.</td>
      </tr>
      <tr>
          <td>8</td>
          <td>Delicious: you recover all your HP.</td>
      </tr>
  </tbody>
</table>
<hr>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/eating-sorcerer-brains/"/>
    <published>2014-12-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-iv/</id>
    <title>Kickstarter Report Card IV</title>
    <updated>2014-12-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://save.vs.totalpartykill.ca/blog/kickstarter-report-card-iii/">It&rsquo;s been almost a year since I last checked in with all my Kickstarter projects.</a> I continue to be a bit more wary about what I back, but mostly because I&rsquo;m trying to buy fewer RPG books in general. My sense is that most people starting Kickstarter projects now are more mindful about being better prepared before undertaking them, and buyers are more cautious in general when it comes to parting with there money.</p>
<p>Dwimmermount&rsquo;s development seemed to really pick up steam this year. Updates were frequent as Alex Macris started working on editing and revising the bulk of the text in the book. So after a lot of ups and downs for all involved, I received my copy of the book in October. It&rsquo;s a beast of a book. <a href="http://dungeonofsigns.blogspot.ca/2014/08/dungeon-of-signs-reviews-dwimmermount.html">Gus from Dungeon of Signs has written a thorough review of the thing.</a> Domains at War also arrived at the end of the summer, which I think clears Autarch of all their crowd funding obligations.</p>
<p><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a> and <a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a> are still running behind. I suspect i&rsquo;ll get them when I get them. So it goes.</p>
<p><a href="http://lotfp.com/">James Raggi</a> still owes me a few more books, though I have a bunch on the way from Finland as I type this right now. I&rsquo;m sure he wants to tie up all these loose ends as much as I want him to. As I mentioned last time, the fact everything he produces transforms into something much more fancy by the time it makes its way to me certainly helps stifle any frustration I may feel here.</p>
<p>Several kickstarters I backed since my last report have already shipped. <a href="https://www.indiegogo.com/projects/lotfp-free-rpg-day-2014/x/228962">LotFP Free RPG Day 2014</a> and <a href="https://www.indiegogo.com/projects/no-salvation-for-witches-a-pay-what-you-want-book/x/228962">No Salvation for Witches</a> from LotFP wrapped up on time. (Though NSFW ended up shipping their physical books late to coincide with the release of a Red and Pleasant Land and the other new books from LotFP.) <a href="https://www.kickstarter.com/projects/1735046512/servants-of-the-cinder-queen">Servants of the Cinder Queen</a> arrived on time and was a lovely little adventure. The physical copies of the two DCC RPG modules I backed are still being put together, but they grew in scope due to stretch goals. I don&rsquo;t expect them to be particularly late, and I have PDFs of many of the books already. And of course <a href="https://www.kickstarter.com/projects/1637945166/scarlet-heroes-rpg">Scarlet Heroes RPG</a> by Kevin Crawford would arrive on time.</p>
<p>The only big miss for myself this year has been backing <a href="https://www.kickstarter.com/projects/720223857/the-great-kingdom">The Great Kingdom</a>. The project looks amazing, but has been sued by the people making another D&amp;D documentary. God damn it.</p>
<table>
  <thead>
      <tr>
          <th>#</th>
          <th>Project</th>
          <th>Funded</th>
          <th>Expected Delivery</th>
          <th>Shipped?</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td><a href="https://www.indiegogo.com/projects/no-salvation-for-witches-a-pay-what-you-want-book/x/228962">No Salvation for Witches: A Pay What You Want Book</a></td>
          <td>August 2014</td>
          <td>October 2014</td>
          <td><strong>YES</strong></td>
      </tr>
      <tr>
          <td>2</td>
          <td><a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-peril-on-the-purple-planet">Dungeon Crawl Classics: Peril on the Purple Planet</a></td>
          <td>August 2014</td>
          <td>November 2014</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>3</td>
          <td><a href="https://www.kickstarter.com/projects/720223857/the-great-kingdom">The Great Kingdom</a></td>
          <td>July 2014</td>
          <td>July 2015</td>
          <td><strong>Hells No!</strong></td>
      </tr>
      <tr>
          <td>4</td>
          <td><a href="https://www.kickstarter.com/projects/1735046512/servants-of-the-cinder-queen">Servants of the Cinder Queen</a></td>
          <td>July 2014</td>
          <td>September 2014</td>
          <td><strong>YES</strong></td>
      </tr>
      <tr>
          <td>5</td>
          <td><a href="https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-the-chained-coffin">Dungeon Crawl Classics: The Chained Coffin</a></td>
          <td>June 2014</td>
          <td>August 2014</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>6</td>
          <td><a href="https://www.kickstarter.com/projects/1637945166/scarlet-heroes-rpg">Scarlet Heroes RPG</a></td>
          <td>March 2014</td>
          <td>June 2014</td>
          <td><strong>YES</strong></td>
      </tr>
      <tr>
          <td>7</td>
          <td><a href="https://www.indiegogo.com/projects/lotfp-free-rpg-day-2014/x/228962">LotFP Free RPG Day 2014</a></td>
          <td>February 2014</td>
          <td>July 2014</td>
          <td><strong>YES</strong></td>
      </tr>
      <tr>
          <td>8</td>
          <td><a href="http://www.kickstarter.com/projects/985647565/playsets-the-future-of-social-storytelling">Playsets The future of social storytelling.</a></td>
          <td>November 2013</td>
          <td>February 2014</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>9</td>
          <td><a href="http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones">Reaper Miniatures Bones II</a></td>
          <td>October 2013</td>
          <td>October 2014</td>
          <td>No</td>
      </tr>
      <tr>
          <td>10</td>
          <td><a href="http://www.indiegogo.com/projects/lotfp-hardcover-referee-book">LotFP Hardcover Referee Book</a></td>
          <td>October 2013</td>
          <td>January 2019</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>11</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/domains-at-war">Domains at War</a></td>
          <td>June 2013</td>
          <td>August 2013</td>
          <td><strong>YES</strong></td>
      </tr>
      <tr>
          <td>12</td>
          <td><a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a></td>
          <td>February 2013</td>
          <td>July 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>13</td>
          <td><a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a></td>
          <td>July 2012</td>
          <td>July 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>14</td>
          <td><a href="http://www.indiegogo.com/projects/153307">LotFP Summer Adventure Campaign</a></td>
          <td>July 2012</td>
          <td>December 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>15</td>
          <td><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a></td>
          <td>June 2012</td>
          <td>August 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>16</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a></td>
          <td>April 2012</td>
          <td>August 2012</td>
          <td><strong>YES!!</strong></td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-iv/"/>
    <published>2014-12-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/a-red-and-pleasant-land-a-players-perspective/</id>
    <title>A Red and Pleasant Land: A Players Perspective</title>
    <updated>2014-12-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>I started writing what follows weeks and weeks ago. I have been waiting—impatiently—for <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=190"><em>A Red and Pleasant Land</em></a>, the new D&amp;D supplement by <a href="http://dndwithpornstars.blogspot.ca/">Zak Smith</a>. It&rsquo;s here now, which makes dragging my feet to post this seem particularly dumb.</em></p>
<hr>
<p>Several weeks ago I attended <a href="/tag/osrcon/">OSRCon 2014</a>. I saw some familiar faces and met some new people. The event was low key and a lot of fun. There are lots of old school gamers in Toronto, but we rarely meet up.</p>
<p>I started the day with a game of <a href="http://lotfp.com/">Lamentations of the Flame Princess</a>. <a href="http://dungeonsdonuts.tumblr.com">Rebecca, of Dungeons and Donuts fame,</a> ran an adventure using Zak Smith&rsquo;s new module, <em>A Red and Pleasant Land</em>. This is Zak’s D&amp;D take on Alice and Wonderland. The adventure is due out very soon. There is no other RPG book I am more excited about.</p>
<p>The game began as many do: a rich and mysterious benefactor promised the party riches beyond their wildest dreams if they would perform a series of tasks:</p>
<ul>
<li>Clear out the knothole dungeon (an abandoned hangman&rsquo;s post).</li>
<li>Map as much of Castle Cachtice as possible.</li>
<li>Ruin the hatter&rsquo;s trial (&ldquo;not guilty&rdquo;).</li>
</ul>
<p>The characters could make sense of the first task, as they were aware of the the location of the dungeon. The others were confusing: there is no Castle Cachtice and they had no idea who the hatter was. Still, what player is going to say no to tremendous wealth—especially when you are playing a one-shot?</p>
<p>Since this was OSRCon we began the adventure by carefully searching the area surrounding the entrance to the knothole dungeon. A dice roll later and the specialist had discovered a tiny key. Satisfied we were safe enough, we ventured down into the dungeon. We moved cautiously, coming upon a room with 3 dead bodies: two man sized, and one halfling sized. A few more dice rolls and we had discovered a few more curiosities.</p>
<p>As players we quickly realized that this module featured a pretty great “I Search the Body…” table. As the game progressed we could see that a lot of the work Rebecca was doing as a GM in this game involved working with random tables and interpreting their results for us. Since she didn’t have an actual book, but a giant ream of paper, this would sometimes slow things down as we waited for him to find his place or look up a result.</p>
<p><a href="http://dndwithpornstars.blogspot.ca/2010/12/fast-tables-slow-tables.html?zx=d57018e0fae5799e">This sort of thing can be a lot of fun if the players understand what’s going on, and the delay adds something to the game.</a> Rolling for random treasure is enjoyable because there is some anticipation about what you might find. We were making the rolls as players, so the flow of the game rested with us. By the time we finished futzing around with our dice Rebecca would be ready to read off the results of our roll. On the other hand, when Rebecca was rolling on random tables himself she doesn’t have this wiggle room and any delay stands out. I suspect she would have been fine had she added a few more post-it note bookmarks to his binder of paper. There seemed to be a few tables she was using regularly in the adventure. (An actual book is also much easier to flip through.) Depending on what tables were being consulted, rolling results before the game or simply reading the tables as lists might work as well to speed things up. I don’t think anyone found the delays particularly distracting. Most of the game moved smoothly so anything that didn’t is noticeable.</p>
<hr>
<p><em>Re-reading the above, I was curious just how much or how little preparation work Rebecca did for this session. So, I asked him: &ldquo;I actually ran that adventure with almost no prep. The first knothole dungeon before the castle was randomly generated on the spot.&rdquo; Impressive! I thought Rebecca was using a table here or there, that I was catching every instance of him looking stuff up. Apparently I was just catching those moments where she wasn&rsquo;t looking things up fast enough. Amazing. I&rsquo;d have never guessed that first dungeon was something she hadn&rsquo;t written up ahead of time. Of course, this books isn&rsquo;t going to automatically make you better at improvisation and ad-libbing, but it certainly seems to be a good game aid to support that style of DMing.</em></p>
<hr>
<p>We explored the dungeon, ended up &ldquo;through the looking glass&rdquo;, briefly met the Red Queen, and did manage to sabotage a trial—mostly, anyway. A lot of crazy stuff happened in between, but I really don&rsquo;t want to spoil this setting for anyone else. There are a few elements of <em>A Red and Pleasant Land</em> that are so much fun when you first encounter them I would feel bad if I ruined that experience for anyone else who plans to play in this setting. I participated in the play tests that were happening when this book was in development, and it was a great experience because I knew almost nothing about what Zak was working on beyond the fact it was set in an Alice in Wonderland world. There is another big literary influence on this work, but I feel like not knowing what it is makes that reveal in the game all the more fun.</p>
<p>Rebecca ran a great session. It felt very much like something she would run crossed with something Zak would run—which makes sense I suppose. Zak has a very distinct style to his conception of D&amp;D, and it really shines through in this setting. It&rsquo;s a testament to the work she has done here that the adventure Rebecca ran and the adventure Zak ran during the playtest both had a similar vibe to them. Zak&rsquo;s game didn&rsquo;t feel anymore genuine or official than Rebecca&rsquo;s.</p>
<p>All in all I have played 4 different sessions set in this world. As a player I have nothing but good things to say <em>A Red and Pleasant Land</em>.</p>
<hr>
<p><em>I can read Zak&rsquo;s book right now. I&rsquo;ve already started doing that. The thing has a lot of hype to live up to. Perhaps unrealistic levels of hype. I don&rsquo;t want to write about any of it till <a href="http://dndwithpornstars.blogspot.ca/2014/10/red-pleasant-land-in-flesh.html#links">I can flip through the paper pages of this wonderful book</a>.</em></p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/a-red-and-pleasant-land-a-players-perspective/"/>
    <published>2014-12-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/coming-out-of-retirement/</id>
    <title>Coming Out of Retirement</title>
    <updated>2014-11-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>At the start of 2014 I decided I would finally run a game of D&amp;D, rather than always being a player. It was a sort of gaming New Years resolution. If you read this blog you can probably guess what I wanted to run: a game set in the doomed world of <a href="/tag/carcosa/">Carcosa</a>! I started writing up <a href="http://save.vs.totalpartykill.ca/blog/20-questions-about-carcosa/">rough notes for where the campaign would begin</a>, and fleshed out a small region within the larger world map for players to explore. I then sat on those notes for 8-9 months.</p>
<p>Deciding what to run and how to run it wasn&rsquo;t that difficult. My main stumbling point was getting over myself and actually running a game. I hadn&rsquo;t DM&rsquo;d anything in probably 20 years, if not longer. It seems weird to feel apprehensive about an activity little children do without much fuss. I&rsquo;d talk about running a game, eventually, and leave it at that. Until yesterday.</p>
<p>Being on the other side of the DM screen was a strange experience. I didn&rsquo;t find it as stressful as I had thought it would be. Because everyone I normally game with was busy it was just me and two players, Eric and Gus, but that was probably for the best. I found the logistics of managing players was probably easier. I decided to run an OD&amp;D, a system so poorly fleshed out you don&rsquo;t really have to worry about playing the game wrong. The nice thing about our group is that we all have a rough sense of how to play an OD&amp;D game, and make the same sorts of assumptions when playing. The adventure we were playing was one I made myself. That familiarity with the material probably helped the game run smoothly.</p>
<p>I think the session went well enough, but I have been trying to reflect on what I need to do better. I want to run a Carcosa game with a healthy dose of He-Man, but this first session lacked anything that would suggest a Masters of the Universe vibe. I don&rsquo;t think I did that great a job highlighting what makes the world weird. The dungeon I had made was supposed to seem mostly empty, with the big reveal being, &ldquo;oh shit it&rsquo;s actually full of Bone Men!&rdquo; I think the actual result of the session lacked that critical, &ldquo;oh shit.&rdquo; From the game side of things, I need to firm up when I roll for random encounters. I was too inconsistent here, sometimes letting the players search without consequence or travel through larger chunks of the dungeon unmolested.</p>
<p>All in all it was a lot of fun. In hindsight there was really no way it wouldn&rsquo;t have been. I think the people you play with really make or break this stuff.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/coming-out-of-retirement/"/>
    <published>2014-11-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/carcosa-704-yards-at-a-time/</id>
    <title>Carcosa, 704 Yards at a Time</title>
    <updated>2014-10-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Fungoid Garden of the Bone Sorcerer is the adventure that is included within <a href="/tag/carcosa/"><em>Carcosa</em></a>. The adventure presents a detailed look at Hex 2005, outlining several places within the hex that could be a source of adventure. If you wanted to make something like this yourself, but weren&rsquo;t sure where to start, Doyle Tavener has you covered. <a href="http://odd74.proboards.com/thread/7244/704-yard-scale-hex-generator">Many years ago he started writing a guide for randomly generating these sorts of detailed hex maps.</a> I thought it was a shame his work was languishing on a long dead thread on <a href="http://odd74.proboards.com/">ODD74</a>, and decided to <a href="http://carcosa.totalpartykill.ca/704-yards/">republish it with some nicer formatting</a>. This version has been updated by Doyle, based on running a campaign set in Carcosa recently.</p>
<p><a href="http://carcosa.totalpartykill.ca/704-yards/"><strong>Generation of Detailed Carcosa Hex Maps</strong> by Doyle Tavener</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/carcosa-704-yards-at-a-time/"/>
    <published>2014-10-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/le-chaudron-chromatique/</id>
    <title>Le Chaudron Chromatique</title>
    <updated>2014-10-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Evlyn&rsquo;s blog <a href="http://chaudronchromatique.blogspot.ca">Le Chaudron Chromatique</a> is full of amazing art. There is so much great stuff i&rsquo;m not even sure what to point out. Their most recent post was a <a href="http://chaudronchromatique.blogspot.ca/2014/10/marsh-enchantress.html">lovely illustration of the Marsh Enchantress</a>. An earlier favourite of mine was this posse of <a href="http://chaudronchromatique.blogspot.ca/2014/10/fungunoides.html">fungus monsters</a>. There&rsquo;s also the occasional post full of DIY D&amp;D nerdism. Most recently Evlyn reimagined Gnolls as <a href="http://chaudronchromatique.blogspot.ca/2014/10/hammers-goats.html">Hammer Goats</a>. This blog is great: check it out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/le-chaudron-chromatique/"/>
    <published>2014-10-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/thulian-echoes/</id>
    <title>Thulian Echoes</title>
    <updated>2014-09-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Zak from D&amp;D with Pornstars suggested another way to use [The Monolith from Beyond Space and Time] that would work quite well: “Like Tomb of Horrors, it could be considered a ‘go in, get killed, make a new PC, act with metagame knowledge, do it right this time’ situation.” To take this idea a little further, you could have characters killed during the course of the adventure simply wake up again somewhere in the valley. This would keep with the spirit of the module and makes a lot of the screw-you traps seem less harsh. — <a href="/review/the-monolith/">A footnote to my review of <em>The Monolith from Beyond Space and Time</em></a></p>
</blockquote>
<p><a href="http://rpg.drivethrustuff.com/product/133078/Thulian-Echoes"><em>Thulian Echoes</em></a> is the latest adventure <a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a>, written by Canada&rsquo;s own <a href="http://zzarchov.blogspot.ca/">Zzarchov Kowolski</a>. The adventure takes place on an island, its central feature a crazy death-trap dungeon. In an attempt to make the death-trap dungeon less of a screw job, <em>Thulian Echoes</em> is meant to be played through twice by the same set of players. The second play through will hopefully be more successful than the first, as players will know the lay of the land.</p>
<p>Why would players run through the same adventure twice? The central conceit of the module is that the characters find a journal outlining the travels of a band of adventures who all (probably) died horrible deaths within the island’s dungeon thousands of years ago. Assuming players decide to investigate this mysterious dungeon they are given pre-generated characters and play through the events of the journal. It’s the D&amp;D equivalent of a flashback in a movie, I suppose.</p>
<p>The dungeon itself is a weird small complex created by a wizard—of course. There are lots of moving parts and puzzles for the characters to mess around with. There are plenty of ways for player characters to die. A giant machine is central to the whole dungeon, and will likely be a source of fun, confusion, or death for the players. A passage from the main dungeon leads to an underground wilderness that the players may choose to explore as well. This portion of the dungeon is run completely abstractly: there are no maps. There is a destination the players can reach if they venture ‘downwards’, their route to this place will lead them to have several random encounters. This is a pretty simple way to do an exploration of a vast cave system. It could probably be fleshed out more if your players were into fighting Devolved Elder Things. Another passage leads to the wizard’s laboratory and sanctum, where the players may encounter the wizard himself.</p>
<p>Another layer of twists make the second play through hopefully as fun as the first. The present day setting will change based on what the players do during their flashback adventure. I was reminded of <a href="http://www.looneylabs.com/games/chrononauts">Chrononauts</a> a little bit: if this happens and that happens then in the future the world is run by dinosaurs. (Well not quite, but that’s the general idea.) The adventure presents each named location as it exists in the past. This is then often followed by a section for <em>Consequences</em>, which lists what the things the players might trigger in the past, and <em>Present Era</em>, which lists what the location may look like in the present day. I’m curious how tricky all of this stuff is to keep track of during a game session. I suspect a DM would want to split up the past and present run-throughs with a short break at the very least. This is probably an adventure that works best printed out and marked up as the game progresses.</p>
<p>Art is by <a href="http://kelvingreen.blogspot.ca/">Kelvin Green</a>, who has illustrated several LotFP modules (<a href="/review/forgive-us/">including his own</a>). He has a cartoony style that is often at odds with the images being depicted. This module isn’t particularly “gross” as LotFP modules go. I enjoyed all the artwork. The cartography is by <a href="http://mockman.com/">Jason Thompson</a>, notable for doing <a href="http://mockman.com/2014/07/23/dungeons-dragons-walkthrough-maps-now-available/">all those cute map walkthroughs of famous D&amp;D modules</a>. (I actually would have loved if the official map for the module was such a walkthrough, but I suspect that wouldn’t work printed in an A5 book. Those drawings are massive.)</p>
<p><em>Thulian Echoes</em> is good. I am a fan of the stuff Zzarchov Kowolski puts out. He’s a creative fellow, and this adventure is a good example of that. <a href="http://rpg.drivethrustuff.com/product/133078/Thulian-Echoes">It’s available as a PDF and is well worth checking out.</a> (If you wanted it in print you missed the boat: it was a bonus during the LotFP referee book kickstarter.) His last module for LotFP, <a href="/review/scenic-dunsmouth/">Scenic Dunnsmouth is also excellent</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/thulian-echoes/"/>
    <published>2014-09-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-emplayers-handbook/em-races-and-classes/</id>
    <title>D&amp;D &lt;em&gt;Player&#39;s Handbook&lt;/em&gt;: Races and Classes</title>
    <updated>2014-08-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook">5th Edition <em>Player&rsquo;s Handbook</em></a> takes the <a href="http://dnd.wizards.com/sites/default/files/media/DnDBasicRules%28No%20Background-PrinterFriendly%29_0.pdf">Basic D&amp;D</a> rule book Wizards of the Coast has made available online for free and expands upon it in both breadth and depth. The core rules for the game as presented in the free PDF are unchanged. What you are paying for is more of everything else: more races, more classes, more spells, more backgrounds, and options like feats and multiclassing. People who find the Basic game a bit lacking may enjoy all the additions to the game found in the <em>Player&rsquo;s Handbook</em>.</p>
<p>Basic D&amp;D includes the 4 races found in <a href="/tag/odnd/">Original Dungeons and Dragons</a>: Humans, Elves, Dwarves, and Halflings. The <em>Player&rsquo;s Handbook</em> adds 4 more races, and a few sub races. Dragonborn are the first new race. <a href="/blog/we-re-playing-d-d/">When I played 4th Edition</a> everyone wanted to be a Dragonborn: our group included two, and without fail there was always a little kid playing a Dragonborn at <a href="/tag/encounters/">D&amp;D Encounters</a>. In the old-school D&amp;D scene they seem to be viewed as the Jar-Jar Binks of playable races. I&rsquo;m not sure how they are presented here will change that sentiment. The other new races are Gnomes, Half-Orcs, Half-Elves and Tieflings. The Drow are included as a new sub-race for Elves, presumably so everyone can play Drizzt Do&rsquo;Urden. With the exception of Half-Elves, which feel like more of the same, the other races are distinct enough to be interesting additions to the game. They are similar enough to how they have been presented in earlier editions of the game to be instantly recognizable to old players. Whether you want to use them all depends on how Mos Eisley you like your D&amp;D.</p>
<p>There are 12 classes in the <em>Player&rsquo;s Handbook</em>, 8 more than presented in the core rules. The new classes are the Barbarian, Bard, Druid, Monk, Paladin, Ranger, Sorcerer, and Warlock. Unlike 4th Edition, the classes do for the most part feel quite different from one another. They all generally have some weird quirk or feature unique to them. Many of the classes overlap in their additional features. The Paladin, Fighter, or Cleric can all be used to model similar character archetypes, so the choice of which to use will probably come down to what features of those classes you are most interested in exploring: each would play quite differently.</p>
<p>The classes in 5th Edition all begin for the most part with a handful of things a new player needs to worry about. Each time a new level is gained there may be another new feature that the player can now use. Each class generally has at <strong>least</strong> two paths one can take when they reach 3rd level that further specialize the class along some theme. These specializations are also used in a few cases to split classes up into an easy mode and a hard mode. For example, in Basic D&amp;D Fighters only have the option of choosing the Champion martial archetype when they reach 3rd level. The Champion has very straight forward features and don&rsquo;t really make the class more complex as you gain levels. In the <em>Player&rsquo;s Handbook</em> there are two more choices: the Battle Master and the Eldritch Knight. The Battle Master learns maneuvers as the character levels up, and has a pool of dice that can be spent to execute those maneuvers.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> This would probably be a good choice for someone who likes playing fighters, but also wants to play a character with a lot of moving parts. The Eldritch Knight is a Fighter crossed with a Wizard. This would be a better choice for someone who is interested in creating the sort of magic wielding fighter they might have read about it in a book.</p>
<p>There are three different spell casting classes: Wizards, Warlocks and Sorcerers, and each has a different vibe, and slightly different mechanics around spell casting. Wizards have spell slots, and can learn an unlimited number of spells. Sorcerers have a finite number of spells they can learn, but have spell points they can spend to augment the traditional casting system of 5e. Warlocks also learn a finite number of spells, but then have Warlock invocation and features related to the diabolic pact that grants them their powers.</p>
<p>Paladins, Rangers, Bards and Druids can all cast spells as part of their core class features. As mentioned above, Fighters can become Eldritch Knights which grants them access to magic. Similarly, Rogues can become Arcane Tricksters. So, with the exception of Monks every single class can cast magic spells without even needing to resort to multi-classing. I’m not sure i’m a fan of that: it seems like there is way too much magic all over the place. I assume this is to allow for a wider variety of characters without requiring the plethora of classes found in 4th Edition.</p>
<p>I enjoy playing OD&amp;D where there are only a handful of classes, and if you want to be a Ranger you just make a fighter and give him a bow. That’s going to feel lacking for many people.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> With 5th Edition, characters are far more complex than they were in earlier editions of the game, but are much more straight forward than those found in later iterations. I think Wizards of the Coast has done a good job here. The complexity of the character classes increases over time, slowly, for most classes, and there are several classes that are clearly meant to be played by new players—like those presented in the basic rules</p>
<p>In the old-school scene you often find people sharing their home brew character classes. I think 5th Edition has enough breadth you can probably cover all sorts of character types simply by using the <em>Player&rsquo;s Handbook</em> by the book.  Where I suspect we will see creative efforts directed is making new races and sub races, and making new backgrounds—which probably deserve their own post.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>This is actually similar to how the Fighter was presented in one of the earlier play test packets. The most notable change (and improvement) is that the manoeuvres as written now aren’t so reliant on the use of a grid in combat.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Based on how OD&amp;D grew with each new booklet, playing just four classes got boring for players at the time as well.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-emplayers-handbook/em-races-and-classes/"/>
    <published>2014-08-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-art-of-the-players-handbook/</id>
    <title>The Art of the Player&#39;s Handbook</title>
    <updated>2014-08-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/phb-warrior.jpg" alt="The Warrior"></p>
<p><a href="http://dnd.wizards.com/sites/default/files/media/DnDBasicRules%28No%20Background-PrinterFriendly%29_0.pdf">Basic D&amp;D</a> is more or less all I wanted in terms of <a href="http://dnd.wizards.com/">5th Edition Dungeons and Dragons</a>. It&rsquo;s nice and simple. Still, I wanted to give Mike Mearls and his team a high five for all the work they have done so I picked up a copy of <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook">the new Players Handbook</a> yesterday. One aspect of the book really jumped out at me right away: damn there is a lot of art in this thing.</p>
<p>The team behind 5th Edition must have blown a sizable portion of their budget on art. This thing is overflowing with artwork. It&rsquo;s rare to go more than a handful of pages before hitting a painting. Everything is in full colour. There is a bit too much of that &ldquo;single character posing&rdquo; artwork that seems to be most common in new RPG books, but on the whole I like this book&rsquo;s art. I wish they had credited which artists painted which pictures. Maybe that&rsquo;ll be something that ends up online, one day.</p>
<p>One nice change of pace compared to RPGs books of yore: women seem to be represented in the art more or less equally. In fact, there might be more girls than boys in this book. There&rsquo;s also much more variety in terms of how people are represented in general. Suck it, White dudes in armour: we&rsquo;re coming for you!</p>
<p>How was this feat achieved?</p>
<blockquote>
<p>Hire lots of women. And hire gay dudes. And hire every kind of person because they make a talented version of every kind of person. They exist.</p>
<p>&hellip;</p>
<p>That is the sole and only answer that is fair and that will get us good work while sacrificing neither of the real priorities here.</p>
<p>Hire women (50%!) and let them do whatever they want. Don&rsquo;t hire men and tell them to make work that does not appeal to them. Don&rsquo;t hire a writer and ask him to write a world he will not want to play in. Hire a woman and ask her to do whatever.</p>
</blockquote>
<p><a href="http://dndwithpornstars.blogspot.ca/">Zak Smith</a> has <a href="http://dndwithpornstars.blogspot.ca/2012/02/hire-women.html">a great blog post about this (obvious?) idea</a> from a couple years ago that&rsquo;s worth re-reading. Unless i&rsquo;m bad at guessing gender, it looks like 4 out of the 6 art directors for this book were women. I can&rsquo;t imagine any other route to get to this book and its art that doesn&rsquo;t involve women being directly involved in its production.</p>
<p>This is good.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-art-of-the-players-handbook/"/>
    <published>2014-08-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/magic-arrows/</id>
    <title>Magic Arrows</title>
    <updated>2014-07-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Magic Arrows have a +1 chance of hitting their target and do additional damage. Thus, a Magic Arrow normally does from 2-7 points of damage when it hits. — <em>Original Dungeons and Dragons: Monsters and Treasure</em>,</p>
</blockquote>
<p>If your D&amp;D game is full of boring magical arrows this is easy to remedy. Magical arrows are a much more prominent feature of the Hindu epics than they seem to be in Western fantasy literature. Most of the battles in the <a href="http://en.wikipedia.org/wiki/Mahabharata">Mahabharata</a> are fought on chariots, the heroes shooting arrows they summon from the heavens at one another. You don’t need to read these epic poems looking for examples to pull out for your game: <a href="http://en.wikipedia.org/wiki/Astra_(weapon)">the good people at Wikipedia have done some of that work for you</a>. For example:</p>
<blockquote>
<p>[The Narayanastra] would create showers of arrows and discs. The astra&rsquo;s power would increase with the resistance offered to it. This weapon had to be obtained from Vishnu directly, and could be used only once. If the user were to attempt invoking it a second time, it would rebound on him, and possibly, his troops.</p>
</blockquote>
<p>That&rsquo;s a little bit more interesting, no?</p>
<p>The greatest weapon in the Mahabharata is the Vasavi Shakti / Naikartana, gifted to Karna by the god Indra, which could kill any one foe. He is goaded into using it against the half-demon Ghatotkacha who is terrorizing the Kaurava army. This prevents him from using it against his biggest foe, Arjuna.</p>
<blockquote>
<p>Inflamed with rage like a wrathful lion and unable to brook the assaults of the Rakshasa, Karna took up that foremost of victory-giving and invincible darts, desirous of compassing the destruction of Ghatotkacha. Indeed, that dart, O king, which he had kept and adored for years for (achieving) the slaughter of Pandu&rsquo;s son in battle, that foremost of darts which Sakra himself had given to the Suta&rsquo;s son in exchange for the latter&rsquo;s ear-rings, that blazing and terrible missile twined with strings and which seemed to thirst for blood, that fierce weapon which looked like the very tongue of the Destroyer or the sister of Death himself, that terrible and effulgent dart, Naikartana, was now hurled at the Rakshasa. — <em>The Mahabharata: Ghatotkacha-badha Parva</em></p>
</blockquote>
<p>That’s a mother fucking magical arrow.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/magic-arrows/"/>
    <published>2014-07-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/deep-carbon-observatory/</id>
    <title>Deep Carbon Observatory</title>
    <updated>2014-07-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.rpgnow.com/product/131801/Deep-Carbon-Observatory?term=deep+car"><em>Deep Carbon Observatory</em></a> is an adventure by <a href="http://falsemachine.blogspot.ca/">Patrick Stuart</a> and <a href="http://monstermanualsewnfrompants.blogspot.com.au/">Scrap Princess</a>. I bought it the day it was announced because it’s an adventure by Patrick Stuart and Scrap Princess. I’ve been reading it on and off while also reading the adventure found in the <a href="/blog/d-d-5th-edition/">D&amp;D 5th Edition Starter Set</a>. The contrast between the two adventures is so stark.</p>
<p><a href="http://dungeonofsigns.blogspot.ca/2014/07/a-strange-and-wonderful-bleakness-deep.html">Gus has written a thorough review of the nuts and bolts of the module.</a> My opinions more or less mirror his so I’m not sure it’s worth repeating them in too much detail. Instead I will say this one thing: <em>Deep Carbon Observatory</em> is wonderfully written.</p>
<blockquote>
<p>The sight is without sound and stinks like an airless tomb burning in the light of an unwanted sun. But, in the silence, movement worms. The whole place has the feel of a terrible revealing. Like a black sheet pulled back from a naked corpse.</p>
</blockquote>
<p><em>Deep Carbon Observatory</em> is thoroughly unrelenting its bleakness. There is a sadness that permeates the whole work. The players march towards the observatory passing all sorts of horror on their way.</p>
<blockquote>
<p>The Roc’s bowed wings make a beautiful but alien bridge across the churning water. The body of the bird twitches slightly, devoured by whatever lies beneath. Looking down, you see leeches, sized like men, feeding on the bird. Not yet fully dead its head lolls half sunken and gasps. The ‘bridge’ will be consumed in d4 hours. It may be possible to save the Roc. It will not be grateful if you do.</p>
</blockquote>
<p>So much of the adventure makes me feel uncomfortable: there is this dread that builds and builds as you move from page to page in the book. These little vignettes all do a great job of <em>showing</em> the players the terrible aftermath of the flood, hopefully filling them with that same sort of dread as they play. The adventure feels like it would be at home in a Lamentations of the Flame Princess campaign.</p>
<p>Things don’t get better when you make it to the Underdark.</p>
<blockquote>
<p>Hidden under the dirt of the far wall are slave survival spells in a simple tongue, decipherable by any mage. All the spells count as level one, are not very powerful and can be cast without being noticed: Reduce Scars. Lessen Pain. Minimise Thirst. Hide Sorrow. Avoid Notice. Ease Grief.</p>
</blockquote>
<p>Scrap Princess’ illustrations contribute to the overall tone of the book. I find her work is so frenzied and terrifying. Maybe that’s not the right word, but there is something about how she draws that I find really visceral. I don’t know anyone else that draws like her.</p>
<p>I own no other adventure like this one: I liked it a lot.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/deep-carbon-observatory/"/>
    <published>2014-07-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-5th-edition/</id>
    <title>D&amp;D 5th Edition</title>
    <updated>2014-07-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I took a particularly long lunch today to go and pick up the new <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/starterset">D&amp;D Starter Set</a>.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> I have been looking forward to grabbing it for quite some time now. <a href="http://save.vs.totalpartykill.ca/blog/rule-0-prime/">It&rsquo;s hard to believe that they announced 5th Edition over two years ago now.</a> The boxed set contains the core rules you need to play the game, and an adventure that helps set the tone for the new edition and hopefully helps teach people how to DM a game. I haven&rsquo;t ran a game since I was a little kid, so I&rsquo;m thinking i&rsquo;ll try and run this one.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>Today also saw the release of the <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/basicrules">first version of the Basic rules for 5th Edition</a>. Wizards of the Coast decided to publish a subset of the players handbook for free, online as a PDF. What was particularly amazing is that the PDF isn&rsquo;t behind some weird login form or any other nonsense. <a href="http://media.wizards.com/downloads/dnd/DnDBasicRules.pdf">It&rsquo;s just there for anyone who wants it.</a> What&rsquo;s not to love about that?</p>
<p>As I&rsquo;ve mention before, I am pretty hyped about 5th Edition. They are off to a good start.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>It&rsquo;s my birthday, so that seems fair. How many birthdays am I going to enjoy where there is some crazy D&amp;D mega-event going on?&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="http://dungeonsmaster.com/2014/07/review-dd-starter-set-5e/">Derek from Dungeons&rsquo; Master has a much better review of the starter set.</a> (Of course he does.)&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-5th-edition/"/>
    <published>2014-07-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/4th-edition-dd/</id>
    <title>4th Edition D&amp;D</title>
    <updated>2014-06-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="/blog/we-re-playing-d-d/">My friends and I played in a 4th Edition campaign that ran for 3 years, give or take.</a> Once it came to a close I continued playing 4th Edition D&amp;D at the <a href="/tag/encounters/">Encounters</a> public-play events organized by Wizards of the Coast. I thought I should write up my thoughts on 4th Edition as it quietly makes room for <a href="/blog/dnd-next/">the 5th Edition of D&amp;D</a>.</p>
<p>When my friends and I started our 4th Edition game we had six players: two were brand new to role playing games, while four including myself had played previous versions of D&amp;D. I don&rsquo;t think any of us had played 3rd edition—I certainly hadn&rsquo;t. Even those of us who were experienced gamers hadn&rsquo;t played a game since high school—that was a long time ago.</p>
<p>When we first started playing 4th Edition I felt like the game had been greatly simplified. Pretty much any situation is decided by trying to roll as high as you can on a 20-sided dice. Situations are assigned difficulty classes (DCs), a number that needs to be beat on the roll of a d20, that indicates how tricky a task is to accomplish. Combat also works this way too. Armour is essentially a difficulty class as well. To hit someone in plate mail you need to beat their AC of 18 when you roll a d20 and add your bonuses. That&rsquo;s right, no more negative AC! At first blush this made explaining the rules of the game simple: if you want to do anything contentious you just roll a d20. Still, initial gaming sessions were fairly slow going. Eventually it became clear that while some rule changes simplified the game, others added levels of complexity that didn&rsquo;t exist before.</p>
<p>Character creation is a slow going process in 4th Edition. There are powers and feats to worry about, and lots of bonuses to track. I don&rsquo;t know if I really noticed how much slower it was the first time I made my character: it was fun and exciting to be playing D&amp;D again. After having to make characters several times for D&amp;D Encounters that charm quickly wore off. I find making a 4th Edition character a giant pain in the ass without the 4th Edition character builder. Even with that tool making a new character takes way longer than I want it to. There is something refreshing about making a character for one of the older editions of the game. <a href="http://character.totalpartykill.ca">My generator spits one out in seconds</a>, but doing it by hand is still quick. (The only real place for analysis paralysis is buying equipment.)</p>
<p>Combat, which felt a lot more open ended and free form in earlier rule books, had become a fair bit more structured in the new rule books. The use of miniatures is assumed, making the game feel a bit like Warhammer. There is a strong tactical combat element to D&amp;D 4e. <a href="/blog/4th-edition-powers/">In my mind this is the biggest plus and minus of the edition.</a> If you are not into the whole &lsquo;combat as chess&rsquo; thing you&rsquo;re going to find playing 4th Edition frustrating. Most gaming sessions with my friends would be spent slogging through combat. We might get through a couple fights in between some exploration on a given gaming night. Combat in 4th Edition is slow going at early levels, and only gets slower as characters level up. In my mind having such clear cut powers also discourages creative play. These explicit &ldquo;moves&rdquo; feel stifling. For each situation in combat there is often an optimal choice when it comes to doing damage or providing support. It&rsquo;s rarely the case that going off script is that optimal choice.</p>
<p>Teaching someone how to play D&amp;D using the 4th Edition rules is trickier than it needs to be because the rules for combat are so complex and nuanced. People need to think about combat advantage and flanking and all sorts of stuff that they might not have thought they needed to think about when they signed up to play pretend. That&rsquo;s not to say this sort of thing doesn&rsquo;t exist in older editions of the game, it&rsquo;s just managed in a simpler loosey-goosey way. Combat comes up often enough in most games of D&amp;D that this is problematic.</p>
<p>Eventually the warts in the game are all you see. I liked playing 4e with my friends, but in hindsight I think we’d have been better off just playing 2nd Edition, which we had grown up with. Of course, we&rsquo;d probably not have started playing D&amp;D again out of the blue if not for the new edition. For that reason alone I will always have a soft spot for 4th Edition: it&rsquo;s what got me back into D&amp;D.</p>
<p>Public-play games transitioned to play testing D&amp;D Next, and on my own time I shifted to playing Original D&amp;D. Both variations of the game felt like an improvement over 4th Edition. 5th Edition looks to have addressed my big complaints with 4th Edition: combat is <em>much</em> simpler and faster, and character creation is much simpler. 5th Edition takes the d20 rules from 4th Edition and simplifies them further. Depending on what bits and pieces from the play test they turn into 5th Edition, it may turn out to be the easiest version of D&amp;D to teach and learn. I&rsquo;m really looking forward to 5th Edition.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/4th-edition-dd/"/>
    <published>2014-06-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-spirit-of-the-rules/</id>
    <title>The Spirit of the Rules</title>
    <updated>2014-06-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>People discuss playing OD&amp;D &lsquo;by the book&rsquo; online, though I&rsquo;m not completely sure what that means. There are so many holes in the rule books that any attempt to avoid &ldquo;making stuff up&rdquo; is doomed to fail. <a href="/tag/odnd/">Original Dungeons and Dragons</a> is more of a framework to build your own fantasy RPG than an RPG, as we might understand one today, in its own right. This laissez-faire attitude towards spelling everything out can be seen in the earlier source material for OD&amp;D, Chainmail:</p>
<blockquote>
<p>These rules may be treated as guide lines around which you can form a game that suits you. It is a good idea to amend the rules to allow for historical precedence or common sense — follow the spirit of the rules rather than the letter. — Chainmail, pg 8.</p>
</blockquote>
<p>Making the game your own seems to have been a core tenant of early versions of role playing games that starts to get lost with AD&amp;D. <a href="/blog/reading-the-dmg-I/">Gygax seems to have an about face when it comes to playing D&amp;D the official way.</a> It&rsquo;s possible this comes out of a need for consistent rules for tournament games, or annoyance at people making up dumb rules and telling him about them in the letters sent to Dragon magazine.</p>
<p>One of the biggest differences between what one might call old-school and new-school gaming probably hinges on how you feel about house rules and a poorly spelled out ruleset. 3rd and 4th Edition are notable in just how verbose and exacting they are: very little of the core elements of the game are left up to the DMs discretion. Some people appreciate that with 3rd and 4th Edition their gaming experience will likely be consistent, at least with respect to the rules.</p>
<p>I&rsquo;ve come to really enjoy the variety that comes out of playing old-school D&amp;D. Everyone has their own rules for this and that. I enjoy all the subtle differences.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-spirit-of-the-rules/"/>
    <published>2014-06-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/20-quick-questions-for-your-campaign-setting/</id>
    <title>20 Quick Questions for your Campaign Setting</title>
    <updated>2014-05-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I <a href="/blog/20-questions-rules/">also</a> wrote this up some time ago for a <a href="/tag/carcosa/">Carcosa</a> campaign I may never run. <a href="http://jrients.blogspot.ca/2011/04/twenty-quick-questions-for-your.html">Jeff Rients suggested 20 questions about your campaign setting</a> that would provide just enough backstory that your players could figure out what&rsquo;s up without needing some crazy info-dump they&rsquo;ll just tune out anyways.</p>
<ol>
<li>
<p><strong>What is the deal with my cleric&rsquo;s religion?</strong></p>
<p>There are no clerics. Problem solved!</p>
<p>There isn&rsquo;t much proper religion to speak of in the world of Carcosa. Some people worship the Old Ones and their spawn, others ancient technology. No one is worshiping otherworldly benevolent beings. There are certainly no centralized religious organizations.</p>
</li>
<li>
<p><strong>Where can we go to buy standard equipment?</strong></p>
<p>Characters begin in the town of Invak. One can find most standard equipment for sale in the town in a large shop run by &ldquo;the Infinite Keeper&rdquo;. The Brown Men village of Jahar to the South may have other items that are trickier to track down. Trade caravans run between the two towns.</p>
</li>
<li>
<p><strong>Where can we go to get plate mail custom fitted for this monster I just befriended?</strong></p>
<p>You are unlikely to find anyone in the region who knows how to produce plate mail, let alone the metal you would need to produce it. &ldquo;The Ocean of Humility&rdquo; in Invak may be able to fashion something out of leather. Most people have little idea how to fashion useful armour that fits people, let alone monsters.</p>
</li>
<li>
<p><strong>Who is the mightiest wizard in the land?</strong></p>
<p>The most evil of all the Purple Men, “the Icon of Judgment,” is known throughout the land for his mastery of sorcery. He rules a small village protected by advanced weaponry and battle armoured soldiers. The Old Ones yield to his will.</p>
</li>
<li>
<p><strong>Who is the greatest warrior in the land?</strong></p>
<p>You know of no greater soldier than “the Swift and Silent Beginning,” the leader of the Bone Men village Invak.</p>
</li>
<li>
<p><strong>Who is the richest person in the land?</strong></p>
<p>“The Icon of Judgment” is said to possess vast amounts of wealth.</p>
</li>
<li>
<p><strong>Where can we go to get some magical healing?</strong></p>
<p>Nowhere. Sorcery is only used for evil and wickedness.</p>
</li>
<li>
<p><strong>Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?</strong></p>
<p>The desert lotuses can heal the sick and dying. Of course, they can also kill you.</p>
</li>
<li>
<p><strong>Is there a magic guild my MU belongs to or that I can join in order to get more spells?</strong></p>
<p>There are no traditional magic-users, and sorcerers are definitely not forming guilds: they are two busy harvesting each other for fuel for their spells.</p>
</li>
<li>
<p><strong>Where can I find an alchemist, sage or other expert NPC?</strong></p>
<p>&ldquo;The Falling Flower&rdquo; is a Desert Lotus Apothcary who lives in the village of Invak. He operates a small stall in the ex-slaves quarter of the town. He may be addicted to the lotuses he sells.</p>
<p>The nearest sage you know of is &ldquo;He of the Air,&rdquo; who lives in Jahar.</p>
</li>
<li>
<p><strong>Where can I hire mercenaries?</strong></p>
<p>The town of Invak maintains an informal standing milita. Most of the men and women in the town have served. For a little money it won&rsquo;t be hard to find people willing to have an adventure.</p>
</li>
<li>
<p><strong>Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?</strong></p>
<p>Most people consider magic wicked. You are best to hide any sorcerous tendencies you may have. On the other hand, no villagers are likely to complain about a person carrying a weapon: it&rsquo;s rough out there.</p>
</li>
<li>
<p><strong>Which way to the nearest tavern?</strong></p>
<p>This Way to Death in Invak serves fermented drinks and is the place to go for all sorts of shadiness.</p>
</li>
<li>
<p><strong>What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?</strong></p>
<p>A large spherical hunter-killer robot stalks the wastes around Invak at night. No one knows who created it or for what purpose, but it has been stealing away men and women for as long as anyone can remember. Few have encountered the machine and lived to share their tales.</p>
<p>“The Swift and Silent Beginning” will pay for proof of any killed slaver or spawn.</p>
</li>
<li>
<p><strong>Are there any wars brewing I could go fight?</strong></p>
<p>Occasionally a town and its leader may get bold and try to expand their reach or power: this rarely ends well for anyone involved. There are <strong>currently</strong> no large scale wars of note.</p>
</li>
<li>
<p><strong>How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?</strong></p>
<p>A castle of Orange Men to the North run a gladiatorial arena of sorts: there are no prizes and the winners of the games are fed to the Spawn of Shub-Niggurath the Orange Men worship as a god.</p>
</li>
<li>
<p><strong>Are there any secret societies with sinister agendas I could join and/or fight?</strong></p>
<p>Maybe, but they are secret.</p>
</li>
<li>
<p><strong>What is there to eat around here?</strong></p>
<p>In Invak people subsist off the meats and eggs of the various lizards that make their home in the wastes, along with mushrooms and all sorts of strange roots.  There is nothing good to eat anywhere.</p>
</li>
<li>
<p><strong>Any legendary lost treasures I could be looking for?</strong></p>
<p>The Elder Signs, rune inscribed stones that keep the Old Ones at bay, would probably be quite handy.</p>
</li>
<li>
<p><strong>Where is the nearest dragon or other monster with Type H treasure?</strong></p>
<p>Few creatures are interested hoarding treasure on Carcosa besides the various races of Men. Of course, it&rsquo;s not clear what anyone actually does with their piles of gold and jewels: Carcosa is a crap hole world with nothing good to buy.</p>
</li>
</ol>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/20-quick-questions-for-your-campaign-setting/"/>
    <published>2014-05-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/20-quick-questions-rules/</id>
    <title>20 Quick Questions: Rules</title>
    <updated>2014-05-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I wrote this up some time ago for a <a href="/tag/carcosa/">Carcosa</a> campaign I may never run. <a href="http://www.necropraxis.com/2012/02/24/20-quick-questions-rules/">Brendan of Necropraxis suggested answering these questions</a> as a way to help new players quickly get a sense of what&rsquo;s up with your particular game of D&amp;D. I haven&rsquo;t ran a game since I was a little kid, but if I did it&rsquo;d probably look like the sort of games I&rsquo;ve been playing since I got back into old-school D&amp;D.</p>
<ol>
<li>
<p><strong>Ability scores generation method?</strong></p>
<p>3d6 in order, just like God intended.</p>
</li>
<li>
<p><strong>How are death and dying handled?</strong></p>
<p>If your hit points drop below or are equal to zero make a Save vs. Death Ray and Poison: success indicates your character is merely unconscious, completely incapacitated until they can get a full week of rest; failure indicates your character is oh-so dead. If you roll a natural 20 on your saving throw roll, your character not only survives, but is invigorated by his near death. In this case your character re-rolls their HP for the session.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
</li>
<li>
<p><strong>What about raising the dead?</strong></p>
<p>The ancient snake-men may have had a ritual for raising the dead, though it is currently lost to the ages. Perhaps intrepid adventurers may uncover such a spell, though I am sure the costs to cast it would make death look like the better choice.</p>
</li>
<li>
<p><strong>How are replacement PCs handled?</strong></p>
<p>Roll up a new character and we will jam them into the game somehow. It&rsquo;s handy to have henchmen for such a situation.</p>
</li>
<li>
<p><strong>Initiative: individual, group, or something else?</strong></p>
<p>Individual: roll a d6, high roll goes first, your dexterity score is used to break ties.</p>
</li>
<li>
<p><strong>Are there critical hits and fumbles? How do they work?</strong></p>
<p>Yes: a 1 is always a miss, a 20 is always a hit and you deal the maximum damage for the attack.</p>
</li>
<li>
<p><strong>Do I get any benefits for wearing a helmet?</strong></p>
<p>Of course: helmets shall be splintered! 10% of hits that would damage a character will be to a character’s head. If the character is wearing a well made helmet it will shatter protecting them from the blow.</p>
</li>
<li>
<p><strong>Can I hurt my friends if I fire into melee or do something similarly silly?</strong></p>
<p>Yes, targets would be chosen at random when firing into the fray.</p>
</li>
<li>
<p><strong>Will we need to run from some encounters, or will we be able to kill everything?</strong></p>
<p>You will probably want to avoid some fights.</p>
</li>
<li>
<p><strong>Level-draining monsters: yes or no?</strong></p>
<p>Hells no: they are the worst.</p>
</li>
<li>
<p><strong>Are there going to be cases where a failed save results in PC death?</strong></p>
<p>Yes, but hopefully that won&rsquo;t feel stupid. What&rsquo;s the point of a Save vs. Death Ray if you don&rsquo;t have death rays in your game?</p>
</li>
<li>
<p><strong>How strictly are encumbrance &amp; resources tracked?</strong></p>
<p>Strictly! Bust out that spreadsheet, asshole.</p>
</li>
<li>
<p><strong>What&rsquo;s required when my PC gains a level? Training? Can it happen in the middle of an adventure, or do I have to wait for down time?</strong></p>
<p>Leveling happens during down time. There is no need for special training.</p>
</li>
<li>
<p><strong>What do I get experience for?</strong></p>
<p>Finding treasure, killing monsters and terrible people, freeing slaves, stopping sorcerers, exploring the wilderness and anything else I can think of.</p>
</li>
<li>
<p><strong>How are traps located? Description, dice rolling, or some combination?</strong></p>
<p>Description, mostly.</p>
</li>
<li>
<p><strong>Are retainers encouraged and how does morale work?</strong></p>
<p>Yes, the more the merrier. Morale is handled using the obscure rules hidden within OD&amp;D. When a morale check is required roll a 2d6, adjusted by a retainers loyalty, the higher the roll the better.</p>
</li>
<li>
<p><strong>How do I identify magic items?</strong></p>
<p>Characters may encounter ancient magical snake-men artifacts, or the great technologies of the Primordial Ones or the Great Race. Chances are <em>nobody</em> in Carcosa will know what&rsquo;s up.</p>
</li>
<li>
<p><strong>Can I buy magic items? Oh, come on: how about just potions?</strong></p>
<p>Sorry, no.</p>
</li>
<li>
<p><strong>Can I create magic items? When and how?</strong></p>
<p>It is possible, through some long lost terrible sorcerous ritual that&rsquo;s probably not worth the trouble when you can just go hunting for laser guns.</p>
</li>
<li>
<p><strong>What about splitting the party?</strong></p>
<p>That never works out, right?</p>
</li>
</ol>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The “Hulkamaniac” rule.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/20-quick-questions-rules/"/>
    <published>2014-05-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/one-page-dungeon/</id>
    <title>One Page Dungeon</title>
    <updated>2014-03-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/one-page-dungeon-contest-flyer-01.jpg" alt="One Page Dungeon Flyer"></p>
<p>The <a href="http://www.onepagedungeon.info/">One Page Dungeon contest</a> has been running for several years now. This year it is being organized by Mundi King, aka <a href="http://randomwizard.blogspot.ca/">Random Wizard</a>. He&rsquo;s done a really great job of securing some sponsors and getting all the old contest entries online in one place. <a href="http://www.onepagedungeon.info/one-page-dungeon-contest-2014">You should participate in this years contest.</a> It looks like it&rsquo;ll be the best one yet.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/one-page-dungeon/"/>
    <published>2014-03-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emscenic-dunnsmouth/em/</id>
    <title>&lt;em&gt;Scenic Dunnsmouth&lt;/em&gt;</title>
    <updated>2014-03-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=181"><em>Scenic Dunnsmouth</em></a> by <a href="http://zzarchov.blogspot.ca/2012/08/upcoming-lotfp-adventure-scenic.html">Zzarchov Kowolski</a> was released a couple weeks ago. It seems to have been in the works for ages now. It’s a <a href="http://grognardia.blogspot.ca/2008/08/locale-and-plot.html">location based adventure</a> taking place entirely in the mysterious town of Dunnsmouth. What sets it apart from modules of yore like <em>Village of Hommlet</em>, <em>The Veiled Society</em> or <em>Against the Cult of the Reptile God</em> is how its town is described: it&rsquo;s generated randomly. <em>Scenic Dunnsmouth</em> is a book about how to make an adventure in scenic Dunnsmouth.</p>
<p>The module is broken up into several sections that outline the town and its inhabitants. You determine the contents of the town by rolling some dice, which will indicate the homes of families and perhaps other places of note. The NPCs that inhabit the town are determined by drawing from a deck of playing cards. As such, 52 families from 4 larger extended families have been described. This section of the book was very reminiscent of <em>Village of Hommlet</em>. Each home is described with a little detail, always mentioning where the jewelry is hidden, where weapons might be stored, and what the various family dynamics are within the home. Unlike Hommlet, the people of Dunnsmouth are a lot more twisted and terrible on the whole. The town may have some additional special locations or people present, depending on how the dice fall. There is a lot of variety in what might turn up. It&rsquo;s all creepy and weird and in line with what you would expect from a module from Lamentations of the Flame Princess. When I tried generating a random town myself it took a little over 15 minutes.</p>
<p>During the generation of the town each home can become corrupt in some way I will skip discussing because that might be a spoiler. (Can you spoil a randomly generated adventure?) I will say that while none of the writing in the book is particularly gory or gratuitous, I found these extra descriptions hard to read because they were grossing me out in a way I didn&rsquo;t think descriptions of ████-people would. Outlines of what the resident serial killer is getting up to also move the module firmly into LotFP territory.</p>
<p>The book itself is quite nice, similar to the recent softcover adventures from LotFP in its presentation: perfect bound, rough matte paper, etc. The interior art is two tone: the extra colour is used really well. <a href="http://gibletblizzard.blogspot.ca/">Jez Gordon</a> has done a wonderful job with the art and layout of this book. I had originally thought the layout of the NPC section was a bit spartan, with one family described per page, but it actually makes looking up who is part of the town a breeze. If you have the PDF you can also just print up the pages that pertain to your town. It&rsquo;d be straight forward to generate your own mini-Dunnsmouth booklet. It&rsquo;s nice to see some extra thought going into how these things are laid out: they aren&rsquo;t just books, they are meant to be used to game with.</p>
<p><em>Scenic Dunnsmouth</em> is a very strong release for LotFP. Along with <a href="/review/forgive-us/"><em>Forgive Us</em></a>, I think it really showcases how to run an RPG game in the &lsquo;real&rsquo; world. If you have been waiting for someone to write a really creepy <em>Village of Hommlet</em> look no further. (Now we just need a randomly generated creepy moat house.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emscenic-dunnsmouth/em/"/>
    <published>2014-03-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emforgive-us/em/</id>
    <title>&lt;em&gt;Forgive Us&lt;/em&gt;</title>
    <updated>2014-03-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I really like Kelvin Green’s <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=179"><em>Forgive Us</em></a>.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> The module is well written and looks like it’d be fun to play. The thing is, there are lots of adventures I could say that about. Almost everything LotFP puts out is well written, at the very least. In my mind what makes <em>Forgive Us</em> really stand out is its smart use of page layout and illustration to effectively present the adventure.</p>
<p>The early modules from TSR are pretty terrible when it comes to something you could use to actually run a game at a table. It’s insane how dense they are. I find them hard to read leisurely. I can’t imaging flipping through them in the middle of a gaming session.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Lots of DMs I know re-write them to make them easier for play and to help them memorize the key parts of the adventures. Most adventures I buy today continue to ape design choices made in the 70s and 80s, by people who probably were constrained by the printing technology of the time and their own knowledge of graphic design.</p>
<p>Green on the other hand has clearly thought about what this adventure would look like printed in a book. There are no wasted two-page spreads. Maps for relevant sections of the adventure are presented alongside their keys. Each map is illustrated with a level of detail that lets Green avoid overly verbose room descriptions. The heavy lifting is done by the maps. That’s not to say the module is bereft of any words. There is still a fair amount of writing, but it’s more useful and interesting than tedious description. Each section of the lair is discussed at a high level, with a mix of pertinent backstory, information, and jokes.</p>
<p>So, all of that said, you’re probably wondering what the hell this adventure is about? Green summarizes things thusly:</p>
<blockquote>
<p>Forgive Us is the main and largest adventure, and is the closest to a classic dungeon crawl. The dungeon in this case is the lair of a gang of thieves, abandoned after an unlucky encounter with mutant shape-changing monsters. Said mutant shape-changing monsters are still there when your players arrive. Although the format was inspired by the Marienburg articles in White Dwarf – back when it was good, etcetera – in terms of plot it’s more or less John Carpenter’s The Thing mixed in with John Carpenter’s Escape From New York; I hope one of your players is Kurt Russell.</p>
</blockquote>
<p>Who doesn’t like the Thing? That’s a rhetorical question. The adventure is an exploratory puzzle. How you explore the lair is pretty open ended. Because much of it is locked up, part of the adventure will involve tracking down keys or breaking down doors. There aren’t too many monsters to encounter, and I think many could be avoided by smart players. The adventure feels very much at home under the LotFP umbrella.</p>
<p>Forgive us is the 2nd module I’ve received for participating in <a href="/blog/lotfp-july-campaign/">the LotFP crazy summer adventure kickstarter bonanza thing</a>. Thus far I’ve been quite happy with the results. If you’re going to ship late, it helps that what you ship is really good.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I should go back and look at my old reviews, because I suspect I say this about most everything I read. Whatever. This book is good.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Yes, of course <em>you</em> have. You are made of stronger stuff, no doubt.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emforgive-us/em/"/>
    <published>2014-03-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/emmen-and-magic/em/</id>
    <title>&lt;em&gt;Men and Magic&lt;/em&gt;</title>
    <updated>2014-03-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>It&rsquo;s read an RPG in public week. That&rsquo;s how I live every week of my life. Nevertheless I grabbed the first booklet from my fancy <a href="http://www.necropraxis.com/2014/02/17/odd-reprint/">Original D&amp;D boxed set</a> to read on the train yesterday.</p>
<p>I’ve read <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20131015"><em>Men and Magic</em></a> before, but my bootlegged PDFs don&rsquo;t do an actual copy of the book justice. It’s nice to be able to read a nicely printed copy of the booklet. As I mentioned when discussing <a href="/blog/pits-perils/">Pits &amp; Perils</a>, the Original D&amp;D books are pretty charming. Here is how they describe that infamous 6th attribute, Charisma:</p>
<blockquote>
<p>In addition [to its other uses] the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover.</p>
</blockquote>
<p>There are lots of gems like that scattered through out the book. It also has a great introduction.</p>
<blockquote>
<p>These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time.</p>
</blockquote>
<p>People often complain—rightly so, I suppose—that OD&amp;D is incomplete. For someone like myself, who is revisiting the game knowing how to play its modern incarnations, this isn’t really that big an issue. I can fill in most holes in the game because I know how they were eventually filled in.</p>
<p>What is notable is that the creators of D&amp;D were well aware that what they had published wasn&rsquo;t ready to play out of the box, so to speak. There is an expectation from them that rules would be fleshed out by gaming groups. OD&amp;D exists to help you build your own fantasy RPG.</p>
<blockquote>
<p>We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old &ldquo;laws&rdquo; altered so as to provide continually new and different situations. In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable.</p>
</blockquote>
<p>This is also great advice on how to approach developing a long-running D&amp;D game. There is definitely a meta-game to D&amp;D which is all about the things you do to prepare to play D&amp;D: drawing dungeons, making up NPCs, house rules, etc. (Games like <a href="http://planet-thirteen.com/Dungeon.aspx">How to Host a Dungeon</a> take that meta-game and make it explicit.) It’s easy to get sucked into doing far more than is needed when it comes to this sort of prep work. The authors tell you upfront that you need to watch out!</p>
<p>I read <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20131017"><em>Monsters and Treasure</em></a> today. Tomorrow I’ll probably read <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20131022"><em>The Underworld and Wilderness Adventures</em></a>. If you haven’t read the original D&amp;D books they are well worth checking out. I think they are by my favourite edition of the game.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/emmen-and-magic/em/"/>
    <published>2014-03-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/empits-perils/em/</id>
    <title>&lt;em&gt;Pits &amp; Perils&lt;/em&gt;</title>
    <updated>2014-03-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.oldehouserules.com/">James George</a>, one of the authors of <a href="http://rpg.drivethrustuff.com/product/121442/Pits-%26-Perils"><em>Pits &amp; Perils</em></a>, emailed me out of the blue to let me know I got a special thanks in his new book, <a href="http://rpg.drivethrustuff.com/product/126528/Fear-Fire-Foes"><em>Fear! Fire! Foes!</em></a> He appreciated my enthusiasm for the game he had written along with his wife. I thought it strange that despite loving <em>Pits &amp; Perils</em> like it’s no ones business, I’ve somehow managed to avoid talking about it here on my blog.</p>
<p><em>Pits &amp; Perils</em> is another <em>Original Dungeons &amp; Dragons</em> retroclone, but one that is trying to copy the <em>spirit</em> of the game rather than its <em>rules</em>. When reading other retroclones I’m constantly trying to figure out what has been changed, often unfairly judging them on how close they can get to the game they are attempting to recreate. I find <em>Pits &amp; Perils</em> quite refreshing in this regard.</p>
<p><em>Pits &amp; Perils</em> uses the roll of a 2d6 to resolve most situations in a game, from fighting monsters to making saving throws. The various character classes from D&amp;D all make an appearance in this game, and are for the most part very similar to their D&amp;D counterparts. One thing I really like in <em>Pits &amp; Perils</em> is the magic system. All the magic spells in <em>Pits and Perils</em> have four letter names (cure, glow, pass, ruin, etc), are described with a handful of sentences, and are usable at any level. I was reminded of what Brendan at <a href="http://necropraxis.com">Necropraxis</a> is doing with his <a href="http://www.necropraxis.com/2013/09/22/spells-without-levels/">spells without levels</a> writing. The game as a whole is much simpler than <em>Original Dungeons and Dragons</em>, and the rules are presented in a much more straightforward fashion. I think it’d be a great game to introduce someone to RPGs with: there is <em>just</em> enough stuff going on, and no more.</p>
<p>There is something about the game I find thoroughly charming. Like Original Dungeons &amp; Dragons there are lots of little throw away rules scattered throughout the booklet that add colour to the whole game and its implied game world. I love this entry about demons from <em>Fear! Fire! Foes!</em>:</p>
<blockquote>
<p>&ldquo;DEMONS above 10th level are individual (named) demon lords. Ambitious referees can assign names to each and have these written in books or musty old scrolls with a slight (1 in 1d6) chance of accidentally summoning them when their name is spoken aloud. A terrible fate.&ldquo;﻿</p>
</blockquote>
<p>The introduction to <em>Fear! Fire! Foes!</em> does a great job of capturing the overall mood and goals of the game.</p>
<blockquote>
<p>Many old-school games attempt to recreate a time when role-playing had already become a separate hobby (the early 1980s). Pits &amp; Perils, on the other hand, goes back to when it was still just emerging from the historical simulations it came from. Everything we now call &ldquo;old-school&rdquo; owes much to the hobby&rsquo;s war-gaming origins:</p>
<p>Historical war games emphasized movement and maneuver over special powers and abilities. In fact, most were tables of movement rates, ranges, and modifiers for achieving tactical superiority, like flanking enemies or seizing the high ground, etc. The underlying mechanics were otherwise extremely simple, often little more than &ldquo;you hit on a 6.&rdquo;</p>
<p>This was the early 1970s. Fantasy had not yet become mainstream, and inspiration was limited to the real Middle Ages, mythology, and the smattering of books, movies, and television available at the time. This lack of sophistication lent the rules an innocence missing in later, more advanced, role-playing games. It was homemade fun.</p>
</blockquote>
<p>It’s interesting to compare the original three Dungeons and Dragons booklets to most everything that followed them. You can clearly see their war-game roots. So much of Original D&amp;D isn’t even spelled out, the authors assumed you had played enough <a href="http://en.wikipedia.org/wiki/Chainmail_(game)"><em>Chainmail</em></a> or other war-games to know who goes first in combat or what to do about morale. With <a href="http://en.wikipedia.org/wiki/Greyhawk_(supplement)"><em>Greyhawk</em></a> you see the game move in a much more modern direction: it starts to become its own things independent of the war-games that proceeded it.</p>
<p><em>Pits &amp; Perils</em> is such a solid piece of writing. In 74 pages you have all the rules, spells, monsters and treasure you’d need for a great campaign. It’s well worth checking out. I’m also a big fan of its first supplement, <em>Fear! Fire! Foes!</em>, and not just because my name is in the book! This is some good stuff, people.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/empits-perils/em/"/>
    <published>2014-03-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/city-by-the-silt-sea/</id>
    <title>City by the Silt Sea</title>
    <updated>2014-02-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/city-by-the-silt-sea.jpg" alt="City by the Silt Sea"></p>
<p>I recall really looking forward to the release of <a href="http://www.dndclassics.com/product/17200/City-By-the-Silt-Sea-(2e)?it=1"><em>City by the Silt Sea</em></a>. The cover art by <a href="http://www.bromart.com/">Brom</a> was pretty spectacular. I was a big fan of the <a href="/tag/darksun">Dark Sun</a> books that revealed more about the history of the world. <em>City by the Silt Sea</em> is one such book, all about the ruined city of Giustenal. The city is mentioned very briefly in the original Dark Sun boxed set. This boxed set expands those few paragraphs into a campaign book, an adventure book, a monster booklet, 4 cards with useful information for the DM, and a big poster map by Diesel of Giustenal and its environs.</p>
<p>The campaign booklet for <em>City by the Silt Sea</em> opens with a brief history of the ruined city of Giustenal. I suspect the expectation is that most Dark Sun DMs have read <a href="http://en.wikipedia.org/wiki/Troy_Denning">Troy Denning&rsquo;s</a> novels, as this overview is pretty high level. The booklet expands on the story of the world revealed thus far by introducing another Sorcerer-King Dregoth who was betrayed and murdered by his fellow Sorcerer-King. Unfortunately for them he now lives under his ruined city-state as a Dragon-Lich, and is looking to have his revenge on the world. In this opening chapter we quickly learn about his rise and fall, and what he’s been up to the last 2000 or so years.</p>
<p>The next few sections of the campaign book detail the various places adventure can take place in and around Giustenal. Starting with a zoomed out view of the region, the book looks at nearby cities and adventure hooks to get people to Giustenal. From there the book moves on to the dangers that surround the ancient city, and what’s involved in safely making it inside. Making it into Giustenal is tricky: much of the city is under the sea of silt, and the more obvious routes in are blocked by huge tar pits. There are also a few interesting NPCs that players can befriend or battle. The ruins and dangers of the ancient city itself are covered next, including a look at a couple passageways that lead to the catacombs and ancient cities that lay under Giustenal. There are actually four cities underneath Giustenal: the Sunken city, the Goaning City, Kragmorta, and New Giustenal. Each of these places is described in turn with a brief history, followed by adventuring locations and NPCS and monsters of note. The last section of the book is a look at Dregoth and the new race of creatures he has created since becoming a dragon, the Dray. Compared to a lot of the other Dark Sun settings books I’ve read this one feels really on point.</p>
<p>The adventure described in the adventure book is presented in an unusual fashion. Each chapter more or less maps to a corresponding chapter in the settings book, and simply lists a series of possible encounters that would make sense in that locale. Each encounter follows the following format: there is a <em>setup</em>, that explains when the encounter should take place, some read aloud text to <em>start</em> the encounter, the details of what happens during the <em>encounter</em>, what the possible <em>outcomes</em> could be and what they mean for the PCs, and finally what the <em>next</em> possible encounters could be. The encounters can be played in a mixed order, skipped, etc. The adventure book is designed to facilitate players simply exploring the region in and around Giustenal. There is also an overarching quest that is barely hinted at for players and dungeon masters who are into that sort of thing.</p>
<p>The poster map as well as the maps inside the two books are all done by <a href="http://shadowcastings.samsbiz.com//?op=showcreator&amp;creatorid=510">Diesel</a>. I am a big fan of his maps. He does a really good job of illustrating the various locations outlined in the book. The remaining interior artwork is by <a href="http://www.baxaart.com/">Tom Baxa</a>, of course. There are lots of illustrations, of varying quality.</p>
<p>The monster booklet and DM cards round out the boxed set. The new monsters are really par for the course for Dark Sun. Notable at the time was that Dregoth was the first Sorcerer-King with actual statistics.</p>
<p>After re-reading the other Dark Sun settings books last year I was getting worried that the whole line may have actually been terrible and I was just too stupid to notice. Thankfully I genuinely liked <em>City by the Silt Sea</em>. I would go so far as to call it good. This review was prompted by <a href="http://www.dndclassics.com/product/17200/City-By-the-Silt-Sea-(2e)?it=1">the re-release of this product as a PDF by Wizards of the Coast</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/city-by-the-silt-sea/"/>
    <published>2014-02-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/random-dungeon/</id>
    <title>Random Dungeon</title>
    <updated>2014-02-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>A term I hadn&rsquo;t heard before discovering <a href="/blog/google-plus/">the RPG scene on Google+</a> was &ldquo;Gygaxian Democracy&rdquo;. People will crowd source material for D&amp;D games from the masses, often with much success.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> <a href="http://dndwithpornstars.blogspot.ca/">Zak Smith</a> seems to be the best at getting people out for these sorts of activities. Most recently, <a href="http://dndwithpornstars.blogspot.ca/2014/02/stock-dungeon-with-rooms-that-dont-suck.html">he crowd sourced dungeon room descriptions</a>. His rules were simple: 8 words or less, don&rsquo;t try too hard to be clever. That&rsquo;s apparently all you need to end up with lots and lots of dungeon.</p>
<p>As I am known to do, <a href="http://dungeon.totalpartykill.ca/">I turned the whole exercise into a website</a>. It keys random dungeons. Enjoy.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Unless you&rsquo;ve been living under a D&amp;D rock, you&rsquo;ve no doubt already seen <a href="/grab-bag/hexenbracken/">The Hexenbracken</a>, <a href="/grab-bag/kraal/">The Kraal</a>, <a href="/grab-bag/wastes/">The Colossal Wastes of Zhaar</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/random-dungeon/"/>
    <published>2014-02-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/empire-of-the-petal-throne/</id>
    <title>Empire of the Petal Throne</title>
    <updated>2014-02-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.tekumel.com/gaming_rulesEPT.html">Empire of the Petal Throne</a> will feel familiar to anyone who has played <a href="/tag/odnd/">Original Dungeons and Dragons</a>. Some of the changes strike me as odd: the standard six stats have been renamed and are rolled up using percentile dice: that’s a lot of variability in your core stats. There are some basic skills and professions that characters begin the game knowing, and can learn as they level up. Thanks to a good die roll my character had a ton of skills: he was a sailor, a ship captain, a tailor, a sail maker, etc, etc. The standard three classes, fighter, clerics and magic-user, are all accounted for, though the later two are further tweaked to make sense within the setting of the game. I suppose that is what really makes Empire of the Petal Throne stand out: its setting, the fantasy world of <a href="http://www.tekumel.com/">Tékumel</a>.</p>
<p>Tékumel was created over a life time by professor <a href="http://en.wikipedia.org/wiki/M._A._R._Barker">M.A.R. Barker</a>. He began when he was 10 and it sounds like he never stopped developing his fantasy world until his death at the age of 82. Many people compare it to Tolkien&rsquo;s Middle Earth in its depth and scope.</p>
<p><a href="http://grognardia.blogspot.ca/">James</a>, <a href="http://necropraxis.com">Brendan</a>, <a href="http://gamepieces.blogspot.ca/">Evan</a> and myself met to play a game of Empire of the Petal Throne over the weekend. James DM’d, and as such had the unenviable task of trying to introduce the world of Tékumel to us. Our adventure began using what I am led to understand is a common conceit for gaming in Tékumel: we played a group of barbarians who had recently arrived in the great port city of Jakálla. We quickly found work evicting some some other foreigners from a tenement: not the most heroic of tasks, but we were new to the city and needed money and friends. I had rolled a 1 for my starting gold (kaitars), so my character was particularly eager to change his financial situation. With no equipment to speak of I pictured him like a character from Final Fight.</p>
<p>Brendan played a magic-user, and we used his characters spells to good effect. Magic in EPT works differently than OD&amp;D. There is a chance of failure when you try and cast a spell. The starting compliment of spells is also higher. That seemed to offset the chance of failure and then some. We scouted out the home we were going to invade using some clairaudience and clairvoyance. I enjoy games with some variability in spell casting. Less reliable magic usually introduces some additional excitement into the game, and makes magic feel magical.</p>
<p>It was a session full of hijinks. EPT seems like it could lend itself to some &lsquo;serious&rsquo; play, but at the end of the day you still have poor dice rolls and foolish choices to inevitably lighten the mood. We decided to bust into the tenement via roof, but we were both spotted while climbing it and nearly fell off while trying to hide. We had to punch out a kid who was acting as a look out. We threw a dead body we found on the roof onto the street to cause a distraction. (We found a dead body? Yeah, the house was clearly inhabited by a death cult.) We ended the session fighting zombies and finding a secret passage that looked to lead into the undercity—and future adventure!</p>
<p>I suspect Empire of the Petal Throne might be challenging to run if you aren&rsquo;t familiar with the game world. Like the Forgotten Realms there is so much canonical material at the point it could be quite overwhelming. In contrast to the Forgotten Realms, Tékumel is very much its own breed of fantasy. It seems to be completely unlike the sorts of vague Tolkien inspired worlds you often find in D&amp;D supplements and fantasy books. It’s a real shame EPT isn’t more popular. If you weren&rsquo;t previously aware of Empire of the Petal Throne, you should definitely check it out.</p>
<p>Oh, also the book has some great art!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/empire-of-the-petal-throne/"/>
    <published>2014-02-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/an-adventure/</id>
    <title>An Adventure</title>
    <updated>2014-01-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I picked up ██████ a few months ago from Noble Knight Games. The ███ asks that the module not be discussed online, but I bought it and that&rsquo;s what I like to do: ███ isn&rsquo;t the boss of me.</p>
<p>The idea behind ██████ is quite interesting. Each page in the book is titled with an event, and what happens when that event occurs during a game. Events are situations like, “a player lights a torch”, or “a players visit an inn.” To add some variability here, events are only activated in a particular sequence. If “a player lights a torch” is not the current trigger players can light as many as they want with no fear of reprisal. This module is all about the reprisal. Like most ███ modules ██████ is very much a ██ ██. I suspect this module was released in such a limited edition fashion to avoid █████ and █████ from the ███ ███. This book is filled with harsh unforgiving challenges. This module isn&rsquo;t fair, in the least.</p>
<p>To call ██████ a module is a real stretch: it isn&rsquo;t an adventure in any traditional sense of that word. There is no goal beyond surviving the encounters presented. There are no rewards for the characters to be found in this book. (I suppose survival is the reward.) The adventure would require some very creative play in order to come out the other end in one piece.</p>
<p>Looking past the specific events discussed in ██████, the general idea behind the book seems like a good way to (impartially) inject extra action into your game. Has anyone seen any other adventures or supplements similar in style?</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/an-adventure/"/>
    <published>2014-01-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-iii/</id>
    <title>Kickstarter Report Card III</title>
    <updated>2014-01-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>It&rsquo;s been about a half year since <a href="/blog/kickstarter-report-card-ii/">my previous post about RPG crowd funding</a>. In that time some projects I backed that were running late mailed me books; others continue to be mired in the minutia of producing their product. I&rsquo;m still a fan of <a href="http://kickstarter.com/">Kickstarter</a>, but I try to be much more picky about what I back.</p>
<p>I finally received <a href="/review/lotfp-rules-and-magic/">the LotFP hardcover Rules and Magic book</a>. As noted in my review, it&rsquo;s an incredibly well put together book. One of the modules from the LotFP summer adventures campaign also shipped: <a href="/review/seclusium-of-orphone-of-the-three-visions/">Vincent Baker&rsquo;s Seclusium of Orphone of the Three Visions</a>. This was originally supposed to be a 32-page softcover adventure that morphed into a 160-page hardcover book. I&rsquo;m still waiting on three more modules from that summer adventure campaign, but it sounds like there is at least some forward progress on two of them. I&rsquo;ve been so pleased with the books from LotFP so I don&rsquo;t mind the delay. People will generally forgive long delays if the final product they receive superlative. That James Raggi has avoided a lot of the drama that surrounds late Kickstarter projects is a probably a combination of the quality of the books he puts out and the forgiving fan base he has cultivated.</p>
<p>I received a PDF copy of <a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a> and am still waiting for my copy of the book in print. I&rsquo;m pretty unimpressed with the project. The author has been missing in action for most of the project. The PDF feels very amateur. (The last update on Kickstarter about sums it all up: it&rsquo;s from a month ago and was about how there were some glaring errors in some tables in the PDF.) Considering how much time has passed since this project funded and how much money was raised I was expecting more from Champions of Zed. There is some nice art in between lots of so-so art. The layout of the book is terrible. Champions of Zed is the only RPG Kickstarter I regret backing.</p>
<p>The first print module from <a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">the Appendix N Adventure Toolkits Kickstarter</a> arrived a couple weeks ago. There was some bonus material included in the package I received, a thank you to people who have been waiting patiently (and not so patiently) for their modules. The wait continues for many other backers. Although <a href="http://bravehalfling.com/">John</a> did a good job getting PDF material out to backers quickly, his continued insistence that the print versions of the books would be arriving any day now for the last year and a half has really hurt his reputation as a publisher and probably soured many people on this project. The modules are nice, so it&rsquo;s a shame the project is probably going to be better known for being tardy than what was actually produced.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p><a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a> is still late. There is not much else to say about all of that. The nerd-rage surrounding this project crossed the line to embarrassing stupidness a long time ago. <a href="http://autarch.co">Autarch</a> have slowed down somewhat with updates on the state of things, but it’s clear this is a tough project for them to finish. To compound their problems they are also working on <a href="http://www.kickstarter.com/projects/autarch/domains-at-war">Domains at War</a>, which missed its ship deadline by 4 months now. Most people have a natural tendency to underestimate the work required to complete a task. Domains at War does look very close to completion.</p>
<p>It’s not all doom and gloom. The Brom Kickstarter mailed me a giant art book with little fanfare. I love it. I backed three new projects, one of which looks to be well on its way to completion. I’ll be curious to see where all these projects stand in the summer.</p>
<p>As an aside, for an example of how to run a Kickstarter correctly check out the <a href="http://www.kickstarter.com/projects/nickd/cadence-and-slang-second-edition/posts">Cadence and Slang project</a>. The project began in July, with an estimated ship date of October. There were no stupid stretch goals. Nick Disabato printed and shipped his book in three months, just like he said he would. It&rsquo;s also a very nice book hardbound book, not something from Lulu.</p>
<table>
  <thead>
      <tr>
          <th>#</th>
          <th>Project</th>
          <th>Funded</th>
          <th>Expected Delivery</th>
          <th>Shipped?</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td><a href="http://www.kickstarter.com/projects/985647565/playsets-the-future-of-social-storytelling">Playsets The future of social storytelling.</a></td>
          <td>November 2013</td>
          <td>Feb 2014</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>2</td>
          <td><a href="http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones">Reaper Miniatures Bones II</a></td>
          <td>October 2013</td>
          <td>October 2014</td>
          <td>No</td>
      </tr>
      <tr>
          <td>3</td>
          <td><a href="http://www.indiegogo.com/projects/lotfp-hardcover-referee-book">LotFP Hardcover Referee Book</a></td>
          <td>October 2013</td>
          <td>January 2019</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>4</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/domains-at-war">Domains at War</a></td>
          <td>June 2013</td>
          <td>August 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>5</td>
          <td><a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a></td>
          <td>February 2013</td>
          <td>July 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>6</td>
          <td><a href="http://www.kickstarter.com/projects/596618838/the-art-of-brom">The Art of Brom</a></td>
          <td>October 2012</td>
          <td>June 2013</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>7</td>
          <td><a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a></td>
          <td>July 2012</td>
          <td>July 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>8</td>
          <td><a href="http://www.indiegogo.com/projects/153307">LotFP Summer Adventure Campaign</a></td>
          <td>July 2012</td>
          <td>December 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>9</td>
          <td><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a></td>
          <td>June 2012</td>
          <td>August 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>10</td>
          <td><a href="http://www.indiegogo.com/projects/93542">LotFP Hardcover and Adventures Project</a></td>
          <td>May 2012</td>
          <td>October 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>11</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a></td>
          <td>April 2012</td>
          <td>August 2012</td>
          <td>Hells No!</td>
      </tr>
  </tbody>
</table>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I have a huge blog post about this Kickstarter and the Delving Deeper box set. I have yet to post it because I haven&rsquo;t figured out if it&rsquo;s actually constructive or not to do so. The internet is full of people complaining.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-iii/"/>
    <published>2014-01-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-icon-of-judgement/</id>
    <title>The Icon of Judgement</title>
    <updated>2014-01-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The world described in Geoffrey McKinney&rsquo;s <a href="http://save.vs.totalpartykill.ca/tag/carcosa/"><em>Carcosa</em></a> is very open ended. The Dungeon Master must extrapolate from the brief descriptions in the book  what their version of Carcosa will look like. It’s a big change coming from the overly detailed TSR-era campaign settings like Dark Sun. McKinney stresses in the book and in interviews there is no canonical Carcosa.</p>
<p>Jeff Rients of <a href="http://jrients.blogspot.ca/">Jeff’s Game Blog</a> has <a href="http://jrients.blogspot.ca/2011/04/twenty-quick-questions-for-your.html">a list of 20 questions</a> he suggests Dungeon Masters answer. The goal is to provide players with information about their game, but avoid boring them with too much detail. These questions also provide a simple approach to world building: answering them would flesh out enough of the game world to start playing quickly. This is a simpler alternative to playing J.R.R. Tolkien when it comes to this sort of thing.</p>
<p>The 4th question in this list asks, “Who is the mightiest wizard in the land?” I could of course make up my own mighty wizard, but there is one described ever so slightly in <em>Carcosa</em> that is perfect for the role:</p>
<blockquote>
<p><strong>0614</strong>: Village of 500 Purple Men ruled by “the Icon of Judgment,” a chaotic 16th-level Sorcerer who is immune to age, infirmity, and contagion. The village has an array of impressive defenses, including several high-technology cannons and a handful of battle armored warriors. Vast riches are rumored to be stashed within the village’s vaults.</p>
</blockquote>
<p>This fellow comes to us from Chris Robert, who provided the additional hex descriptions in the expanded edition of <em>Carcosa</em>. An immortal chaotic 16th-level sorcerer protected by a bunch of Mech Warriors? That’s what I’m talking about.</p>
<p>Now, I am left wondering if all Purple Men evil. <em>Carcosa</em> doesn’t provide any clues. Their are 13 races of men, but there is nothing particularly interesting about any of them. Besides being different spell components the races of men are all interchangeable. I&rsquo;d like to make them more interesting and unique, but I&rsquo;m not sure how to start just yet. Perhaps this is the sort of thing to let the players sort out.</p>
<p>Re-reading <em>Carcosa</em> confirms my initial feelings about the book: I am a huge fan. Whenever I read <em>Carcosa</em> I want to play some D&amp;D.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-icon-of-judgement/"/>
    <published>2014-01-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emisle-of-the-unknown/em/</id>
    <title>&lt;em&gt;Isle of the Unknown&lt;/em&gt;</title>
    <updated>2013-12-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=146"><em>Isle of the Unknown</em></a> is another campaign setting book written by Geoffrey McKinney, of <a href="/tag/carcosa/"><em>Carcosa</em></a> fame, published by <a href="/tag/lotfp/">Lamentation of the Flame Princes</a>.  Both books are similar in how they present the game world to the player: short descriptions of the regions in a wilderness map that has been sun-divided into hexes. The similarities really end there. The art and general tone of the two books is quite different. They also seem to serve contrasting purposes: <em>Carcosa</em> is a complete—Hah!—setting in and of itself, while <em>Isle of the Unknown</em> is meant to be placed within a campaign setting. It is purposefully light on details that would suggest what the larger world of the island is like. It is up to the dungeon master to decide this for themselves. The hex descriptions in <em>Isle of the Unknown</em> are broken down into the following categories: cities &amp; villages, statues, magic users &amp; clerics, monsters, and “the weird”.</p>
<blockquote>
<p><strong>0410</strong> A rumour is spreading through this town (population 1,500) that a detachment of men-at-arms is several days late in returning. The town’s lord had sent out men to slay the horrid dragon (see hex 0409) that has plagued the town. Unfortunately, the men entered the cave in hex 0411.</p>
</blockquote>
<p>The city and village descriptions are the most pedestrian. Rumour or events that have transpired in the settlement usually direct players to other (more interesting) hexes.  Each description includes the population so you have a rough sense of how big the town might be. Beyond that there is little said about these villages.</p>
<blockquote>
<p><strong>0505</strong> Each of eight 75 lb. porcupines (Armor: as leather, HD 9, Hp 32, 37, 31, 51, 41, 42, 22, 49, move 130&rsquo; [swimming only], 1d6/bite) has four poisonous asps growing from its body instead of legs. Each round a porcupine itself bites, as does one of its asps (10 points of damage, save avoids). The gaze of a porcupine drains 1 point of strength (which returns at the rate of 1 point/ hour). They can also shape-shift into swordfish, which doubles their movement rate</p>
</blockquote>
<p>The monsters on the Isle of the Unknown are supposed to be evocative of the sorts of creatures found in Greek mythology: the chimera, the sphinxes, that sort of thing. To my modern eyes they feel like something silly out of <a href="http://pokemondb.net/pokedex">Pokemon</a>. It seems like they could have all been replaced with a series of random tables for generating chimeric creatures. (And I think if you tried you could reverse engineer such a table easily enough.) The monster illustrations are nice, but also what lend the monsters their air of Pokemon: they are bright, colourful, and cartoony. One thing very impressive about the book is that every single monster is illustrated in full colour.</p>
<blockquote>
<p><strong>1209</strong> In the midst of a 100&rsquo; diameter circle of strangely-colored nature (bright orange stones, purple and yellow grass, red foliage, etc) stands a life-sized statue of a nude woman made of an unknown, sky blue stone. She holds a rainbow-colored harp. Anyone plucking the strings will notice that random objects (including himself) within 50&rsquo; turn other colors for nearly a minute before returning to their previous color. …</p>
</blockquote>
<p>The book could be used solely as a giant random statue table. There are so many scattered about the island. Most of statues will try and kill you if you mess with them. Some provide interesting benefits, depending on your alignment or class. Other are just strange things to confound your players. Most of these statues would be right at home inside a dungeon.</p>
<blockquote>
<p><strong>1803</strong> A perpetual spring blesses a forest of ash, cypress, fig, apple, and pear trees. The sweet perfumes of roses, columbines, daisies, and violets mingle with the odor of cinnamon and cloves. A herd of 49 milk-white cattle is kept by a young woman in a dress of pastel blue, pink, and green She is a 6th-level magic-user (Armor: none, HD 6, Hp 22, move 120&rsquo;) armed with bronze spear, long sword, and dagger. If accosted, the seven bulls (Armor: as leather, HD 4, Hp 17, 7, 23, 15, 17, 24, 14, move 150&rsquo;, 2d8/gore) of the herd will protect her. On the other hand, if treated with courtesy, she will magically create green moss agates (worth 10 gp each) and bestow one upon each courteous person.</p>
</blockquote>
<p>The magic-user and clerics of the Isle of the Unknown all have atypical powers. They often have some small amount of treasure on their person. It is generally not a good idea to fight them. The magic-user described above would probably be friendly to the player characters, but many of the descriptions of the clerics and magic-users aren’t quite so clear. The descriptions are terse: there is a lot of leeway in how they could be used.  There are full-page paintings of several of the magic-users by <a href="http://www.jasonrainville.com/">Jason Rainville</a>. If there is one thing LotFP does well it’s art. There are some beautiful pieces in this book.</p>
<blockquote>
<p><strong>2405</strong> An opulently furnished mansion overlooking the sea is the erstwhile home of a powerful enchanter. Therein stand the immobilized bodies of fifty young woman of surpassing grace and loveliness, their youth unnaturally made perpetual by the magical arts of their captor.</p>
</blockquote>
<p>Finally we have some straight up weird encounters. Some, like the one above, could be fleshed out in to a whole adventure. Others are small strange situations that provide some colour. For the most part none of them really jumped out at me as zany-crazy-awesome—unlike Carcosa.</p>
<p>At the back of the book are a great set of indices that categorize hexes in to the types of encounters found on the island. It would have been nice for similar work to have been done for Carcosa. Being able to quickly look at where all the towns in the world is very handy. The monsters are organized by hit dice and include a smaller version of their illustration. This makes the book useful as a mini-monster manual.</p>
<p>As a physical book the <em>Isle of the Unknown</em> is incredible. Lamentations of the Flame Princess hit their stride with the release of this book and <em>Carcosa</em>. They have few equals when it comes to producing books. (And I am including the big publishers Wizards of the Coast and Paizo here.) There is a neurotic attention to detail in their books that I love.</p>
<p>Should you pick up this book? I’m not so sure. There is less that appeals to me here than in <em>Carcosa</em>. For a weird island of wonder the Isle of the Unknown often feels quite muted. I think that’s where it really falls down. In an attempt to make a supplement that would function in any campaign world, McKinney has produced something that often feels quite flat. It’s a much less cohesive body of work than <em>Carcosa</em>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emisle-of-the-unknown/em/"/>
    <published>2013-12-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/danger-time/</id>
    <title>Danger Time</title>
    <updated>2013-12-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve been meeting up with a few of the players from the online game OD&amp;D game I play in weekly<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> so that we can play random D&amp;D like games. Playing D&amp;D online is always fun, but playing in person is still a much more enjoyable experience. Most of the games thus far have been run by Evan, who runs <a href="http://gamepieces.blogspot.ca/">Game Peices</a></p>
<p>Evan made up the rules for his game, which are based around using a 2d6 dice roll to resolve most everything. <a href="http://gamepieces.blogspot.ca/2013/10/dangerous-time-house-rules.html">It&rsquo;s a strange system.</a> There are no hit points: when you are hit you roll a saving throw (a 2d6 roll) to see if how badly hurt you are. You can spend a &lsquo;hit die&rsquo; to add its result to your saving throw. In this way you might have a better chance of avoiding being &ldquo;Eviscerated&rdquo;. Thus far the game has had a bit of a meat grinder feel. I&rsquo;m not sure if it is actually anymore deadly than a by-the-book game of D&amp;D, but it seems that way because a character death feels a lot more binary. I lost my first character in <a href="http://gamepieces.blogspot.ca/2013/09/a-dangerous-time.html">the inaugural session</a>.  I lost my second character in our last session, the 3rd game we played. In fact, everyone lost their character: it was a total party kill.</p>
<p>There is something satisfying about a good <a href="/tag/tpk/">TPK</a>. My character had been grievously wounded something like 3-4 times during the course of the session. I was basically a walking corpse, unable to do much of anything. I couldn&rsquo;t even carry my gear anymore. The whole party was in rough shape. We fought monsters we shouldn&rsquo;t have fought. Were trampled by a dinosaur. Tried and failed again and again to set some giant spiders on fire. It was all a suitable build up for our final trial, fording an underground river. We tied our characters together, because we thought that would be safe. Instead, our characters and henchmen all drowned together. It was failed roll after failed roll: someone makes it across, but is pulled back into the river by someone else who is drowning. So on and so forth till we were all washed away.</p>
<p><a href="http://character.totalpartykill.ca/dangertime/">It&rsquo;s a good thing making a new character takes a few seconds.</a></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The Pahvelorn game has branched in to a few new games. <a href="http://www.paperspencils.com/">Nick</a> is running an LotFP game dubbed <a href="http://www.paperspencils.com/2013/09/24/the-depths-of-the-dungeon-moon-20-questions/">Dungeon Moon</a>, that takes place on a moon that is completely a dungeon. <a href="http://www.necropraxis.com/">Brendan</a> has taken a break from running Pahvelorn to run something he has dubbed the <a href="http://www.necropraxis.com/2013/11/28/lonely-grimmsgate/">Finchbox</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/danger-time/"/>
    <published>2013-12-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-art-of-lotfp/</id>
    <title>The Art of LotFP</title>
    <updated>2013-10-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://lotfp.tumblr.com/post/65064280189/yannick-bouchard-has-completed-another-piece-for"><img src="http://25.media.tumblr.com/227895b04094639b8da6d9d73d64a8a0/tumblr_mv8obmZkBV1sbqddfo1_1280.jpg" alt="This doesn&rsquo;t look good for the magic-user."></a></p>
<p>This painting is by <a href="http://illusorydreams.com/">Yannick Bouchard</a> for the new <a href="http://www.indiegogo.com/projects/lotfp-hardcover-referee-book/x/228962">LotFP Referee book</a>. Is there anyone else putting out RPG art of the same calibre as <a href="http://lotfp.com/">Lamentations of the Flame Princess</a>? <a href="http://lotfp.tumblr.com/">Their Tumblr</a> is full of amazing pieces of art work. They definitely out class Wizards of the Coast, which one would hope has a much bigger budget for this sort of thing. I often feel like all the good fantasy artists get sucked up into the behemoth that is Magic: The Gathering. It&rsquo;s good to see that this isn&rsquo;t always the case.</p>
<p><a href="http://lotfp.blogspot.com/">James Raggi</a> sometimes gets flack for the art work he puts in his books. Sometimes people say they are too gruesome. Or they say they are too full of nakedness. I don&rsquo;t think i&rsquo;ve ever heard complaints they are too boring, though.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-art-of-lotfp/"/>
    <published>2013-10-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/babysitters/</id>
    <title>Babysitters</title>
    <updated>2013-10-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Rolling 3d6 to randomly determine a characters weight is probably a stupid idea. No doubt Gary Gygax included a realistic table to figure this stuff out in the <a href="/tag/readingthedmg">1e DMG</a>, which I should have used instead. So it came to pass that my character in <a href="http://www.paperspencils.com/2013/09/24/the-depths-of-the-dungeon-moon-20-questions/">Nick&rsquo;s Dungeon Moon game</a> weighs 60 lbs. That&rsquo;s pretty small. I figured my <a href="/tag/lotfp">LotFP</a> specialist would be a 10 year old chimney sweep turned adventurer. In the next session of our game the character hired a retainer. I wanted to hire a torchbearer so my character could carry a bow and arrow around, like a lost boy. I decided the person he hired would be his babysitter.</p>
<hr>
<p>Tasked with taking care of their young stewards, babysitters are a strange breed of adventurer. Many a child has gone off in pursuit of treasure and danger, followed into the mythic underworld by their attentive babysitter. Often torchbearers and porters, the babysitter is the unsung hero of many an epic poem.</p>
<p>The prime requisite for a babysitter is Wisdom. They receive a 5% bonus to earned experience points if they have a wisdom score of 13-15, and a 10% bonus if they have a score of 16+.</p>
<p>RESTRICTIONS: Babysitters use six-sided dice (d6) to determine their hit points. They may wear nothing more protective than leather armour, and may not use a shield. They may use blunt weapons only. Saving Throws and XP progression as a Thief.</p>
<p>SPECIAL ABILITIES: Babysitters are hard to surprise, and so begin the game with a +1 bonus to avoid being surprised. Babysitters have a +2 to all reaction rolls. This value increases by +1 every 3 levels versus <strong>humanoids</strong>, to a maximum of +4. They ignore any penalties they may have for having a low Charisma score when making reaction rolls. Babysitters have a 2 in 6 chance of finding hidden doors and passages and in picking locks. These values increases by +1 every 4 levels.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/babysitters/"/>
    <published>2013-10-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/emfrom-searchers-of-the-unknown/em-to-emcall-to-adventure/em/</id>
    <title>&lt;em&gt;From Searchers of the Unknown&lt;/em&gt; to &lt;em&gt;Call to Adventure&lt;/em&gt;</title>
    <updated>2013-09-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>Just another attempt for a very minimalist D&amp;D set of rules. Please playtest and critize.  — <a href="http://odd74.proboards.com/thread/2555/searchers-unknown">snorri, Aug 23, 2009</a></p>
</blockquote>
<p><a href="https://sites.google.com/site/wizardinabottle/searchers-of-the-unknown"><em>Searchers of the Unknown</em></a> is a role-playing game whose rules fit on a single piece of paper. I&rsquo;m not really sure what the pedigree of such minimalist rule sets is, but <em>Searchers of the Unknown</em> probably wasn&rsquo;t the first of this breed of game based on its tag line: &ldquo;Another minimal way to play D&amp;D&rdquo;. That said, it seems to be the most popular. It has spawned its own sub-genre of &ldquo;Searchers&rdquo; minimal D&amp;D games. The original announcement thread on ODD74 collects some of them, such as <a href="http://odd74.proboards.com/post/34464/thread"><em>MUTANT SCAVENGERS of the RUINED EARTH</em></a>, <a href="http://odd74.proboards.com/post/35568/thread"><em>Witches of N&rsquo;Kai</em></a>, <a href="http://odd74.proboards.com/post/37801/thread">Re-Searchers of the Unknown</a>, etc. What&rsquo;s interesting is that the thread has chugged along for the last 4 years. Though most of the activity came in the months following the initial posting, every so often someone would jump in to share some new mini-D&amp;D development. This week someone posted <a href="http://odd74.proboards.com/post/127046/thread"><em>Call to Adventure</em></a>, which looks to be another interesting take on a minimalist D&amp;D game. If you find most versions of D&amp;D too overwhelming, these minimal games might be your cup of tea.</p>
<hr>
<p><strong>Update 2013-09-19</strong>: Shortly after posting this I was tipped off to <a href="https://docs.google.com/file/d/0BxSaXsftUVukWncxMGh4bE92ZG8/edit"><em>Lurkers of Carcosa</em></a>, which are minimalist rules for play a game set in <a href="/tag/carcosa/">Carcosa</a>. That Carcosa setting book basically suggests you throw away lots of the basic rules to D&amp;D, so it lends itself well to this sort of minimalist game.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/emfrom-searchers-of-the-unknown/em-to-emcall-to-adventure/em/"/>
    <published>2013-09-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/lamentations-of-the-flame-princess/</id>
    <title>Lamentations of the Flame Princess</title>
    <updated>2013-09-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>With my review of the Rules and Magic hardcover, i&rsquo;ve reviewed all the books in my giant shipment from Lamentations of the Flame Princess. I thought it would be handy to have a single place that collects them all together, so here they are once more:</p>
<ul>
<li><a href="/review/fuck-for-satan">Fuck for Satan</a></li>
<li><a href="/review/the-monolith">Monolith Beyond Space and Time</a></li>
<li><a href="/review/qelong">Qelong</a></li>
<li><a href="/review/lotfp-rules-and-magic">Rules &amp; Magic Hardcover</a></li>
<li><a href="/review/tales-of-the-scarecrow">Tales of the Scarecrow</a></li>
<li><a href="/review/the-god-that-crawls">The God that Crawls</a></li>
<li><a href="/review/joop-van-ooms">The Magnificent Joop van Ooms</a></li>
<li><a href="/review/seclusium-of-orphone-of-the-three-visions">The Seclusium of Orphone of the Three Visions</a></li>
</ul>
<p>Here are my old reviews from the order that got me into LotFP:</p>
<ul>
<li><a href="/review/carcosa">Carcosa</a></li>
<li><a href="/review/lotfp-grindhouse">Lamentations of the Flame Princess: Weird Fantasy Roleplaying (Gridnhouse Edition)</a></li>
<li><a href="/review/vornheim">Vornheim: The Complete City Kit</a></li>
</ul>
<p>And all by itself, a review of <a href="/review/better-than-any-man">Better Than Any Man</a>.</p>
<p><strong>Update 2013-12-27</strong>: I recently picked up <a href="/review/isle-of-the-unknown/">Isle of the Unknown</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/lamentations-of-the-flame-princess/"/>
    <published>2013-09-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/lotfp-rules-and-magic-hardcover/</id>
    <title>LotFP Rules and Magic Hardcover</title>
    <updated>2013-09-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>I do have two small complaints about the [LotFP Grindhouse] books as objects: the three books are quite nice, but I think they would have been nicer with thicker covers and softer paper; the title font, while appropriate for the contents of the book, is a bit hard read. It&rsquo;s a very nice boxset, but after seeing Carcosa I can imagine a future edition of the rules that will truly be epic.</p>
</blockquote>
<p>This was more or less the only complaint of note in <a href="/review/lotfp-grindhouse/">my gushing review of the Lamentations of the Flame Princess: Weird Fantasy Role Playing (Grindhouse Edition) box set</a>. <a href="http://lotfp.blogspot.com">James Raggi</a> was clearly one move ahead as my boxed set arrived in the middle of <a href="http://www.indiegogo.com/projects/lotfp-hardcover-and-adventures-project/x/228962">an IndieGoGo campaign to produce the Rules and Magic book as a hardcover</a>. I ended up backing the project despite having just bought that box set because I was really impressed with LotFP. I figured I could use another rule book. My new book arrived a couple weeks ago along with a ton of <a href="/tag/lotfp/">other LotFP books</a>. Let me say this up front: the new Rules and Magic rule book from Lamentations of the Flame Princess is amazing.</p>
<p>As I mentioned in my review of the Grindhouse Boxed Set, LotFP builds on top of Basic / Expert D&amp;D. It&rsquo;s not quite a retroclone, but its also not a huge departure from the source meterial. Even if you aren&rsquo;t interested in &ldquo;Weird Fantasy Roleplaying Games&rdquo; LotFP would make for a great ruleset to play D&amp;D with. I am a fan of all the tweaks Raggi has made to the game.</p>
<p>This books contains all the rules you need to play a game of LotFP. The book is split into two parts, which you can probably guess from its title: rules and magic. Rules covers the rules for adventuring, of course.  The magic portion of the book is the pretty extensive spell list for LotFP. The two halves of the book are about equal in length, about 70 pages each.</p>
<p>The rule changes make sense within the context of the sorts of adventures Raggi writes. Fighters are the only character class that improves at fighting. They, along with Dwarves and Elves, also have a few additional tweaks that make them more versatile when fighting. This helps better differentiate the Fighter from the Cleric, for example. In most LotFP adventures, fighting is probably not going to get you very far, so the fact other classes are going to have a hard time hitting things really won&rsquo;t have much effect on the game. Raggi is trying to encourage a style of play that doesn&rsquo;t lean to heavily on killing everything. The encumbrance rules in LotFP are much more straightforward, and the official character sheet makes tracking encumbrance very simple. In a game where you get most of your experience for treasure, tracking how much you can carry out of a dungeon becomes interesting and important. Do you weigh yourself down? Do you leave this treasure chest behind? These were the two biggest rule changes that first sprung to my mind, but there are lots of little changes like this throughout the book.</p>
<p>When I bought the Grindhouse boxed set I skimmed through the magic portion of the rules book, there was so much to read. This time I thought i&rsquo;d read through it all to really see what was changed. Briefly: a fair bit. The changes to the spell lists in LotFP give the game much of its colour. They are doing a lot of the heavy lifting when it comes to making the game &ldquo;weird&rdquo;.</p>
<p>The spells available to Clerics have been changed quite a bit. Several spells typical to the Cleric in D&amp;D end up being Magic-User spells in LotFP, like Hold-Person and Speak with Animals. Several spells were dropped from LotFP, like Sticks to Snakes and Raise Dead. The tweaks better cement the Clerics position in the world of LotFP as agents of Law, demon hunters, healers, etc.</p>
<p>Magic-Users in LotFP have a pretty huge list of spells available to them. (20 spells per level for the first 7 levels of spells, and then 10 for level 8 and 6 for level 9.) There are lots of small tweaks and changes to the flavour text that give most spells creepier overtones. Mirror Image pulls versions of the caster from alternate timelines that then distract opponents as per the original spell. Charm Person works as it does in Basic D&amp;D, but the charmed creatures explicitly remember what they did while charmed when the spell ends. Animate Dead brings people back to life, but they have vague memories of their former life, which drives them mad and makes them destructive. Summon is a first level that lets the caster summon a demon. Failure to cast the spell can result in a TPK at the very least and wreck serious havoc on a campaign if dice rolls go the wrong way. Magic-Users and Elves are generally treated as &ldquo;evil&rdquo; when it comes to spells like Detect Evil, Protection from Evil, etc. They are Chaotic and this has some concrete effects on the game. This all works together to create a vision of magic that is decidedly less high-fantasy than your typical D&amp;D.</p>
<p>There are several new pieces of art in this new book, and they are some of the best yet from LotFP. The two new colour Magic-User pieces are particularly good, and really stood out to me. One for its cosmic level of awesome, the other for its gleeful violence. Another piece I like is that of the infamous Alice from the Tutorial book armed with a blood soaked musket, herself drenched in blood. As with the latest LotFP releases, the graphic design and layout of the book is excellent: it is such a marked improvement over the older Grindhouse rulebook.</p>
<p>So yeah, I can think of no good reason not to own this book. As I said to start, the new Rules and Magic rule book from Lamentations of the Flame Princess is amazing.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/lotfp-rules-and-magic-hardcover/"/>
    <published>2013-09-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emtales-of-the-scarecrow/em/</id>
    <title>&lt;em&gt;Tales of the Scarecrow&lt;/em&gt;</title>
    <updated>2013-09-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=161"><em>Tales of the Scarecrow</em> by James Raggi</a> is a little adventure module from <a href="http://lotfp.com/">Lamentations of the Flame Princess.</a> Like the <a href="/review/joop-van-ooms/"><em>The Magnificent Joop van Ooms</em></a> and <a href="/review/fuck-for-satan/"><em>Fuck For Satan</em></a> it was produced as part limited edition print run. The adventure was published for sale at Dragonmeet 2012. I ended up with a copy because I backed the <a href="http://www.indiegogo.com/projects/lotfp-hardcover-and-adventures-project/x/228962">LotFP Hardcover</a> and <a href="/blog/lotfp-july-campaign/">July Adventure</a> crowd funding campaigns, and the books from those projects were running late. (So it was a, &ldquo;I hope we can still be friends,&rdquo; sort of thing.) I probably would have bought it regardless: it has a very cool cover.</p>
<p>The module, if you can call it that, is <strong>very</strong> short. It describes an adventuring location, a small farmhouse surrounded by a corn field. The set up is generic enough it would be easy to fit on most game maps. It would probably make a good entry on a random encounter table. There are a few NPCs, magic items, and a creepy new monster the players will have to deal with. That monster is the crux of this adventure.</p>
<p>The players will no doubt wander towards a farmhouse in search of treasure, traveling through the cornfield. It&rsquo;s a trap, of course. A horrible creature lays under the house and field. It has some stats, but trying to fight the thing will probably be a giant suck. The players will likely find themselves trapped, alongside another adventurer whose friends are all dead. He has been in the farmhouse for days and has turned to cannibalism. (The corn is poisoned, as is the available water.) He has some treasure, and needs the players help to escape.</p>
<p><em>The Tales of the Scarecrow</em> also includes a couple of interesting magic items. In true LotFP fashion they give as much as they take. There is a sword that appears to be quite handy in a fight until it starts hitting your friends as well. There is also a spell book full of such blasphemous magic the PCs will be hunted down once it is discovered they know about it, let alone have it in their possession. Finally there is the titular Tales of the Scarecrow. The book grants experience points to the player who writes up the best stats and powers of the scarecrow that sits out in the cornfield near the farmhouse. If the players make the creature too soft, they will lose out on a chance to win experience points. If they make it too hard they&rsquo;ll have to deal with difficulty they create in the game. It&rsquo;s a prisoners dilemma of sorts. <a href="http://lotfp.blogspot.com/">James Raggi</a> seems to enjoy including these sorts of &ldquo;post-modern&rdquo; magic items in his game.</p>
<p>The interior artwork (and layout) by <a href="http://gibletblizzard.blogspot.com/">Jez Gordon</a> is really nice. The module is well written and clear. Sometimes Raggi can be a bit too wordy with his writing, but I don&rsquo;t think that&rsquo;s the case here. Each of the elements in this adventure could be taken apart and used individually. <em>Tales of the Scarecrow</em> is available for almost nothing as a PDF. I think it&rsquo;s worth the price of admission.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emtales-of-the-scarecrow/em/"/>
    <published>2013-09-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emfuck-for-satan/em/</id>
    <title>&lt;em&gt;Fuck For Satan&lt;/em&gt;</title>
    <updated>2013-08-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The latest limited edition module from <a href="http://lotfp.blogspot.com">James Raggi</a> is <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=176"><em>Fuck For Satan</em></a>. You can pick up a hand numbered copy from his online store. I got the 35th copy, apparently. There are 666 in total, of course. The cover art is awesome. This adventure features missing children, a haunted hill, a cult, aliens, and some fucking. This thing has it all. If only it was good. <strong>This review is full of spoilers.</strong></p>
<p>In <em>Fuck For Satan</em> the players are tasked with finding some missing children. This will lead them through a small, but tough, dungeon, one that will be a real slog to get through. There is a warning telling the players as much before they even go in, but who is going to heed that warning? There are no wandering monsters, so players will have all the time in the world to screw themselves. And they probably will.</p>
<p>The dungeon is quite linear. There are basically three spokes to explore. I can appreciate the reason for this: the dungeon is a big red-herring, the children aren&rsquo;t there. If this dungeon was obnoxious to map and navigate players might spend far too long trying to look for that one spot they haven&rsquo;t checked out yet. They might never clue in to the fact the children aren&rsquo;t here.</p>
<p>A couple traps in this adventure trigger when the characters see them. As I mentioned in my review of the <a href="/review/the-monolith/"><em>Monolith Beyond Space and Time</em></a>, that&rsquo;s kind of a boring way to trigger a trap. If you want something to happen all the time you should just say &ldquo;this thing happens all the time no matter what the players do,&rdquo; because most players aren&rsquo;t walking through dungeons blind folded, led by charmed retainers or some such thing. Since players are looking for these children, and are likely to explore every nook and cranny of the dungeon, they are probably going to encounter both of these traps. One of these traps requires the players sacrifice someone to escape the dungeon. The other summons a monster that I am guessing is meant to poke fun at people who get worked up about objectionable content in books.</p>
<p>A portion of the dungeon is a sort of prison for creepy monsters and I thought that was done well. The whole double door &ldquo;air lock&rdquo; type passageways were neat. There are two monsters to fight, though this being an LotFP module you are best off avoiding both.</p>
<p><em>Fuck For Satan</em> feels like it&rsquo;s trying too hard. It&rsquo;s supposed to be a funny fuck you to people who get worked up about the stuff James Raggi puts out. I mean, it&rsquo;s called &ldquo;Fuck for Satan&rdquo;. There is a walking alien penis monster. There is a giant gay orgy. There is a monster that forces players to shit themselves, and then they have to fight their shit. The adventure feels like a parody of an LotFP adventure. I&rsquo;d skip this module unless you are a collector of LotFP books. Compared to all the other recent releases from LotFP this one seems particularly weak.</p>
<hr>
<p><strong>Update 2013-10-28:</strong> This is an interesting little tidbit from James Raggi over on G+:</p>
<blockquote>
<p>The Twinkly bit from Fuck For Satan, continues to get a lot of response, and I can only assume the occasional group of players sending me character sheets is indicative of the adventure being used for actual play.</p>
<p>Interesting how few of them are actually using LotFP stats. :D Lots of 3.x/Pathfinder, some DCC, and then a bunch that could be whatever old D&amp;D.</p>
</blockquote>
<p>Even though I feel the adventure is far more gag than functional, it is still being used in the wild. I&rsquo;m curious to see how much, if at all, people tweak the adventure.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emfuck-for-satan/em/"/>
    <published>2013-08-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emqelong/em/</id>
    <title>&lt;em&gt;Qelong&lt;/em&gt;</title>
    <updated>2013-08-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=169"><em>Qelong</em></a> is fantastic. The book describes a sandbox setting, a place to have a horrific wilderness adventure. This is the model to follow if you want to put out a setting book. Though only 48 pages long it provides more than enough information to run a campaign in the Qelong River Valley.</p>
<p><em>Qelong</em> gets right to the point. First we are introduced to the place this adventure takes place, a devastated region that is the site of a war between two elder beings. There is one obvious adventure hook, a magic weapon cast off by one of these creatures is a much sought after treasure. A rumour table helps the DM introduce the rest of the world to the players and provides a quick glimpse to the DM of what <em>Qelong</em> is all about. From there we get detailed descriptions of the various terrain features found in the Qelong River Valley, along with some example encounters. Each terrain type also has it&rsquo;s own random encounters table, a nice touch. Along with some new monsters this all works to  help paint a picture of what this place is like, better than your typical travelog style settings book. In many ways this book is reminiscent of <a href="/review/carcosa/"><em>Carcosa</em></a> in how it presents the game world, though unlike <em>Carcosa</em> the presentation is <strong>much</strong> less obtuse. The book concludes with a few named encounter sites. These are a bit more detailed, describing the bases of important factions or places of interest to the PCs. A DM would need to flesh these out more for his game.</p>
<p>The book is very well organized. This is one of the few campaign books I could imagine pulling out and using at the gaming table. It&rsquo;s the antithesis of all those <a href="/tag/darksun/">Dark Sun books</a> I have. Most of those books are needlessly wordy to the point of being boring. They are often so detailed they are stifling. <em>Qelong</em> provides just enough information and no more.</p>
<p>The encounters, the monsters, the factions: it&rsquo;s all good stuff. <a href="http://princeofcairo.livejournal.com/">Kenneth Hite</a> has done a great job bringing to life this creepy fantasy version of South-East Asia. Nothing feels boring or recycled. As written it seems like it&rsquo;d be a very difficult place to adventure in. It&rsquo;s a place ravaged by war. There are no friendly faces. Most everyone is disease ridden. The land itself is poisoned, and as characters adventure in Qelong they are going to get poisoned themselves. The rules for this are presented early in the book. They seem like they might be a bit too fiddly to track, but what do I know? They certainly would make adventuring in the region much more interesting.</p>
<p>The art in the book is by <a href="http://richlongmoreillustration.blogspot.ca/">Rich Longmore</a>, who did the art for <em>Carcosa</em>, and is some sort of god damn art superstar. I feel like the cover by Jason Rainville isn&rsquo;t doing this book justice. I wish they used some of the bigger black white art by Longmore for the cover. There are some amazing pictures in this book. It also goes without saying that the production quality of the book is top notch, like all the recent Lamentation of the Flame Princess releases. This is a softcover A5 book sporting a great layout by Jez Gordan.</p>
<p>So, to reiterate: Qelong is fantastic. I hope it&rsquo;s selling well amidst all the other stuff Lamentations of the Flame Princess have put out recently, because it&rsquo;s probably the best wilderness adventure I&rsquo;ve ever read. I&rsquo;m actually curious to hear what modules people think are better, because this book sets the bar very damn high.  Does it sound like i&rsquo;m gushing? Well I am fucking gushing. This book is a must-buy.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emqelong/em/"/>
    <published>2013-08-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emthe-god-that-crawls/em/</id>
    <title>&lt;em&gt;The God That Crawls&lt;/em&gt;</title>
    <updated>2013-08-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=159"><em>The God That Crawls</em></a> was produced at the same time as <a href="/review/the-monolith/"><em>The Monolith Beyond Space and Time</em></a>, both products resulting from <a href="http://www.indiegogo.com/projects/the-monolith-from-beyond-space-and-time-plus-the-god-that-crawls/x/228962">a crowd funding campaign</a> run early last year. <em>The God That Crawls</em> is a much more traditional module. There a church. Underneath the church is a labyrinth full of treasure. Guarding that treasure is a monster: The God That Crawls. This being Lamentation of the Flame Princess, things aren’t so neat and tidy. <em>The God That Crawls</em> is one of the smartest takes on the dungeon crawl I&rsquo;ve read in quite some time. <strong>This review is full of spoilers.</strong></p>
<p>The module opens with some backstory about the church and the creature that lays trapped below it. Like most recent LotFP modules the adventure takes place in a fictional version of Earth. This module takes place in 15th Century England. Of course, you can drop that dressing easily enough. The players will probably end up in the catacombs below the church, because that&rsquo;s what players are about.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Once in the dungeon they&rsquo;ll need to find a new way out because the way in will be barred to them. There is only one monster stalking the halls of the dungeon in <em>The God That Crawls</em>, and that would be the titular God That Crawls. The players will need to avoid the creature while trying to escape with as much treasure as they can carry.</p>
<p>The God That Crawls will be a challenge for any party of low level characters that attempt to fight it directly. Though easy enough to hit the monster has plenty of hit points and can regenerate a few hit points per turn. The creature moves quite slowly, so fleeing the beast when it is encountered is going to be the party&rsquo;s best bet. So, for the module to be interesting and terrifying DMs will need to handle a couple things I suspect most everyone hates to deal with: <a href="/blog/reading-the-dmg-iv/">time</a> and encumbrance.</p>
<p>There are two ways suggested for tracking the monster in the dungeon: the first is simply to track exactly where the players and the monster are located; the second is to make random encounter checks each turn that change based on the parties actions. In each case, you need to be mindful of where the players managed to move in a turn at the very least. (I think it&rsquo;s probably easier to track things exactly rather than run the God as a random encounter, since for that to be interesting you need to know roughly where the players are located anyway.) The module will be more fun if you are also tracking when torches are spent and rations are eaten. If players aren&rsquo;t careful they can end up trapped underground without light or food. I haven&rsquo;t played a game of D&amp;D where the rations on my adventure sheet have mattered at all, or where I feared I&rsquo;d run out of torches before the adventure was done.</p>
<p>LotFP has pretty great rules for tracking encumbrance. I&rsquo;m not sure if most DMs playing LotFP games are better about keeping track of how much junk their players are carting around. In this module it seems particularly important to pay attention to how encumbered a player is. If the players are loaded down with treasure fleeing the God might prove too difficult. This is the first module i&rsquo;ve read where the encumbrance rules are called out specifically as a way to ratchet up the tension. Players will need to decide if they want to lug around that extra treasure, or stay nimble so they can flee from the God when he jumps them.</p>
<p>One more thing that&rsquo;s been on my mind with this module is using it as a board game without a board to teach people about dungeon crawls. In this game the goal of the DM is to kill all the players, while the players need to flee the dungeon with as much treasure as they can. (You could ignore all the atypical encounters that are mentioned in the book.) I think you could run the whole adventure only using a handful of rules from the LotFP game: basic combat, fleeing, pursuit, encumbrance, and movement. I&rsquo;m sure you could generate similar style crypts randomly if you wanted to run the adventure again and again.</p>
<p>If I have one complaint about this module it would be its cover, which is really boring. And that&rsquo;s really about it. This is genuinely great module. I read through the book and I instantly wanted to grab some people and play it: sadly my wife and toddler don&rsquo;t play D&amp;D.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Well, most players. I have played the occasional game with people who don&rsquo;t actually seem interested in doing any god damn adventuring. Why are you playing D&amp;D?&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emthe-god-that-crawls/em/"/>
    <published>2013-08-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emthe-monolith-from-beyond-space-and-time/em/</id>
    <title>&lt;em&gt;The Monolith from Beyond Space and Time&lt;/em&gt;</title>
    <updated>2013-08-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I had placed a few orders and backed several Kickstarter campaigns from Lamentations of the Flame Princess over the last year, asking that everything ship together to save me some money. And so it came to pass that I ended up with a giant pile of books to read a few days ago. I thought i&rsquo;d start with <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=154"><em>The Monolith from Beyond Space and Time</em></a>, <a href="http://lotfp.blogspot.ca/">James Raggi&rsquo;s</a> ode to <a href="http://en.wikipedia.org/wiki/H._P._Lovecraft">H.P. Lovecraft</a>. There are no giant Cthulhu monsters, but there is a lot of existential woe. <strong>This review is full of spoilers.</strong></p>
<p>The module is split into three parts: first we are told about the random encounters that occur in the valley that surrounds the Monolith; then we learn about the Monolith itself, the area immediately around it, and the monsters that guard it; finally we learn about the bizarre interior world of the Monolith. I&rsquo;ve never read another module like this one. This is both a compliment and a complaint. <em>The Monolith from Beyond Space and Time</em> is an interesting read because it&rsquo;s full of zany ideas and encounters. The problem is that a lot of these zany encounters are, in my estimation, straight up dick moves.</p>
<p>A lot of the encounters in this module feel like they are sprung on the players without giving them any recourse whatsoever, and no clue they&rsquo;re about to get screwed. Simply looking at the Monolith is the trigger for one ill effect, and the only way to end the effect is to venture into Monolith to destroy it—which is a pain in the ass, trust me. The Guardian, an invisible monster located just outside the Monolith, is for all intents and purposes completely invincible, and the DM is instructed to make sure the players don&rsquo;t realize this is the case so they may waste their time fighting the thing. A portion of the adventure written by <a href="http://princeofcairo.livejournal.com/">Kenneth Hite</a> called &ldquo;The Owl Service&rdquo; is probably the worst offender when it comes to all of this stuff. It is a random encounter in the valley that surrounds the Monolith in which players stumble on some owls, have to hang around them till they are sufficiently creeped out, and then their characters are haunted by owls till they die. Yeah. For a challenge to be interesting in a game of D&amp;D there needs to be some way for the players to circumvent or overcome it. A pit trap you always fall into no matter what is boring.</p>
<p>The Monolith is all risk, no reward. As a player, if I wandered all the way to the Monolith, explored it&rsquo;s creepy-ass interior, and then escaped broken and maimed, i&rsquo;d probably be a bit annoyed that I wasn&rsquo;t coming home with buckets of money. The only treasure of note in the adventure is a magic-user&rsquo;s head—and you need to eat it to reap its rewards.</p>
<p>Placing the Monolith in a sandbox game with a warning to never go there still might be interesting. You could have NPCs who have visited the Monolith, now afflicted by its curse, wandering the countryside leaving trails of dead bodies in their wake. It could be a source for all sorts of crazy out of context monsters and super villains. The players may feel compelled to sacrifice their characters to destroy the Monolith and put a stop to all this evil, which sounds like it&rsquo;d make for a good story and a fine way to cap off a campaign.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>You can tweak the adventure to make it more fair. You could provide more clues about what&rsquo;s going on. You could drop some of the encounters that don&rsquo;t really belong in a game that is supposed to be fun. The thing is, at what point would the adventure cease to be scary? How do you fill your players with a sense of existential dread if they can overcome all obstacles presented through smart play? It seems like a true horror game is at odds with one of the most important parts of a good D&amp;D game: letting the players make meaningful choices.</p>
<p>So, here&rsquo;s the rub: I liked this module. Crazy, right? You&rsquo;re probably wondering why you wasted your time reading everything I wrote above. That terrible owl encounter I mentioned previously is really well written. The whole module is. The art is fantastic and totally unlike anything else i&rsquo;ve seen in an RPG book. I read this module a couple days ago and it&rsquo;s really stuck with me. This is a terrible adventure to spring on your players, but i&rsquo;m not sure the adventure itself is terrible. Confused? You should read <em>The Monolith from Beyond Space and Time</em>.</p>
<p><em>&ldquo;Solutions? Explanations? The Monolith owes you none.&rdquo;</em></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>So minutes after I posted this <a href="dndwithpornstars.blogspot.ca">Zak from D&amp;D with Pornstars</a> suggested another way to use this module that would work quite well: &ldquo;Like Tomb of Horrors, it could be considered a &lsquo;go in, get killed, make a new PC, act with metagame knowledge, do it right this time&rsquo; situation.&rdquo; To take this idea a little further, you could have characters killed during the course of the adventure simply wake up again somewhere in the valley. This would keep with the spirit of the module and makes a lot of the screw-you traps seem less harsh.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emthe-monolith-from-beyond-space-and-time/em/"/>
    <published>2013-08-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/seclusium-of-orphone-of-the-three-visions/</id>
    <title>Seclusium of Orphone of the Three Visions</title>
    <updated>2013-08-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I am currently reading <a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=171"><em>Seclusium of Orphone of the Three Visions</em></a> by <a href="http://www.lumpley.com/">Vincent Baker</a>. It&rsquo;s the first of the <a href="http://lotfp.com/">LotFP</a> adventure modules <a href="/blog/lotfp-july-campaign/">I helped fund last summer</a> to ship. Between then and now the book somehow ballooned from a 32 page adventure to this 100-something page splat book about wizard&rsquo;s lairs.</p>
<p>The book is full of tables upon tables to help you come up with your own wizard&rsquo;s seclusium.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> The book opens with some discussion on magic and seclusiums. Baker than details three particular seclusiums, the titular Seclusium of Orphone of the Three Visions being the most fleshed out of the three. These three example seclusiums show the reader how to go about using the tables presented in the last part of the book to create a seclusium of their own from scratch. The evocative is mixed with the mundane to help you come up with a cool adventuring location. It is all <strong>very</strong> Jack Vance.</p>
<p>There is D&amp;D the the role-playing game, and then there are all the meta-games that surround that game. For some players trying to min-max the ultimate character is more fun than actually using that character in a game of D&amp;D. For others drawing and stocking a dungeon is all they want to do. In some ways making a seclusium is its own mini-game: you roll some dice and see how it evolves, imagining its backstory. In this way <em>The Seclusium of Orphone of the Three Visions</em> reminds me a little bit of <em>How to Host a Dungeon</em>. Though the later is clearly presented as a game in its own right, I think it&rsquo;s particularly appealing to those who enjoy imagining what&rsquo;s going on in the dungeon they are growing. Similarly one could take <em>The Seclusium of Orphone of the Three Visions</em> and add more elements to make it more of a game in and of itself.</p>
<p>To be honest, I wasn&rsquo;t particularly interested in the book when I first heard about it. There were other adventures I had hoped would fund. The reviews for this book have been a little bit mixed<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>, but I quite like it. I own nothing else like it. I&rsquo;m really glad it funded after all.</p>
<hr>
<p><strong>Update 2013-08-21</strong>: Alex Schroeder has posted <a href="http://alexschroeder.ch/wiki/2013-08-21_Moldvay_Dungeon_Stocking_vs._Seclusium">a great follow-up</a> to his <a href="http://alexschroeder.ch/wiki/2013-08-06_The_Seclusium_of_Orphone_of_the_Three_Visions">earlier review</a> on his blog. His opinions of the book now more closely mirror <a href="http://dndwithpornstars.blogspot.ch/2013/07/quick-seclusium-of-orphone-review.html">Zak&rsquo;s</a>.</p>
<p><strong>Update 2013-08-23</strong>: I got the actual book a couple days ago, and it is so damn nice in real life.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>A seclusion being, &ldquo;a place to which a wizard withdraws from the world to pursue mastery,&rdquo; of course.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><a href="http://alexschroeder.ch/wiki/Comments_on_2013-08-06_The_Seclusium_of_Orphone_of_the_Three_Visions">Wayne Rossi really didn&rsquo;t like it.</a> He felt it could have been put together much better. <a href="http://dndwithpornstars.blogspot.ch/2013/07/quick-seclusium-of-orphone-review.html">Zak Smith seems to have enjoyed it for the most part</a>, but finds it lacking in how it presents and uses random tables. <a href="http://alexschroeder.ch/wiki/2013-08-06_The_Seclusium_of_Orphone_of_the_Three_Visions">Alex Schroeder seems to share my generally positive opinion of the book.</a> Finally we have <a href="http://falsemachine.blogspot.ca/2013/08/or-another-of-your-own-creation.html">this review by Patrick Stuart</a> in the style of the book itself. <a href="http://tenfootpole.org/ironspike/?p=2311">10&rsquo; Pole reviewed the book: they are not a fan.</a> At all.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/seclusium-of-orphone-of-the-three-visions/"/>
    <published>2013-08-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/embetter-than-any-man/em/</id>
    <title>&lt;em&gt;Better Than Any Man&lt;/em&gt;</title>
    <updated>2013-07-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/better-than-any-man@2x.jpg" alt="Better Than Any Man"></p>
<p><a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a> ran a <a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">Kickstarter campaign</a> several months ago in order to get a new adventure printed and included as part of <a href="/tag/freerpgday/">Free RPG Day</a>. Their goal was to get a minimum order of the adventure printed so they could participate in Free RPG Day, with stretch goals letting them make bigger and bigger print runs. They ended up hitting their big goal of being a Platinum Sponsor of the event, alongside Frog God Games and Paizo. This Kickstarter was interesting because getting the actual printed adventure wasn&rsquo;t one of the rewards. The logistics of printing and shipping the module to Kickstarter backers as well as the people running Free RPG Day was too costly. Instead rewards were PDFs or print copies of four new modules from LotFP.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>My first stop on Free RPG Day was <a href="http://www.silversnail.com/main/">The Silver Snail</a>, a comic book shop here in Toronto. They were running some Pathfinder games for Free RPG Day that had already started when I arrived, and simply giving away random bags of RPG stuff to customers who asked about the event. I ended up getting a copy of <em>Better Than Any Man</em> this way.</p>
<p><em>Better Than Any Man</em> is a mammoth module. It&rsquo;s more or less a mini-sandbox campaign. It&rsquo;s bigger than almost everything else LotFP have put out thus far. There are several adventure sites for the PCs to investigate, several towns to explore, and an invading army to deal with—or not. The over-arching &lsquo;hook&rsquo; is that a group of women  sorceresses calling themselves the Seven have taken over the town of Karlstadt. Of these women, the one who calls herself the Mother has more sinister goals than the rest. She is hoping to revive the Insect God, and is using the current chaos to mask her true intentions. The module describes the town of Karlstadt in detail, has a pretty fantastic (and inspiring!) countryside encounters table, and several adventuring sites related to the Insect God cult, which all lie beneath a place called Goblin Hill. The two main places to explore are an ancient shrine to the Insect God and the headquarters of the cult. There are three additional locales discussed in the book: an abandoned farmhouse now home to bandits; an ancient mound now home to a creepy magic-user; and a magical tower with an infinite number of levels. There is a ton of stuff to play with in this module.</p>
<p><em>Better Than Any Man</em> was meant to showcase what LotFP is all about, and here it clearly a success. The book features everything you&rsquo;d expect to find in an LotFP product: sex and violence, cannibalism, some dudes dong, magic items no one will want to use, monsters you probably shouldn&rsquo;t fight, etc, etc. It also highlights the more recent changes to the line: the implied setting for the module is a bizarro version of Europe, circa 1631; demi-humans and humanoid monsters aren&rsquo;t to be found, though their former existence is implied; there are some brief rules on guns. The book is a great example of what your typical LotFP module is all about.</p>
<p>If you missed Free RPG Day <a href="http://www.rpgnow.com/product/116452/Better-Than-Any-Man"><em>Better Than Any Man</em> is now available as a PDF</a>. The PDF version of the module is in many ways nicer than the print version: it&rsquo;s less dense, with large chunks of the book being set in a bigger font and in a single column; there is a pretty extensive appendix at the back that collects a lot of useful information from the module; and it&rsquo;s full of hyperlinks that let you jump between sections. There is really no good reason not to get this book.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>This isn&rsquo;t uncommon if you look at Kickstarter projects outside of the Games and Tech sections, where the thing you are funding might not be something that will be mass produced upon completion of the project. This project felt more in line with art or film projects where you are funding a common good. Later on in the project James Raggi decided to do a second print run in Finland that he would ship to backers if they were interested in buying the module.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/embetter-than-any-man/em/"/>
    <published>2013-07-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/on-the-npc/</id>
    <title>On the NPC</title>
    <updated>2013-07-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Courtney Cambell, of <a href="http://hackslashmaster.blogspot.ca/">Hack and Slash</a> fame, recently published a new D&amp;D supplement for dungeon masters, <a href="http://www.lulu.com/shop/courtney-campbell/on-the-non-player-character/ebook/product-21094127.html"><em>On the NPC</em></a>. The book is essentially a look at two things: creating interesting non-player characters, and then managing the interactions between your players and those NPCs.</p>
<p>The later section of the book is probably the least likely to cause consternation from D&amp;D fans. To start there are a plethora of random tables to help construct an NPC quickly, or help get the creative juices flowing. For example, Bulgar the Brave has large hands, thinks the gods are constantly watching him, and loves his pet excessively. I&rsquo;m sure you can picture this fellow already. Once you have your ever so slightly fleshed out NPC ready to go, you then set up up some personality &ldquo;locks and keys&rdquo;: things the NPC will do or give the players based on their interactions with character. (i.e. if the players gamble with Bulgar he will tell them the location of his secret McGuffin.) Following that you can also set up a reaction track: things the NPC will do as their reaction to the players changes. This section of the book is about producing something you can use at the game table right away, that can be fleshed out more during play if required.</p>
<p>The discussion on interacting with NPCs is probably the more interesting of the two. The book opens with a look at the reaction roll: rolling 2d6 and adding a charisma modifier to determine how people and monsters the players encounter react to them. Courtney takes this idea and runs with it—very, very far.</p>
<p>Interactions with NPCs are governed by performing social actions, the number of actions determined by the number rolled on the initial reaction roll, which also determines a reaction modifier (as usual). The basic social action rule is as follows &ldquo;Make a reaction (2d6) roll, modify by Charisma and current reaction.&rdquo; The results are tabulated as follows depending on the roll: Failure, Rejection, Undecided (Counter-offer), Success, and Total Success. The GM can decide what these things mean in the context of their game and the action being attempted. If you are playing a version of D&amp;D without more explicit skills, this seems like a good way to adjudicate situations you want to roll for.</p>
<p>These ideas are then further expanded upon to produce a more complex rule mechanic for social interaction. Various social actions (Drink, Grovel, Converse, etc.) are described in greater detail: each requires different rolls modified by different values to succeed or fail with varying results.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> A small one page table presents all the rules in one place. The specific details feel very much like something out of AD&amp;D 1st Edition. That&rsquo;s both a complaint and a compliment.</p>
<p>A PC might declare the action he in attempting to take explicitly, or a DM may map what a player describes his character is doing back to this set of social actions. The goal seems to be to turn an encounter with an NPC into any other puzzle that can be navigated through careful play—that doesn&rsquo;t hinge on social skills of the player. You might know the thing to do in a given situation is bribe the guards and then lie to them, but you don&rsquo;t know how to articulate that well. Instead a player could declare the actions she wants to take and see where the dice takes her.</p>
<p>I&rsquo;m still not sure how I feel about resolving this aspect of the game mechanically. It feels a bit retrograde, but I&rsquo;m having a hard time articulating what I don&rsquo;t like about it. I don&rsquo;t have any problem with someone saying &ldquo;I hit it with my axe&rdquo; in combat, so I don&rsquo;t see why I should complain if someone simply wants to say no more than, &ldquo;I grovel to the goblin,&rdquo; outside of combat.</p>
<p>I&rsquo;ve been playing a lot of 4th Edition D&amp;D over the last few years, and it&rsquo;s very common to see players reaching for dice in situations I personally feel they shouldn&rsquo;t be. Everyone wants to use the skill on their character sheet their trained in. A part of me feels that itemizing the actions one can take is limiting, even if the goal is simply to highlight a sampling of the limitless things one can do. Sessions end up becoming a handful of dice rolls between long bouts of combat.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> I&rsquo;d be curious to see if the rules presented here might actually encourage those sorts of players to do more when out of combat, or to treat what happens outside of combat as a first-class citizen in D&amp;D. Adding this extra mechanical weight to the social side of the game might actually get people to treat it as important. A lot of people think D&amp;D is a game about combat simply because the rules for combat are so fleshed out.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>One complaint I have is how the book is organized. The FAQ is in the middle of the book, and discusses stuff that comes after it. It probably should have been an appendix, perhaps the last one. Similarly, Appendix D is general advice which would probably have been better suited to be part of the actual contents of the book. There is a lot of good content that shows up after pages and pages of random tables. The overall format of the book is quite good, though. It&rsquo;s a small A5 booklet. A lot of information in the book is summed up neatly in a handful of tables you can quickly reference.</p>
<p>The amount of dungeon mastering I do as my gaming approaches infinity is a big fat zero, so this is definitely a book I could do without. Nevertheless I picked it up because I enjoy Hack and Slash and buying the book seemed like a reasonable way to say, &ldquo;good job on that blog&rdquo;. More so, I&rsquo;m always up for reading something interesting about Dungeons and Dragons. I haven&rsquo;t actually sat down and used these rules in a game, so i&rsquo;m not sure how qualified I am to say much of anything about this book. That hasn&rsquo;t stopped me thus far. <a href="http://www.lulu.com/shop/courtney-campbell/on-the-non-player-character/ebook/product-21094127.html">Buy this book</a>: it&rsquo;s full of interesting ideas, and who doesn&rsquo;t love random tables?</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Brendan, from Necropraxis, has written <a href="http://www.necropraxis.com/2013/07/05/on-the-non-player-character/">a review of the book</a> that discusses this stuff in more detail.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>To be fair, this is in part the nature of D&amp;D encounters. The constraints on what you can do in a weekly drop in game are severe.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>See, <a href="http://revolution21days.blogspot.ca/2012/01/why-d-has-lots-of-rules-for-combat.html">Why D&amp;D Has Lots of Rules for Combat: A General Theory Encompassing All Editions</a>.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/on-the-npc/"/>
    <published>2013-07-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/rules-cyclopedia/</id>
    <title>Rules Cyclopedia</title>
    <updated>2013-07-07T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The <a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Rules_Cyclopedia">D&amp;D <em>Rules Cyclopedia</em></a> is quite the book. Released at the end of the 80s, just as <a href="/tag/2e/">AD&amp;D 2nd Edition</a> was about to begin its reign as the premiere edition of D&amp;D, it collected all the rules for playing &ldquo;basic&rdquo; D&amp;D in one giant hardback. Previously, all these rules were available as a series of boxed sets by <a href="http://www.eldritchent.com/category/Frank-Mentzer.aspx">Frank Mentzer</a>, sometimes referred to as BECMI D&amp;D after the name of each set: <a href="http://randomwizard.blogspot.com/2013/06/basic-set-frank-mentzer.html">Basic</a>, <a href="http://randomwizard.blogspot.com/2013/06/expert-set-frank-mentzer.html">Expert</a>, <a href="http://randomwizard.blogspot.com/2013/06/companion-set-frank-mentzer.html">Companion</a>, <a href="http://randomwizard.blogspot.com/2013/06/master-set-frank-mentzer.html">Master</a>, and <a href="http://randomwizard.blogspot.ca/2013/06/immortals-set-frank-mentzer.html">Immortals</a>. The <em>Rules Cyclopedia</em> was a much more convenient repackage of almost all this material and more.</p>
<p>The <em>Rules Cyclopedia</em> has everything you need to run a D&amp;D game from levels 1-36. I have never played in a game where a character has advanced beyond level 7, so there is a lot of potential gaming there. Beyond the rules of the game, you have a big collection of magic items, a sample mythical world to adventure in, one of the biggest collection of Basic D&amp;D monsters available, rules for mass combat, rules for running domains, etc., etc. It&rsquo;s so thoroughly self-contained you really wouldn&rsquo;t need to buy another book to play a game of D&amp;D. This is very much at odds with how game publishing seems to work: part of what keeps publishers in business is their customers buying new books. It certainly seems at odds with how TSR operated at the time.</p>
<p>My first exposure to D&amp;D was through the <em>Rules Cyclopedia</em>. My friend had a copy, which he used to run the first campaign I participated in. I played a Cleric, more or less modeled after the one pictured in the book: some White chick with a mace. We would all share this one book. I regret not buying a copy then. I ended up buying the 2nd Edition Players Handbook at the time, and then buying other 2nd Edition books from there. I don&rsquo;t know if I thought the systems were the same or not at the time.</p>
<p><img src="/assets/img/rules-cyclopedia-cleric.png" alt="My first character, more or less"></p>
<p>The <a href="http://www.dndclassics.com/product/17171/D%26D-Rules-Cyclopedia-%28Basic%29?it=1">Rules Cyclopedia is available as a PDF</a> once again. The scan is very so-so, but reads well enough on an iPad. The fact they released it on <a href="http://dndclassics.com">dndclassics.com</a> suggests it&rsquo;s not going to get a fancy re-print like the other older D&amp;D books. So if you&rsquo;ve been waiting to pick this one up, now is the time to do it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/rules-cyclopedia/"/>
    <published>2013-07-07T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/quantum-ogres/</id>
    <title>Quantum Ogres</title>
    <updated>2013-06-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://randomwizard.blogspot.ca/">Random Wizard</a> has written a couple interesting posts about player choice in Dungeons and Dragons that are well worth a read: <a href="http://randomwizard.blogspot.ca/2013/06/shades-of-quantum-ogre.html">Shades of the Quantum Ogre</a>, <a href="http://randomwizard.blogspot.ca/2013/06/two-headed-quantum-ogre.html">Two-headed Quantum Ogre</a>, and <a href="http://randomwizard.blogspot.ca/2013/06/shaving-quantum-ogres-back-hair.html">Shaving the Quantum Ogre</a>. The Quantum Ogre was a term I had never encountered till I started reading gaming blogs. People who think very hard about games—and why shouldn&rsquo;t they!—use the term to describe the following scenario, more or less: players are presented a fork in the road; they can go left or right; regardless of which path they take they&rsquo;re going to fight an ogre. In this situation the agency of the players is an illusion: why even bother with the fork in the road? For a lot of people the appeal of D&amp;D comes from the open ended nature of the game. It&rsquo;s quite easy to make the argument that the Quantum Ogre is bad (<a href="http://hackslashmaster.blogspot.ca/search/label/series%20%28Quantum%20Ogre%29">and such arguments have been made quite well countless times</a>). At the very least, it seems like a waste of time to pretend to offer up choice when there is none.</p>
<p>Ultimately, one needs to optimize for fun when it comes to playing games. Increased player agency might be one way to do so, but it&rsquo;s not the only way. Does it matter if this ogre battle was predetermined if it was awesome? I&rsquo;m not so sure.</p>
<p><small><strong>Updated 2013-06-25</strong>: Random Wizard wrote an additional post on this topic.</small></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/quantum-ogres/"/>
    <published>2013-06-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-game-day-2013/</id>
    <title>D&amp;D Game Day 2013</title>
    <updated>2013-06-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/2013-game-day.jpg" alt="The Map of the Vault of the Dracolich"></p>
<p>I had another successful Free RPG Day this past Saturday. In addition to getting some free RPG books, I got to play a some D&amp;D Next, the new fangled version of D&amp;D coming out in 2014. Derek from <a href="http://dungeonsmaster.com/">Dungeon&rsquo;s Master</a> was the Toronto organizer for a public play event from Wizards of the Coast, an adventure entitled <a href="http://dungeonsmaster.com/2013/06/dd-game-day-vault-of-the-dracolich-wrap-up/"><em>Vault of the Dracolich</em>.</a></p>
<p>The set up is straight forward enough: a Wizard needs a group of adventurers to find a magical staff he had been unable to retrieve when he was a young adventurer. He gives the party a rough map of the caverns the artifact is located within and warns the party they won&rsquo;t be able to retrieve the staff without first disabling four wards that protect it. To do so they&rsquo;ll also need to find four idols hidden in the caverns. With that brief intro we were teleported off to the caverns in search of adventure. Our motley crew numbered forty odd people. What!?</p>
<p>There were five tables participating in the adventure. It was designed to be tackled by multiple groups at the same time. Each table was teleported to a different starting location. We each had a team leader whose character had a magic item that would let them talk to the leaders from the other tables. In this way we could communicate things we had found or encountered while traveling through the dungeon. Occasionally the groups would bump into each other while adventuring. This happened at my table while we were fighting a giant Hydra. Our DMs coordinated things like how many hit points the monster had left, and ended up having half the Hydra&rsquo;s heads attack one party, the other half attacking the other. We would also come across places other parties had passed through. My group had to fight this giant Treant because a previous party had apparently harassed the monster: our attempts to reason with it were for naught. The session ended with a giant fight: we split into groups of four, each group had a different objective. My table had to fight this Dracolich simulacrum, whose ass we kicked.</p>
<p>This was my second time playing D&amp;D Next. I hadn&rsquo;t played a game <a href="/blog/dnd-next/">since the very first play test rulebooks were released</a>. The game has evolved a fair bit since then, and is a bit more complicated. That said, on the whole it is <strong>much</strong> more straightforward than 4th Edition, and plays <strong>much</strong> faster. Our 3-4 hour D&amp;D Next session would have probably taken four times as long using 4th Editions rules. Not using minis for most of the combat sped things up considerably. The lack of long lists of powers and complicated combat mechanics helped as well. I felt like we got a lot accomplished during our session. Even though no one at our table had played Next before things went fairly quickly.</p>
<p>I am curious to see if Wizards of the Coast can maintain the appeal of the game to people who enjoy 4th Edition. One of the ladies I played with has only ever played 4th Edition, and she found the combat in D&amp;D Next a bit boring. I think a lot of people enjoy the extremely detailed and tactical combat of 4th Edition. If your only experience with D&amp;D is 4th Edition, I can see how the simpler combat mechanics of all the other editions might seem like a step backwards.</p>
<p>I&rsquo;ll be playing <a href="/tag/encounters/">D&amp;D Encounters</a> this season using the D&amp;D Next rules. It seems like a great step forward. It&rsquo;s probably one of the easiest versions of the game to teach, especially if you don&rsquo;t play with any of the feats.  Thus far I have to say i&rsquo;m a pretty big fan.</p>
<p>The game day was a lot of fun. Although i&rsquo;m quite happy playing D&amp;D online nowadays, there is something to be said for actually playing in person.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-game-day-2013/"/>
    <published>2013-06-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/who-is-free-on-tuesday/</id>
    <title>Who is free on Tuesday?</title>
    <updated>2013-06-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>As a follow-up <a href="/blog/we-re-playing-d-d/">to my previous post of getting back into D&amp;D</a>, I thought I would look back at the logistics of playing D&amp;D as an adult. When you&rsquo;re young you have all the time in the world and no real responsibilities. As adults my friends and I had a much smaller window of time to waste on D&amp;D. Whether my friends and I used that sliver of time as wisely as we could have remains to be seen, but we certainly had a lot of fun.</p>
<p>Getting six adults together to play D&amp;D proved more than a little difficult. Initially we were playing about twice a month. That pace slowed down after half a year of gaming, presumably after some of the novelty wore off. Eventually we started playing once every month or so. The time between games slowly crept up and up till the campaign came to a halt, about a year ago. Our D&amp;D campaign ran from about November 2009 through to August 2012. During that time there were a couple of longer breaks due to weddings and babies.</p>
<p>We used <a href="http://doodle.com">Doodle</a> almost exclusively to schedule games. People would fill out when they were free for the coming month or two and we&rsquo;d try and find a few days that worked each month. Doodle is fantastic. I don&rsquo;t think we&rsquo;d have played anywhere near he number of games we played without it. If you are still trading emails like a chump to organize any event you are doing it wrong.</p>
<p>Meeting up in person got trickier when Dave and Sarah moved out to suburbs. (Dave and I both don&rsquo;t drive, for starters.) We switched to playing online via video chats almost exclusively for the last few sessions we ran, meeting up occasionally when someone had access to a car and we could car pool. We used <a href="http://roll20.net">Roll20</a> as a virtual table-top, which works quite well for <a href="/tag/4e/">4th Edition D&amp;D</a>. <a href="/blog/online-play/">Playing D&amp;D online</a> is a pretty good substitute for meeting up in person.</p>
<p>We also used <a href="http://wave.google.com/">Google Wave</a> (seriously) to takes notes about what had happened during a session in case someone couldn&rsquo;t make it out, and just so we could keep track of things as the game progressed. It actually worked fairly well for that purpose. If it wasn&rsquo;t insanely slow and confusing Wave might have fared better. We switched to using <a href="https://drive.google.com/">Google Docs</a> once Wave shut down.  <a href="/meta/google-plus/">Google+</a> also has lots of cool services that lend themselves to running a campaign: hangouts, communities, and events being the most notable. I am going to assume there are a bunch of D&amp;D nerds at Google working on tools to help them play D&amp;D using their computers.</p>
<p>The inability of my friends and I to settle on a regular time to meet up and play is what ultimately led to our campaign coming to an end. The amount of effort it would take to schedule a game eventually proved too great. I&rsquo;ve probably played more sessions of the <a href="/tag/pahvelorn/"><em>Vaults of Pahvelorn</em></a> game I play online over the last year than my friends and I managed to play over three years. Having a consistent schedule for the games has meant we rarely miss a session.</p>
<p>I think a big part of the fun we had playing D&amp;D was probably just getting together to eat greasy take-out food. Our DM Dave lived next to one of <a href="http://www.yelp.ca/biz/len-duckworths-fish-and-chips-toronto">the best fish and chips shops in the city</a> for a good chunk of the time we were playing together. That was both fantastic and dangerous.</p>
<p>Playing D&amp;D is always a good excuse to meet up.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/who-is-free-on-tuesday/"/>
    <published>2013-06-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kim-mohan-on-the-dd-podcast/</id>
    <title>Kim Mohan on the D&amp;D Podcast</title>
    <updated>2013-06-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4pod/20130614">Kim Mohan was interviewed on the D&amp;D podcast.</a> He was a figure involved in Dungeons and Dragons I had never heard of, but there is apparently no one out there who has worked on Dungeons and Dragons longer than the man. He was a managing editor at TSR and then Wizards of the Coast. There are lots of great quotes. On <a href="http://en.wikipedia.org/wiki/Ed_Greenwood">Ed Greenwood</a>: &ldquo;For every word that he gives you, you feel like he’s holding fifty in reserve. And for every ten that he gives you he probably could have kept three or four.&rdquo;</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kim-mohan-on-the-dd-podcast/"/>
    <published>2013-06-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-part-2/</id>
    <title>Kickstarter Report Card - Part 2</title>
    <updated>2013-06-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>It&rsquo;s been a few months since <a href="/blog/kickstarter-report-card/">I last wrote about Kickstarter</a>: I thought I should check back in. A few projects I backed have indeed shipped since that mostly gloomy report. I got my <a href="http://www.indiegogo.com/projects/37807">Weird West Miniatures</a> a month or two after posting my original article. The <a href="http://www.kickstarter.com/projects/475776114/crawlers-companion-for-all">Crawler Companion</a> was released. I am hoping to pick up a copy of the <a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a> this weekend, and I&rsquo;ve already received two modules as PDFs as part of that project.</p>
<p>I&rsquo;m still waiting for quite a few projects. The two other <a href="http://lotfp.com/">LotFP</a> projects I backed are still outstanding. It sounds like the <a href="http://www.indiegogo.com/projects/93542">Rules and Magic</a> book is on the cusp of being shipped. Updates aren&rsquo;t as frequent as I like, but it sounds like there is good progress being made on most of the projects. Some of the <a href="http://www.indiegogo.com/projects/153307">modules I backed</a> sound like they are shaping up to be quite great. <a href="http://www.indiegogo.com/projects/the-seclusium-of-orphone/x/228962">The Seclusium of Orphone</a> went from being a 32 page booklet to a 160 page hard cover book! <a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a> looks like it might actually be finished before the year is out. The goal is to get the version I backed out by <a href="http://www.indiegogo.com/projects/119631">Gencon</a>. The recent updates on the project sound both interesting and promising.</p>
<p>I have so much stuff outstanding from <a href="http://bravehalfling.com/">Brave Halfling Publishing</a> in addition to the <a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a>. The man behind the project has had a very hard year, so I find it hard to get worked up about, but i&rsquo;m not sure I&rsquo;d have backed this project or bought anything in hindsight. <a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a> continues to be the most lacking of all the projects I&rsquo;ve backed, though <a href="http://www.indiegogo.com/projects/237158">Machinations of the Space Princess</a> has also had some pretty lackluster communication about what&rsquo;s been going on. (<strong>Update 2013-06-19</strong> A few days after posting this I got a PDF in the mail for Machinations of the Space Princess, so that&rsquo;s that.)</p>
<p>I have backed one new project since my last post, <a href="http://www.kickstarter.com/projects/autarch/domains-at-war">Domains at War</a>, which are rules for running a war game. Learning from their past mistakes with Kickstarter projects, it looks like <a href="http://www.autarch.co/">Autarch</a> went into this Kickstarter with the manuscript for their book almost complete and play tested. They are estimating the book will ship in October, and I almost believe them.</p>
<table>
  <thead>
      <tr>
          <th>#</th>
          <th>Project</th>
          <th>Completion Date</th>
          <th>Shipped?</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>0</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/domains-at-war">Domains at War</a></td>
          <td>June 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>1</td>
          <td><a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a></td>
          <td>February 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>2</td>
          <td><a href="http://www.kickstarter.com/projects/1637945166/spears-of-the-dawn-rpg">Spears of Dawn</a></td>
          <td>November 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>3</td>
          <td><a href="http://www.kickstarter.com/projects/596618838/the-art-of-brom">The Art of Brom</a></td>
          <td>October 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>4</td>
          <td><a href="http://www.indiegogo.com/projects/237158">Machinations of the Space Princess</a></td>
          <td>September 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>5</td>
          <td><a href="http://www.kickstarter.com/projects/475776114/crawlers-companion-for-all">Crawlers Companion for All</a></td>
          <td>July 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>6</td>
          <td><a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a></td>
          <td>July 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>7</td>
          <td><a href="http://www.indiegogo.com/projects/153307">LotFP Summer Adventure Campaign</a></td>
          <td>July 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>8</td>
          <td><a href="http://www.indiegogo.com/projects/119631">This Just In&hellip;From Gen Con 2012</a></td>
          <td>June 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>9</td>
          <td><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a></td>
          <td>June 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>10</td>
          <td><a href="http://www.indiegogo.com/projects/93542">LotFP Hardcover and Adventures Project</a></td>
          <td>May 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>11</td>
          <td><a href="http://www.indiegogo.com/projects/37807">Weird West Miniatures</a></td>
          <td>May 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>12</td>
          <td><a href="http://www.indiegogo.com/projects/94005">Barrowmaze II</a></td>
          <td>April 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>13</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a></td>
          <td>April 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>14</td>
          <td><a href="http://www.kickstarter.com/projects/2040314005/random-dungeon-generator-as-a-dungeon-map">Random Dungeon Generator as a Dungeon Map</a></td>
          <td>April 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kickstarter-report-card-part-2/"/>
    <published>2013-06-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/save-vs.-total-party-kill-year-one/</id>
    <title>Save vs. Total Party Kill: Year One</title>
    <updated>2013-06-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I was off in England when this blog had its one year anniversary. The <a href="/review/crawl-fanzine/">first post</a> on this site was May 29th of last year.  My original goal was to have a space I could talk about D&amp;D that wouldn&rsquo;t bore the people who read my other website, <a href="/review/crawl-fanzine/">A Funkaoshi Production</a>. I have tried to avoid forcing myself to write on a regular schedule. D&amp;D has become a much bigger hobby in my life recently, so it&rsquo;s still often been the case I have something nerdy to discuss over here.</p>
<p>A lot of the more interesting things on this site weren&rsquo;t actually produced by me, really. The biggest hits to this site are now people looking for <a href="/grab-bag/hexenbracken/">the Hexenbracken</a>, <a href="/grab-bag/kraal/">the Kraal</a> and the <a href="/grab-bag/wastes/">Colossal Wastes of Zhaar</a>. Those community hex crawl projects were a lot of fun to work on.</p>
<p>I suppose my bigger contribution to the online gaming community is actually my <a href="http://character.totalpartykill.ca/basic/">random character generator</a>. It&rsquo;s probably one of the most used side projects I&rsquo;ve worked on. I&rsquo;m hoping to do more interesting things with it this year. The other two tools I wrote this year, <a href="http://carcosa.totalpartykill.ca/">Random Carcosa</a> and <a href="http://summon.totalpartykill.ca/">The LotFP Summon Spell</a>, are probably much more niche, though I am quite happy with both.</p>
<p>This last year actually went quite fast. I&rsquo;ve got to play much more D&amp;D than I thought I would. Hopefully that keeps up this year.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/save-vs.-total-party-kill-year-one/"/>
    <published>2013-06-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/were-playing-dd/</id>
    <title>We&#39;re playing D&amp;D!</title>
    <updated>2013-06-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>In October of 2009 my friends and I exchanged a few emails.</p>
<blockquote>
<p><strong>Dave</strong>: I&rsquo;ve been listening to the Penny Arcade/PVP/Wil Wheaton DnD podcast and it&rsquo;s made me really want to try playing a game for the first time since high school. Does anyone else want to give it a shot?</p>
<p><strong>Me</strong>: I am totally up for playing Dungeons and Dragons. I have been waiting for this day for AGES.</p>
<p><strong>Patrick</strong>: [You guys] attempts D&amp;D without me! 14D20! Saving throw 18D20!</p>
<p><strong>Me</strong>:  I still have a shit load of second edition books, though I heard that 4th edition is a bit easier to play. (Though, they apparently got rid of THAC0 and other things at some point in time.)</p>
<p><strong>Dave</strong>: Yeah, I&rsquo;m definitely interested in playing. I just got my GST tax rebate back and could totally splurge on the required manuals. Pretty sure I still have HeroQuest back at my parents&rsquo; place, so I have a bunch of generic miniatures and dungeon-board pieces that could be used.</p>
<p><strong>Sarah</strong>: I have no idea what any of these acronyms mean. I think I&rsquo;m in trouble.</p>
<p><strong>Dave</strong>: It&rsquo;s just like Munchkin, only with more numbers and acronyms and complicated rules you constantly need to be cross-referencing in a large appendix.</p>
<p><strong>Me</strong>: My cousin Jana might be interested. I can check with him and see if he&rsquo;d want to play. He&rsquo;s a serious ass D&amp;D dude. He used to come downtown back in the day to play Vampire with goths. Hah.</p>
<p><strong>Dave</strong>: One of the guys at work, Andrew, wants to play. He also has a friend who&rsquo;s interested. That&rsquo;d be six of us.</p>
</blockquote>
<p>And so it came to pass that my friends and I started playing D&amp;D again.</p>
<p>My friend Dave received his GST rebate cheque in the mail and decided to spend his new found wealth on the then new Dungeon and Dragons <a href="/tag/4e/">4th edition</a> rule books. I had thought about buying the books myself when they were first announced because I too enjoy nerdy things. In the end I couldn&rsquo;t justify spending money on books I probably wouldn&rsquo;t use. When Dave said he would run a game that changed and I decided to grab the Players Handbook, the only book players need to play.</p>
<p>I was apprehensive about buying new D&amp;D books because I already owned a metric ton of <a href="/tag/2e/">2nd edition</a> D&amp;D books. This is the edition that was available when I was much younger. Beyond the core books, I owned a slew of books about <a href="/tag/darksun/">Dark Sun</a>, one of the 2nd Edition campaign worlds, and a Forgotten Realms expansion called the Ruins of Undermountain. Considering I was completely broke-ass at the time this outlay in cash for RPG books was ridiculous. I wouldn&rsquo;t say I wasted my money on AD&amp;D books, but I certainly didn&rsquo;t put them to much use. I suppose I liked reading about D&amp;D more than I liked actually playing the game. (I suspect this isn&rsquo;t that uncommon.) I was all set up to run a kick-ass Dark Sun campaign I never got around to running. My new Players Handbook, unlike my 2nd edition books, has seen plenty of use over the last few years.</p>
<p>Playing D&amp;D is arguably the nerdiest thing a person can do. My friends and I are all full-on adults. I had thought that these two things taken together would have meant that finding a group to play with would be hard. This was not the case at all. It was shockingly easy to find people to play a game of D&amp;D. It&rsquo;s quite possible I just know other particularly nerdy people, but we ended up with 5 players fairly quickly. When other people found out about our game they wanted to join as well. I think we could have probably grabbed 4 more players if we had wanted.</p>
<p>My friends and I would meet at Dave&rsquo;s place whenever we could coordinate our schedules. Actually getting everyone together was by far the most difficult aspect of playing the game. We would have scheduling Doodle&rsquo;s that covered huge spans of time, and would find days that worked for everyone once in a blue moon. We&rsquo;d almost always meet on weeknights because weekends were usually busy, and we often played longer than we probably should. When <a href="http://funkaoshi.com/blog/discharged-6-weeks-in-a-cast">I broke my leg</a> we shifted the venue to my condo. We still managed to play reasonably often. Then Patrick got married, Dave got married, Andrew started dating a girl, we had a baby, Dave had a baby, etc.</p>
<p>Our 4th Edition game is more or less on hold at the moment, but I think most of us are interested in starting it up again. A lot of <a href="/blog/rule-0-prime/">people gripe online about how 4th Edition ruined D&amp;D</a>, but it got my friends and I back into a game we hadn&rsquo;t played in over a decade. I suspect this is true for a lot of people. For that it deserves more praise than I can give it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/were-playing-dd/"/>
    <published>2013-06-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/max-hd-10v-swivel-booklet-stapler/</id>
    <title>MAX HD-10V Swivel Booklet Stapler</title>
    <updated>2013-05-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/max-hd10v.jpg" alt="The Stapler"></p>
<p>I bought a new printer a few months ago that lets me print double sided. Shortly after I started printing my own little booklets. A lot of RPG material is available online, formatted to be made into digest sized books. I find  making booklets relaxing.</p>
<p>Lacking a long-arm stapler made the process tricky. Normally I would fold all the pages in the booklet and then bind them together. For thicker books I would saddle stitch them with some waxed thread. For thinner booklets I would punch holes for staples and then push the staples down by hand. That worked reasonably well.</p>
<p>A couple weeks ago I stumbled on the <a href="http://www.ebay.ca/itm/150614915810">MAX HD-10V Swivel Booklet Stapler</a>. It&rsquo;s a fancy stapler from Japan whose shaft swivels 90 degrees. This lets you staple the spine of the booklet from above and below the book, rather than the side, using what amount to a pretty small stapler. It works incredibly well. What&rsquo;s more, the stapler is much cheaper than your typical long-arm stapler. If you print your own D&amp;D booklets there is no reason not to own this stapler.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/max-hd-10v-swivel-booklet-stapler/"/>
    <published>2013-05-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dungeons-of-dread-update/</id>
    <title>Dungeons of Dread Update</title>
    <updated>2013-05-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Here&rsquo;s a nice update to my post on <a href="/review/dungeons-of-dread/">Dungeons of Dread</a>. Wizards of the Coast&rsquo;s has published <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4dnd/sseriesbonus">the illustrations booklets for each of the adventures</a>. This makes the hardbacks so much more useful as a gaming resource. (<a href="https://plus.google.com/110118815125792309582/posts/UemNYvm71Pa">I had asked Mike Mearls about this on Google+</a>, and he had mentioned it was probably something they would do.)</p>
<p>Wizard&rsquo;s also got <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/toon/TombHorrors">Jason Thompson&rsquo;s</a> to make walkthrough maps of the 4 modules, and they are amazing: <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/toon/TombHorrors">Tomb of Horros</a>, <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/toon/WPMountain">White Plume Mountain</a>, <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/toon/BarrierPeaks">Expidition to the Barrier Peak</a>, <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/toon/LostCaverns">Lost Caverns</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dungeons-of-dread-update/"/>
    <published>2013-05-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/osrcon-2013/</id>
    <title>OSRCon 2013</title>
    <updated>2013-05-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://osrcon.ca/register.html">Tickets for OSRCon are on sale starting today.</a> The event takes place here in Toronto in August, on the weekend of the 3rd and 4th. <a href="/tag/osrcon2012/">I had a great time last year.</a> Besides getting to play a bunch of retro D&amp;D, something I hadn&rsquo;t done in a long time, I got to meet <a href="http://grognardia.blogspot.ca/">James M from Grognardia</a>, <a href="http://www.necropraxis.com/">Brendan from Necropaxis</a>, and a host of other people. <a href="http://en.wikipedia.org/wiki/Ed_Greenwood">Ed Greenwood</a> signed my <a href="http://en.wikipedia.org/wiki/The_Ruins_of_Undermountain">Ruins of Undermountain</a> box set and I got to see him run a game which was pretty zany. This year <a href="http://osrcon.ca">OSRCon</a> is taking place in a smaller venue, so the number of attendees is capped at 50 odd people. If you&rsquo;re interested in attending you should grab a ticket early. It&rsquo;s well worth checking out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/osrcon-2013/"/>
    <published>2013-05-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/once-more-into-pahvelorn/</id>
    <title>Once More into Pahvelorn</title>
    <updated>2013-04-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I wrote this several months ago, but for reasons I don&rsquo;t recall never posted it. I suppose I thought another play report would be boring. Now its an annotated play report.</p>
<hr>
<p>My friends and I have been a bit disorganized with our 4th edition home game, so it looks like my participation in <a href="http://necropraxis.com/pahvelorn/">Brenden&rsquo;s OD&amp;D game</a> will be more consistent. I&rsquo;ve played in three games now and they have all been a lot of fun. Our group is a good mix of impulsive and cautious.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>My second session began with a much more startling start than <a href="http://save.vs.totalpartykill.ca/play-report/pahvelorn-1/">the first</a>. The very first room we encountered when venturing into Pahvelorn was full of beastmen and body bags.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> We got the jump on them, commanding them to drop their weapons. Sadly, they decided shooting us with crossbows was the way to proceed. After a short fight we discovered we had saved some bandits from certain doom. We returned them to the city and planned to venture back to the dungeon the next day.</p>
<p>We made it a little bit further into Pahvelorn before being attacked once more. Well, we thought we were being attacked. We had actually stumbled on some missing villagers. They too were safely returned to the city. No one spoke of an unfortunate and accidental death.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>It was on our third trip to Pahvelorn that we made it back to the mansion we were exploring in our previous session. Not much looked to have changed. We managed to convince the clerics to hold off messing around with the frozen demon clearly held in place by a magic sword, and so proceeded to explore the rest of the mansion. The first unexplored room we entered looked empty save for a tantalizing jade statue&ndash;and then some sort of crystal elemental materialized and killed one of our henchmen. We fled and there was no pursuit: always a good thing.</p>
<p>Moving on we stumbled upon a library in much disarray. The magic-users took the bait and stared rooting through the soiled books in hopes of treasure. My character Satyavati discovered a giant centipede. A failed Save vs. Poison later and I though I’d need to roll up a new character.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> Luckily for me the rest of my party was well prepared for this expedition. Benni, our thief and rat catcher, had some anti-venom he administered posthaste and all was well in the world.</p>
<p>Further exploration led to the discovery of a dissected demon. We found his well preserved body parts throughout the rest of the mansion. We tied up the clearly dead body, and then started replacing its missing body parts. Of course the demon promptly headed itself and woke up. We had a short discussion to determine whether it would kill us or not. The demon decided Benni was our leader, and was now its leader as well. We learned the demon arrived from some other realm to fight the previous occupant of the house and quite likely the rest of the lands of man. As demons go it was quite friendly. We named it Tangle.<sup id="fnref:5"><a href="#fn:5" class="footnote-ref" role="doc-noteref">5</a></sup></p>
<p>We discovered a trapdoor leading down to a cavern below the mansion. The passage was was next to some incredibly expensive looking fountains we will need to figure out how to steal at some point. We ventured through the cavern, finding and killing a giant white snake hiding in a pool in the process. With that we decided to call it a night.</p>
<p>I now have a much better sense of the layout of the dungeon we are visiting, which greatly helped with my initial confusion during the first session.<sup id="fnref:6"><a href="#fn:6" class="footnote-ref" role="doc-noteref">6</a></sup> We now have a demon butler and a cavern to explore, which we did in our next session.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I believe Brendan&rsquo;s original plan when he started his Pahvelorn campaign was to have players drop in and out, so that if one person was busy another person could take their spot. This is apparently how the very first D&amp;D campaigns were run, with a huge pool of players. This is also how a lot of G+ games are run: it&rsquo;s often not too hard to find someone ready to jump into a game. We play on Monday, which is probably a quiet night for most people. We went a very long time before having to cancel a session, and that was because Brendan was traveling through Europe. My friends and I tried and failed to keep our 4th Edition game going in this manner. I think the trick is to get people to pencil something into their calendars. I know I&rsquo;m busy Monday nights&ndash;and I suppose more importantly my wife knows too.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>We ended up killing the Wizard that was creating these beast men several sessions later. One of the current characters in the party was that wizard&rsquo;s apprentice.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>Brendan doesn&rsquo;t award XP for killing monsters, so every fight is often more risk than reward. We often start every fight with a meagre attempt at negotiation, unless it&rsquo;s clear the monsters we are fighting aren&rsquo;t intelligent. It&rsquo;s actually kind of funny we ended up killing a villager: that might be one of the few times we shot first, so to speak.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p><a href="http://save.vs.totalpartykill.ca/characters/satyavati/">Satyavati</a> died a tiny bit after his 10th session: I tempted fate and lost. <a href="http://untimately.blogspot.ca/2013/01/necrology-satyavati.html">Brendan discussed this at length in a blog post about character death.</a> He was definitely one of my favourite D&amp;D characters. I&rsquo;d never play Magic-Users normally, so it was a big change of pace. (This is one advantage of totally random character generation: it pushes people into playing characters they might not normally.)&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:5">
<p>Brendan created this evil demon army that&rsquo;s clearly attempting to take over the game world. Because we met this friendly and confused demon early in the campaign, all members of this race have henceforth been referred to as Tangles: hardly a name that strikes fear in the hearts of men. We have encountered these creatures several times, and those experiences has never been pleasant. Nevertheless they are Tangles: harbingers of the apocalypse.&#160;<a href="#fnref:5" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:6">
<p>After a few sessions full of character death and little gold our party left Pahvelorn and has yet to return. I miss all the dungeon delving. We need to get back there. Our characters are beasts now, to boot.&#160;<a href="#fnref:6" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/once-more-into-pahvelorn/"/>
    <published>2013-04-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/16-more-encounters-for-carcosa/</id>
    <title>16 More Encounters for Carcosa</title>
    <updated>2013-04-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Continuing with the theme of <a href="/blog/carcosa-encounters/">my last random encounters for <em>Carcosa</em></a>, here are an additional set of weird encounters for your PCs to stumble upon.</p>
<table>
  <thead>
      <tr>
          <th>d16</th>
          <th>Encounter</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td>A Green Man cyborg (AC 18, MV 60&rsquo;, HD 6, Lawful) leads a battalion of 3-12 soldiers armed with an assortment of Alien weaponry. The cyborg will repair any Alien technology Lawful PCs may possess, and will attack any PCs who make their allegiance to the forces of Chaos known. He is searching for his adopted daughter.</td>
      </tr>
      <tr>
          <td>2</td>
          <td>Citadel of 98 Red Men led by &ldquo;The Ram&rdquo;, a Lawful 4th-level Fighter. &ldquo;The Ram&rdquo; is a behemoth of a man, never seen without his indestructible helmet.</td>
      </tr>
      <tr>
          <td>3</td>
          <td>Spawn of Shub-Niggurath (AC 14, MV 120, HD 6, Multiple Alignments [intelligent]): An Orange humanoid with a smooth hide and 3 heads. One head is humanoid (and Lawful), one head is robotic (and Neutral) and the last head is bestial (and Chaotic). When first encountered, or whenever the creature is under stress, roll a d6 to see which head is currently in control of the beast: 1-2 - the humanoid; 3-4 - the robot; 5-6 the monster.</td>
      </tr>
      <tr>
          <td>4</td>
          <td>A Jale Man Sorcerer (AC 16, MV 120&rsquo;, HD 8, Neutral) wearing a Red breast plate sits on a giant Cthulhu shaped throne, alone at the lowest levels of the Cavern of the Time Lords. He may share his knowledge of Carcosa with those who seek him out.</td>
      </tr>
      <tr>
          <td>5</td>
          <td>Spawn of Shub-Niggurath (AC 14, MV 120&rsquo; / 160&rsquo; [Flying], HD 6, Neutral [intelligent]): A Brown avioid with a feathered hide and a toothed mouth. There is a 4 in 6 chance that when encountered the beast will be in flight.</td>
      </tr>
      <tr>
          <td>6</td>
          <td>A squat Purple Man Sorcerer (AC 12, MV 90&rsquo; / 120&rsquo; [Flying], HD 2, Lawful) in flowing robes and an over sized hat is in the process of botching the ritual <em>The Glyphs of the Ebon Lake</em>.</td>
      </tr>
      <tr>
          <td>7</td>
          <td>1 Sabertooth Tiger (intelligent).</td>
      </tr>
      <tr>
          <td>8</td>
          <td>A Blue Man (AC 16, MV 120&rsquo;, HD 2, Lawful) with a cybernetic augmentation that allows him to extend his head several meters above his body is surveying the wilderness. He is armed with a bright yellow mace and can not be surprised.</td>
      </tr>
      <tr>
          <td>9</td>
          <td>A damaged Alien vehicle, with 4 tank treads instead of wheels. Characters with an intelligence of 16 or more may attempt to repair the machine, with a cumulative chance of 10% per week of succeeding. (i.e after ten weeks the tank will be repaired.) It is large enough to comfortably transport 12 men.</td>
      </tr>
      <tr>
          <td>10</td>
          <td>Village of 366 Brown Men ruled by &ldquo;the Silver Fist,&rdquo; a Lawful 6th-level Fighter. The Silver Fist rides into battle on cybernetic horses and wields a mysterious purple sword.</td>
      </tr>
      <tr>
          <td>11</td>
          <td>A foreboding grey castle sits empty save for its custodian, an Orange Woman 18th-level Sorcerer. The castle is circumscribed by a bottomless chasm. A single bridge leads to its imposing doors shaped in the visage of a skull. The sorcerer will not leave the castle, and is immortal and invulnerable while within its walls. She will aid all those who actively seek to defend Carcosa from the forces of Chaos.</td>
      </tr>
      <tr>
          <td>12</td>
          <td>What appears to be a simple rock is in fact The Starseed, a source of unlimited power. At any given time there are at least 1-6 high level sorcerers actively searching for the artifact.</td>
      </tr>
      <tr>
          <td>13</td>
          <td>A White Woman (AC 14, MV 120&rsquo;, HD 4, Lawful) is locked in battle with a Deep One. She fights with a large wooden staff and is searching for her mother.</td>
      </tr>
      <tr>
          <td>14</td>
          <td>1 Orange Mastodon. The beast may shoot acid from its trunk 3 times a day.</td>
      </tr>
      <tr>
          <td>15</td>
          <td>A beautiful young woman, an astronaut from Earth, lays wounded in a recently crashed spacecraft. The ship is damaged beyond repair.</td>
      </tr>
      <tr>
          <td>16</td>
          <td>Village of 130 Dolm Men ruled by &ldquo;The Master of the Universe,&rdquo; a 1st Level Fighter. He wields a magic sword in battle: on command the sword grants +20 HD, and the saving throws of a 20th level Fighter. Only those chosen by the powers of the Grey Castle may hold aloft the magic sword.</td>
      </tr>
  </tbody>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/16-more-encounters-for-carcosa/"/>
    <published>2013-04-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/lets-play-odd/</id>
    <title>Let&#39;s play OD&amp;D</title>
    <updated>2013-04-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://9and30kingdoms.blogspot.ca/2013/04/why-i-prefer-od.html">Talysman of The Nine and Thirty Kingdoms offers up the reasons he enjoys playing OD&amp;D.</a> He touches on a lot of the reasons I quite like the system as well. After playing 4th Edition for a few years, playing OD&amp;D is quite refreshing. If you have a few tables printed out there is almost nothing that will slow down a game. A lot of what is spelled out concretely in later editions of the game is left up to the players and DM to resolve, which ideally leads to less looking up rules and arguing about whether you have cover or combat advantage or this or that. The game relies on you using your judgement and common sense to adjudicate situations the rules don&rsquo;t flesh out. It feels like there are <em>just</em> enough rules to play the game, and no more.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/lets-play-odd/"/>
    <published>2013-04-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-kraal/</id>
    <title>The Kraal</title>
    <updated>2013-04-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://dndwithpornstars.blogspot.com">Zak Smith</a> was so happy with how his <a href="http://save.vs.totalpartykill.ca/blog/hexenbracken/">previous crowd sourced hex crawl</a> went he decided to run another. This time I actually participated, offering up a few hex descriptions of my own. All told we had 66 people writing for the project. All the more interesting, this was all <a href="https://plus.google.com/110352289066114829231/posts/4g7owxzm3qw">organized and run on Google+</a>, the ghost-town social network.</p>
<p>This project seems perfectly suited for a crowd sourced effort. The little descriptions are quite varied and creative, and producing all of them happened quite quickly. I suspect if you asked a single person to write up 400 odd hex descriptions they&rsquo;d fall into a certain amount of sameness pretty quickly. This is a common complain with <a href="http://save.vs.totalpartykill.ca/tag/carcosa/">Carcosa</a>, for example. Taking a bunch of junk like this and cleaning up can also be a chore, but a few people offered to help and that made the process go much quicker and probably better than it would have had one person done the editing alone.</p>
<p>People also did a good job expanding on each others descriptions, making the area described feel alive. I mentioned early on that in <a href="http://save.vs.totalpartykill.ca/grab-bag/kraal/#0116">Hex 0116</a> a group of spies were making their way to a city just North of that Hex. I mentioned they were from a far off city in a Hex that had yet to be described. Well before we got to point that city was fleshed out other people had written about the city.</p>
<p><a href="http://save.vs.totalpartykill.ca/grab-bag/kraal/">The Kraal</a> sounds like an interesting place to run an adventure. You should check it out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-kraal/"/>
    <published>2013-04-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/reading-the-dmg-time-is-like-a-clock-in-the-heart./</id>
    <title>Reading the DMG: Time is like a clock in the heart.</title>
    <updated>2013-04-02T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p>YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.</p>
</blockquote>
<p>Strong words from Gary Gygax on running a campaign. This is one of the few places in the Dungeon Masters Guide where text is set in all caps. This is important: you&rsquo;re just fucking around until you start correctly tracking the movement of time in your campaign.</p>
<p>On some level D&amp;D is a game of resource management: do I have enough torches, food, spells, etc, to survive exploring this dungeon. If you aren&rsquo;t mindful of how time passes one aspect of what makes the game difficult disappears. (AD&amp;D takes this to extreme levels with combat and rounds being split into segments.)</p>
<p>That is time at the micro scale. In this section Gygax is referring to time at a more macro scale. How much time passes between adventures. Do other adventurers have time to sweep in and steal the choice treasure before the PCs get another shot? Gygax was running games with multiple groups of PCs operating in the game world at the same time. The interplay between the groups will be different depending on what each group gets up to and how long it takes. It&rsquo;s easy to hand wave what happens outside of the dungeon, but there is some interesting game play to be had IF STRICT TIME RECORDS ARE KEPT.&quot;</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/reading-the-dmg-time-is-like-a-clock-in-the-heart./"/>
    <published>2013-04-02T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-hexenbracken/</id>
    <title>The Hexenbracken</title>
    <updated>2013-03-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Zak Smith (from <a href="http://dndwithpornstars.blogspot.ca/2013/03/the-hexenbracken.html">D&amp;D with Pornstars</a>) took a <a href="http://www.necropraxis.com/2013/03/30/hexenbracken/">hex map by Brendan from Untimately</a> and asked people on G+ to fill it up with descriptions. Over the course of a few days he filled in the entire map with little descriptions.</p>
<p><a href="http://randomwizard.blogspot.com/">Random Wizard</a> took all the descriptions and put them <a href="https://docs.google.com/spreadsheet/ccc?key=0AiZPO7dbW0godE0tMDFTWFVEVXdKUEdxelFFWTl3aVE#gid=0">up on Google Docs</a>. I saved the Google Docs file as a CSV and wrote <a href="https://github.com/funkaoshi/hexenbracken">a Python script to spit out everything in a slightly nicer format</a>. You can view the resulting web page over here: <a href="/grab-bag/hexenbracken/">The Hexenbracken</a>.</p>
<p>If you are a little bit tech savvy, you can edit the Google Doc as outlined in Zak&rsquo;s post, and use the python script I wrote to create your own version of the site. You can also work with the CSV file in the repo directly.</p>
<p>In a follow up post about this project, <a href="http://dndwithpornstars.blogspot.ca/2013/03/more-hexenbracken-how-hell-do-you-run.html">Zak discusses how to run a &lsquo;hexcrawl&rsquo;</a>.</p>
<p>This is some serious ass communal game development at its finest.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-hexenbracken/"/>
    <published>2013-03-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/gorgonmilks-vancian-magic-supplement/</id>
    <title>Gorgonmilk&#39;s Vancian Magic Supplement</title>
    <updated>2013-03-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I printed out and bound the <a href="http://gorgonmilk.blogspot.ca/2013/03/free-vancian-magic-supplement-pdf.html">Vancian Magic supplement from Gorgonsmilk</a>. I find all the folding and sewing relaxing. The book seems like it is actually a little bit too big to work as a saddle-stitched booklet. Maybe i&rsquo;m just not good at making them. At 90-odd pages its a pretty meaty supplement. The book collects 2 stories by Jack Vance, 4 articles about magic in D&amp;D by Gary Gygax, and a re-imagined Vancian spell list for D&amp;D.</p>
<p>I had never read anything by Jack Vance before. I found the two short stories presented here really quite good. Vance produces a very evocative world in just a few pages. Both stories contain plenty of examples of the bizarre version of magic one finds in D&amp;D: wizards can memorize a handful of spells, which they can cast just once before they are forgotten until they are memorized again. The stories definitely increased my appreciation of the magic system used in D&amp;D.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> Previously it felt both arbitrary and not particularly fantastical.</p>
<p>The articles by Gygax are all great picks. Gygax explains why he went with Jack Vance as his source for magic in D&amp;D. Briefly, Vancian Magic lends itself well to balanced and fun game play. One of the articles is from 1980 and discusses magic in AD&amp;D. It&rsquo;s full on Gygax raging against people doing it wrong DMG style and its fantastic.</p>
<p>Finally we get to the re-imagined D&amp;D spell lists by Shadrac MQ. The spells have great names and really imaginative effects.</p>
<p>This supplement is free, features art from Moebius, and collects some great writing: why haven&rsquo;t you grabbed it already?</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The stories both contain footnotes with commentary about how the fiction relates back to D&amp;D: a good idea poorly executed. Most of the footnotes offer up obvious insight or simply repeat what you just read. Anyway, it&rsquo;s a small gripe: the footnotes are small.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/gorgonmilks-vancian-magic-supplement/"/>
    <published>2013-03-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/tomb-of-the-rocket-men/</id>
    <title>Tomb of the Rocket Men</title>
    <updated>2013-03-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My friend Gus from <a href="http://dungeonofsigns.blogspot.ca/">Dungeon of Signs</a> is running <a href="http://dungeonofsigns.blogspot.ca/2013/03/map-contest-tomb-of-rocket-men.html">a contest</a>. He wants you to draw him a map for the following locale, which he plans to key and run in his gonzo science-fantasy D&amp;D game.</p>
<blockquote>
<p>Screened by thicket, swamp and forest, a necropolis of the ancients sinks slowly into the earth.  Its existence rumored by foresters and vaguely referenced in some of the Temple of Science&rsquo;s oldest logs, the tombs and monuments have remained slumbering and undisturbed for ages. Ancient construction materials provide protection against the elements, but in the glorious times when man traveled beyond the sky tombs were not considered sport for plunder and the treasures of the ancient sky-farers should be unguarded, untrapped and ready for any hand that has the audacity to reach for them!  Hack through the brigand haunted forest and seize the wealth of the very stars, amongst the TOMBS OF THE ROCKET MEN!</p>
</blockquote>
<p>I&rsquo;m not 100% sure why he&rsquo;s bothering with this contest, because if you look at his dungeon maps they are all amazing. Still, I would be remiss if I didn&rsquo;t enter. I ended up drawing something that looks like an office building or an old high school. That is to say it is kind of boring. <a href="http://dungeonofsigns.blogspot.ca/2013/03/map-contest-tomb-of-rocket-men.html">This means <strong>you</strong> have all the more chance to win!</a></p>
<img src="/assets/img/tomb-of-the-rocket-men.png" style="border:2px solid black;margin-left:-2px">
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/tomb-of-the-rocket-men/"/>
    <published>2013-03-29T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/philotomys-musings/</id>
    <title>Philotomy&#39;s Musings</title>
    <updated>2013-03-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve put <a href="http://save.vs.totalpartykill.ca/grab-bag/philotomy/">Philotomy&rsquo;s Musings</a> by Jason Cone back online. You can head over to the grab bag section of my site to read them. It joins <a href="http://save.vs.totalpartykill.ca/grab-bag/he-man/">the He-Man show bible</a>, so it is in good company.</p>
<p>When I got back into old school D&amp;D one of the first websites of note I came across were Philotomy&rsquo;s Musings by Jason Cone. The writing there was my first experience with Original D&amp;D as a scholarly pursuit. The 1974 D&amp;D rules are so minimalist they beg to be interpreted. His writing was one such interpretation, one that gained much well deserved popularity.</p>
<p>I am using the <a href="http://open.blogs.nytimes.com/2011/01/11/emphasis-update-and-source/">NYT’s Emphasis library</a> to let readers link to individual paragraphs and sentences on that page. I will probably start using it through out the site, it&rsquo;s quite cool. If you do any long form writing its worth checking out.</p>
<p>I&rsquo;d love to host the original D&amp;D rules online in a similar fashion, but I&rsquo;m guessing Wizards of the Coast wouldn&rsquo;t be cool with that.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/philotomys-musings/"/>
    <published>2013-03-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/random-npcs/</id>
    <title>Random NPCs</title>
    <updated>2013-03-27T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve updated my <a href="http://character.totalpartykill.ca/">Random Character Generator</a> to spit out a table of characters in one go: <a href="http://character.totalpartykill.ca/npcs/">Random NPCs</a>. My assumption is that a list of random NPCs with stats and basic descriptions could come in handy. If anything, you can use it to quickly generate a bar fight.</p>
<p>A quick tip: you can add a number to the end of the <code>npcs</code> URL to generate that many NPCs. (It currently caps out at 1000.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/random-npcs/"/>
    <published>2013-03-27T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/kickstarter-report-card/</id>
    <title>Kickstarter Report Card</title>
    <updated>2013-03-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><em>Update 2013-06-13</em>: <a href="/blog/kickstarter-report-card-ii">I took another look at my Kickstarter projects</a></p>
<p>I&rsquo;ve backed several RPG Kickstarters. I discovered the whole old-school D&amp;D scene via the <a href="/blog/random-dungeon-poster/">Random Dungeon Generator as a Dungeon Map</a> Kickstarter project, and that led me to backing Dwimmermount and Barrowmaze. By the end of the summer I think I got a lot more picky about what I was willing to give money to.</p>
<p><a href="http://www.tenkarstavern.com/2013/03/the-tenkars-tavern-overdue-kickstarter.html">Erik Tenkar regularly updates his readers on the state of his Kickstarter projects.</a> I thought I&rsquo;d do the same.</p>
<table>
  <thead>
      <tr>
          <th>#</th>
          <th>Project</th>
          <th>Completion Date</th>
          <th>Shipped?</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>1</td>
          <td><a href="http://www.kickstarter.com/projects/1939191852/lotfp-2013-free-rpg-day-adventure">LotFP 2013 Free RPG Day Adventure</a></td>
          <td>February 2013</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>2</td>
          <td><a href="http://www.kickstarter.com/projects/1637945166/spears-of-the-dawn-rpg">Spears of Dawn</a></td>
          <td>November 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>3</td>
          <td><a href="http://www.kickstarter.com/projects/596618838/the-art-of-brom">The Art of Brom</a></td>
          <td>October 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>4</td>
          <td><a href="http://www.indiegogo.com/projects/237158">Machinations of the Space Princess</a></td>
          <td>September 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>5</td>
          <td><a href="http://www.kickstarter.com/projects/475776114/crawlers-companion-for-all">Crawlers Companion for All</a></td>
          <td>July 2012</td>
          <td>Partially</td>
      </tr>
      <tr>
          <td>6</td>
          <td><a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits</a></td>
          <td>July 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>7</td>
          <td><a href="http://www.indiegogo.com/projects/153307">LotFP Summer Adventure Campaign</a></td>
          <td>July 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>8</td>
          <td><a href="http://www.indiegogo.com/projects/119631">This Just In&hellip;From Gen Con 2012</a></td>
          <td>June 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>9</td>
          <td><a href="http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering">Champions of Zed</a></td>
          <td>June 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>10</td>
          <td><a href="http://www.indiegogo.com/projects/93542">LotFP Hardcover and Adventures Project</a></td>
          <td>May 2012</td>
          <td>No</td>
      </tr>
      <tr>
          <td>11</td>
          <td><a href="http://www.indiegogo.com/projects/37807">Weird West Miniatures</a></td>
          <td>May 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>12</td>
          <td><a href="http://www.indiegogo.com/projects/94005">Barrowmaze II</a></td>
          <td>April 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
      <tr>
          <td>13</td>
          <td><a href="http://www.kickstarter.com/projects/autarch/dwimmermount">Dwimmermount</a></td>
          <td>April 2012</td>
          <td>Hells No!</td>
      </tr>
      <tr>
          <td>14</td>
          <td><a href="http://www.kickstarter.com/projects/2040314005/random-dungeon-generator-as-a-dungeon-map">Random Dungeon Generator as a Dungeon Map</a></td>
          <td>April 2012</td>
          <td><strong>Yes!</strong></td>
      </tr>
  </tbody>
</table>
<p><a href="http://www.sinenomine-pub.com/?p=358">Spears of Dawn</a> is notable for shipping ahead of its estimates, and <a href="http://www.sinenomine-pub.com/?p=361">shipping a bonus goal</a> much sooner than I had expected. I think the other projects that shipped were more or less on time. That&rsquo;s 4 projects that have shipped out of the 14 projects I&rsquo;ve backed.</p>
<p>The LotFP Hardcover still hasn&rsquo;t shipped, but there are PDFs of the new layout and it seems to be reasonably far along. Still, it&rsquo;s pretty damn late. You&rsquo;ll notice I still backed two more projects from the company. The stuff LotFP put out is particularly good so i&rsquo;m willing to put up with the snails pace. I don&rsquo;t get the sense <a href="http://lotfp.blogspot.com">James Raggi</a> is going to run off with my money.</p>
<p>Champions of Zed is probably the worst of the projects I&rsquo;ve backed when it comes to communicating what&rsquo;s going on. It was supposed to ship 7 months ago. Weird West Miniatures is apparently done, though I have yet to receive anything from them. Dwimmermount is very late, but more than enough has been said about that.</p>
<p>When I got back into all the RPG stuff I was pretty excited about all these Kickstarter campaigns. Now, not so much.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/kickstarter-report-card/"/>
    <published>2013-03-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emdungeons-of-dread/em/</id>
    <title>&lt;em&gt;Dungeons of Dread&lt;/em&gt;</title>
    <updated>2013-03-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dungeons-of-dread@2x.jpg" alt="Dungeons of Dread"></p>
<p>I picked up a copy of the new limited edition S-series adventure compilation <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/s-series"><em>Dungeons of Dread</em></a>. It&rsquo;s a nice hardback book that collects 4 modules released by TSR that were meant to separate the wheat from the chaff when it came to D&amp;D players. Those modules are: <em>Tomb of Horrors</em>, <em>White Plume Mountain</em>, <em>Expedition to the Barrier Peaks</em>, and <em>The Lost Caverns of Tsojcanth</em>.</p>
<p>This new edition begins with an introduction by Lawrence Schick, author of <em>White Plume Mountain</em>. He briefly explains the history of the series and of each module. Following this is a short table of contents and then each of the modules presented exactly as they appeared however many years ago. If you&rsquo;ve seen the AD&amp;D reprints the quality is much the same: that is to say quite good. Like the AD&amp;D reprints the illustrations in <em>Dungeons of Dread</em> seem a bit higher contrast than the originals. The art work is reproduced reasonably well, but I suspect some detail has been lost in scanning the originals for their inclusion here.</p>
<p>Unlike the AD&amp;D reprints <em>Dungeons of Dread</em> is much more of a collectible than a gaming aid. Presenting the 4 modules together like this is nice if you just want to read them, but to use them in the game would probably be unwieldily. The illustration booklets you&rsquo;re supposed to show your players are bound in the book, as are the maps for each adventure. That&rsquo;s not to say you couldn&rsquo;t use this book at your table, but it&rsquo;s a step back in usability compared to the original TSR modules. Really, something like this would have been better presented in a box set, but no one makes box sets anymore.</p>
<p>If you&rsquo;re a fan of the old modules this collection is well worth a look. As I don&rsquo;t own the originals, the choice was simple. I picked up my copy for $30 on Amazon, which is less than i&rsquo;d pay for each module used on eBay.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emdungeons-of-dread/em/"/>
    <published>2013-03-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/gorgonmilk/</id>
    <title>Gorgonmilk</title>
    <updated>2013-02-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/gorgon-milk-eldrtich-cover.png" alt="Gorgonmilk Eldritch Wizardry Alternate Cover"></p>
<p><a href="http://gorgonmilk.blogspot.ca/">Gorgonmilk</a> is the place to go for all your DIY D&amp;D needs. I&rsquo;m a particular fan of his alternate covers for the Original D&amp;D booklets. I discovered the site recently, and it&rsquo;s really quite excellent.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/gorgonmilk/"/>
    <published>2013-02-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/wild-talents/</id>
    <title>Wild Talents</title>
    <updated>2013-02-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;m thinking of running a <a href="/tag/darksun/">Dark Sun</a> game using the <a href="/tag/odnd/">Original Dungeons and Dragons</a> rules at some point. As such, I wanted to figure out a simpler set of rules of psionics. I thought a good first step would be to settle on rules for wild talents&ndash;people who have some small psychic ability. I wanted about half the population to have a wild talent. It turns out that if you ask a random character to roll under their random wisdom score, they&rsquo;ll succeed about half the time. I wanted a set of powers that weren&rsquo;t overly powerful, but still interesting enough to be used in a game. I&rsquo;m curious to hear what people think.</p>
<hr>
<p>Player&rsquo;s should roll under their Wisdom score to determine if their character has a wild psionic talent. If they fail the roll the character has no wild talent; if they succeed, the amount they succeed by determines their wild talent as follows:</p>
<table>
  <thead>
      <tr>
          <th>d</th>
          <th>Power</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>0</td>
          <td><strong>Know Direction</strong> - The character knows which way is North.</td>
      </tr>
      <tr>
          <td>1</td>
          <td><strong>Far Hearing</strong> - For one turn the character hears all sounds within 50’ as if they were being whispered directly into their ear. The character may choose what sounds to focus on.</td>
      </tr>
      <tr>
          <td>2</td>
          <td><strong>Far Seeing</strong> - For one turn the character may view a scene up to 50&rsquo; away as if they were right there. They may see through walls and other obstacles, but not through lead.</td>
      </tr>
      <tr>
          <td>3</td>
          <td><strong>Thought Projection</strong> - The character may communicate a brief message mentally with a creature up to 50&rsquo; away. The target understands the character, even if they share no common language.</td>
      </tr>
      <tr>
          <td>4</td>
          <td><strong>Object Projection</strong> - The character may teleport a small object in their possession up to 50&rsquo; away.</td>
      </tr>
      <tr>
          <td>5</td>
          <td><strong>Telekinetic Grasp</strong> - For one turn the character may manipulate small objects from up to 50&rsquo; away.</td>
      </tr>
      <tr>
          <td>6</td>
          <td><strong>Spark</strong> - The character may ignite any flammable object within 50&rsquo; of them. (The “heat” this power generates is no greater than that of a candle.)</td>
      </tr>
      <tr>
          <td>7</td>
          <td><strong>Levitate</strong> - For 1 turn, the character can float above the ground (up to 10&rsquo;).</td>
      </tr>
      <tr>
          <td>8</td>
          <td><strong>Minor ESP</strong>: For 1 turn the character may read the mind of another creature. (The character understand the creature even if they share no common language.)</td>
      </tr>
      <tr>
          <td>9</td>
          <td><strong>Cell Adjustment</strong> - The character regains up to 1d3 lost hit points. (This increases to 1d6 at level 3, 1d8 at level 6, 1d10 at level 9 and 1d12 at level 12.) The character may make a Save vs. Poison to cure themselves of any non-magical disease.</td>
      </tr>
      <tr>
          <td>10</td>
          <td><strong>&ldquo;Invisiblity&rdquo;</strong>: For 1 turn the character can completely hide his presence from up to one sentient creature per level. The target may make a Save vs. Magic to resist the character&rsquo;s power.</td>
      </tr>
      <tr>
          <td>11</td>
          <td><strong>Id Insituation</strong>: All sentient characters, friend or foe, within 25&rsquo; of the character feel an uncontrollable urge to eat, murder or fornicate.</td>
      </tr>
      <tr>
          <td>12</td>
          <td><strong>Psychic Distress</strong>: All sentient characters, friend or foe, within 25’ of the character are immobilized for 1 turn.</td>
      </tr>
      <tr>
          <td>13</td>
          <td><strong>Minor Mind Control</strong>: For 1 turn, the character may manipulate the target into doing whatever the character wants. The target will have no memory of any events that transpire while under this mind control. The target my make a Save vs. Magic to resist the mind control.</td>
      </tr>
      <tr>
          <td>14</td>
          <td><strong>Minor Precognition</strong>: The character may re-roll any saving throw.</td>
      </tr>
      <tr>
          <td>15</td>
          <td><strong>Psionic Defence</strong> - Once per day per level, the character may make a Save vs. Magic to avoid the effects of any psionic power that targets them. (This is in addition to any saving throws the power may allow for.)</td>
      </tr>
      <tr>
          <td>16</td>
          <td><strong>Psionic Immunity</strong>: The character can not be the target of any psionic power.</td>
      </tr>
      <tr>
          <td>17</td>
          <td><strong>The Haitian</strong>: no character within 10&rsquo; of the character, friend or foe, may use their psionic powers. The character also gains <strong>Psionic Immunity</strong>.</td>
      </tr>
  </tbody>
</table>
<p>A character may use their psionic power once per day. (<strong>Psionic Immunity</strong> and <strong>The Haitian</strong> are exceptions here: they are always active.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/wild-talents/"/>
    <published>2013-02-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/on-the-blue-mage/</id>
    <title>On the Blue Mage</title>
    <updated>2013-02-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>If you feel like you aren&rsquo;t getting enough Final Fantasy in your D&amp;D, <a href="http://hackslashmaster.blogspot.ca/">Hack &amp; Slash</a> has you covered with this new class for your D&amp;D games, <a href="http://hackslashmaster.blogspot.ca/2013/02/on-blue-mage.html">the Blue Mage</a>. Now you can play Gau from FF VI along side <a href="/blog/rune-knight">Celes</a>.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/on-the-blue-mage/"/>
    <published>2013-02-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emveiled-alliance/em/</id>
    <title>&lt;em&gt;Veiled Alliance&lt;/em&gt;</title>
    <updated>2013-02-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/veiled-alliance@2x.jpg" alt="Veiled Alliance"></p>
<p>As far as I can tell, TSR put out four splat books for <a href="/tag/darksun/">Dark Sun</a> that were very similar in their presentation: <a href="/review/elves-of-athas/"><em>Elves of Athas</em></a>, <a href="/review/dune-trader/"><em>Dune Trader</em></a>, <a href="/review/slave-tribes/"><em>Slave Tribes</em></a>, and <a href="http://www.tsrinfo.net/archive/ds/ds-dsr3.htm"><em>Veiled Alliance</em></a>. Each book takes a look at a particular group, with the bulk of the books being write ups of example factions: with <em>Elves of Athas</em> you had example elf tribes; with <em>Dune Trader</em> you had example trading houses; and with <em>Slave Tribes</em> you had example slave tribes. Having reviewed the previous three books, it seems only fitting I take a look at the last one, <em>Veiled Alliance</em> by Allen Varney.</p>
<p><em>Veiled Alliance</em> takes its name from the secret society of magic users that the book covers. The book opens with two totally throw away chapters about the alliance in general. Most of the information is silly, boring, or uninspired. You could probably just drop these chapters completely or shrink them greatly and jump to the meat of the book, the descriptions of the alliance chapters in each city-state.</p>
<p>One thing that makes this book interesting is that it expands on the information available about the various city-states in Athas in general. Each city-state is discussed briefly before moving on to the alliance chapter that operates within it. For each alliance chapter we learn: how to make contact with the group, how they initiate new recruits in to their order, their history,  their leadership (NPCs) and information about their hideout. The fact the various alliance chapters have hideouts strikes me as odd, since the first chapter describes the alliance structure as being organized like a terrorist cell: small groups that are only aware of a few other cells. Why would an organization like that need a place to hang out? Each section also has some example adventure hooks, some better than others.</p>
<p>On the whole Veiled Alliance just isn&rsquo;t very good. It&rsquo;s definitely the weakest of these four splat books. All of these books have been overly verbose, but this one really does feel like it is mostly filler with all the tangential information about the city-states. The book does do a good job at showcasing what different sorts of Veiled Alliance themed adventures might look like. Each alliance chapter is reasonably different than the next. If you&rsquo;re looking for used Dark Sun books, this feels like one you could safely skip.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emveiled-alliance/em/"/>
    <published>2013-02-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/hex-crawls-and-computers/</id>
    <title>Hex Crawls and Computers</title>
    <updated>2013-02-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I was thinking the next little web application I was going to build would be something for managing notes for a hex crawl.</p>
<p>One problem with the way they are published now is that you need to flip all over the place because hexes are usually listed in columns. If your players are in Hex 0101 information about Hex 0201 is going to be further away than information about Hex 0116, which seems silly. With a website you could view your hex crawl as a series of 3 x 3 grids, the hex you are on being the centre. Clicking on one of the adjacent hexes would bring up a new 3 x 3 grid with information about the new hexes the players could now move into. This would probably give you a better sense of what&rsquo;s happening around a hex than the way most books present things. With a web page you could even display a big grid of all the hexes and information about each one. You could scroll around on the page to see what&rsquo;s up.</p>
<p>The PDF version of <a href="/tag/carcosa/">Carcosa</a> does a pretty good job of linking to anything and everything it can within its hex descriptions. This is something you can do quite easily with a web page. More so, you could have this cross reference information be generated automatically based on the description the user types in.</p>
<p>As players move around they&rsquo;re going to effect the world they are wandering around in. You could track these notes and changes, updating your hex crawl as you go. You could track what the players have done, and what your NPCs are doing as well. You could see a history of what&rsquo;s happened in any hex, which could be handy.</p>
<p>I&rsquo;m curious if anyone else has thought about this stuff? Is there other stuff about running a hex crawl that could benefit from the power of modern computing?</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/hex-crawls-and-computers/"/>
    <published>2013-02-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emslave-tribes/em/</id>
    <title>&lt;em&gt;Slave Tribes&lt;/em&gt;</title>
    <updated>2013-02-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/slave-tribes@2x.jpg" alt="Slave Tribes"></p>
<p><a href="http://www.tsrinfo.net/archive/ds/ds-dsr1.htm"><em>Slave Tribes</em></a> is one of the first <a href="/tag/darksun/">Dark Sun</a> splat books I bought to help me run the epic D&amp;D campaign I never ended up running. It&rsquo;s authored by Bill Slavicsek, who went on to write <a href="/review/elves-of-athas/"><em>Elves of Athas</em></a> and several other books for the setting.</p>
<p>If these recent reviews<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> all start to sound the same, it&rsquo;s because these Dark Sun splat books are all quite formulaic. <em>Slave Tribes</em> is structured and written in a manner very similar to <em>Elves of Athas</em> and <a href="/review/dune-trader/"><em>Dune Trader</em></a>. Once more we have a book describing some niche of Athasian society: in this books case we are obviously looking at slavery and the slave tribes&ndash;slaves who have escaped their bondage and formed their own communities.</p>
<p>The book presents in some detail several slave tribes. For each tribe we learn the following things: their organization, their means of existence, their origin, their location and how their village is defended, their relationship with others, how one joins the tribe, and important NPCs. Each tribe&rsquo;s settlement (or caravan in one case) is described with a keyed map. This section is the bulk of the book. Most of this material seems designed to help you run these tribes in a game. Some tribes could serve as allies to a group of PCs, while some tribes will make excellent enemies.</p>
<p>The book begins with an overview of slavery in Athas, which isn&rsquo;t particularly interesting or informative. This is followed by the description of slave tribes discussed above. That section is followed by an uninspiring discussion of life in a slave tribe. The book ends with advice on how to create a slave tribe. It more or less outlines how to produce an example tribe similar to ones found in the book. There are some lacklustre random tables to help you get started.</p>
<p>The interior art work is all by Baxa. If you don&rsquo;t like Baxa&rsquo;s artwork, you definitely won&rsquo;t like his early artwork. The cover is by Brom and is super cool.</p>
<p><em>Slave Tribes</em> is a thoroughly middle of the road splat book. There is lots of material, i&rsquo;m just not sure how useful it actually is. With all of these books the presentation is so verbose I feel like a DM would need to make their own notes to help keep things straight. Still, someone else has done a lot I work for you if you need some factions and fleshed out NPCs  for your game.</p>
<p>The last of this series of splat books is the <em>Veiled Alliance</em>, which I plan to read next.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I recently reviewed <a href="/review/elves-of-athas/">Elves of Athas</a> and <a href="/review/dune-trader/">Dune Trader</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emslave-tribes/em/"/>
    <published>2013-02-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emdune-trader/em/</id>
    <title>&lt;em&gt;Dune Trader&lt;/em&gt;</title>
    <updated>2013-01-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dune-trader@2X.jpg" alt="Dune Trader"></p>
<p>The last of <a href="/blog/dragons-crown/">my recent Dark Sun purchases</a> I read was <a href="http://www.tsrinfo.net/archive/ds/ds-dsr2.htm"><em>Dune Trader</em></a>. The book is a detailed look at the merchants and merchant houses of Athas. It&rsquo;s similar to <a href="/review/elves-of-athas"><em>Elves of Athas</em></a> and <em>Slave Tribes</em> in its overall structure: a detailed look at specific merchant houses in Athas is followed by some more general exposition on mercantile adventure.</p>
<p>A good chunk of the book is spent describing various factions: in this book&rsquo;s case trading houses and dynasties. The major trading house of each city state is discussed. Their history, assets, current situation, how they treat people in their employ, and important NPC are all covered in some detail. This is followed by a chapter on some small trading houses, and then a chapter on Elf tribes that engage in mercantile endeavours. As with <em>Elves of Athas</em>, these chapter are all full adventure seeds and hooks. Between the two books, I think <em>Elves of Athas</em> does a better job here: these chapters in <em>Dune Trader</em> feel a bit too anthropological. The long history of a particular merchant house might make for some interesting flavour, but it&rsquo;s probably not that useful while constructing an adventure. A lot of this book felt like fiction for people who enjoy the historical appendices or digressions often found in fantasy novels. That was certainly a part of <em>Elves of Athas</em>, but it felt to me like there was more going on in that book.</p>
<p>The end of <em>Dune Trader</em> includes a lot of useful information. Examples of how to run a trading campaign are discussed in some detail, with a basic set of rules on how to govern the supply and demand of trade goods. There are also examples of different sorts of trade caravans in case you wanted to run an adventure raiding or defending a caravan. There is also an example elven market and an example trade fort. A new class, the Trader, is discussed, but it strikes me as a bit silly.</p>
<p>I liked <em>Dune Trader</em>, but it&rsquo;s probably pretty middle of the road as TSR splat books go. I think it would definitely be handy if you&rsquo;re interested in running a Dark Sun campaign where the merchant houses play an important role, but I feel like it spends too much time trying to develop the canon of Dark Sun, and not enough time trying to show you interesting examples of what you could do with the merchant houses of Athas.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emdune-trader/em/"/>
    <published>2013-01-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/ta-nehisi-coates-discusses-dd/</id>
    <title>Ta-Nehisi Coates discusses D&amp;D</title>
    <updated>2013-01-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.theatlantic.com/ta-nehisi-coates/">Ta-Nehisi Coates from the Atlantic</a> writes briefly about <a href="http://www.theatlantic.com/entertainment/archive/2013/01/growing-up-in-the-caves-of-chaos/267107/">playing D&amp;D and the Caves of Chaos</a>, and is featured in a short clip from the the upcoming <a href="http://dndadoc.com/">D&amp;D documentary</a>.</p>
<iframe class="youtube" width="708" height="398" src="http://www.youtube.com/embed/M8Pis2bqcIY" frameborder="0">&nbsp;</iframe>
<p>I wonder if the is going to get more people playing D&amp;D.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/ta-nehisi-coates-discusses-dd/"/>
    <published>2013-01-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-reward/</id>
    <title>The Reward</title>
    <updated>2013-01-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>This short&ndash;a Bachelor film project from The Animation Workshop, Viborg, Denmark&ndash;is amazing. It&rsquo;s 120% D&amp;D.</p>
<iframe class="youtube" src="http://player.vimeo.com/video/58179094" width="708" height="398" frameborder="0" webkitAllowFullScreen="1" mozallowfullscreen="1" allowFullScreen="1">&nbsp;</iframe>]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-reward/"/>
    <published>2013-01-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emelves-of-athas/em/</id>
    <title>&lt;em&gt;Elves of Athas&lt;/em&gt;</title>
    <updated>2013-01-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/elves-of-athas@2X.jpg" alt="Elves of Athas"></p>
<p><a href="http://www.tsrinfo.net/archive/ds/ds-dss3.htm"><em>Elves of Athas</em></a> is an early supplement for the AD&amp;D 2nd Edition setting <a href="/tag/darksun">Dark Sun</a>. The book pulls in details from the <a href="http://en.wikipedia.org/wiki/Troy_Denning">Troy Denning</a> Dark Sun novels to present a fuller picture of what makes Elves different on Athas from those found in other typical fantasy campaigns. Most of the book is what people refer to as <a href="http://www.montecookgames.com/crunch-vs-fluff/">fluff</a>: setting description and flourish. As such it can be used with a variety of rule sets beyond 2nd Edition.</p>
<p>The first half of the book is about Elf culture, physiology, miscellaneous new rules, and minutia. This part of the book fleshes out a lot of what was already said in the Dark Sun box set. I didn&rsquo;t think it was that interesting on the whole. It&rsquo;s probably more useful for people who haven&rsquo;t read any of the Dark Sun novels.</p>
<p>I found the later half of the book more compelling: it describes various Elf Tribes found on Athas. The tribes are described in a good amount of detail: what their motivations are, their history and current situation, how they treat outsiders, who their allies and enemies are, what regions of Athas they live in, and finally some important NPC. This section is all plot hooks and adventure seeds. It also makes for a good example of how to describe a faction in your game world, though for your own game you probably aren&rsquo;t trying to hit page count goals and could be more terse in your presentation.</p>
<p>Unlike many of the Dark Sun books, there is no art by <a href="http://www.baxaart.com/">Tom Baxa</a> to be found in this book. The interior art for <em>Elves of Athas</em> was done by <a href="http://diterlizzi.com/home/">Tony DiTerlizzi</a>, who would go on to illustrate <a href="http://en.wikipedia.org/wiki/Planescape">Planescape</a>. The art work is quite good, but also feels quite different from the coarse line art of Baxa and <a href="http://www.bromart.com/">Brom</a>.  My copy of the book was bought used, so it was sadly missing the poster map featuring some DiTerlizzi that was supposed to come with the book.</p>
<p>As supplements go I thought this book was pretty good. Like most TSR splat books, it uses more words than it needs to in order to make its points, but there is still a lot of fun stuff for DM and players here.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emelves-of-athas/em/"/>
    <published>2013-01-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-encounters-war-of-everlasting-darkness/</id>
    <title>D&amp;D Encounters: War of Everlasting Darkness</title>
    <updated>2013-01-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I would be remiss not to touch on the last season of <a href="http://www.wizards.com/dnd/event.aspx?x=dnd/4new/event/dndencounters">D&amp;D encounters</a>, as it felt like a vast improvement over the previous two seasons I have participated in. You may recall <a href="http://save.vs.totalpartykill.ca/blog/thoughts-on-encounters/">my previous complaints about D&amp;D Encounters</a> and its overemphasis on combat. This season tried hard to showcase the other aspects of D&amp;D. There was a lot going on each session.</p>
<p>This adventure in this season of D&amp;D Encounters was reminiscent of the sorts of adventures you would see during the hey day of 2nd Edition AD&amp;D. The story is as follows: there is some crazy evil magic turning the sky black in the Forgotten Realm; the PCs are travel all over the realms collecting artifacts, seeking allies, and doing the sorts of things one does in an epic fantasy adventure; things conclude with a crazy boss-fight. The adventure was still ultimately a rail-road, as each weekly session needed to lead into the next, but each individual session was also a lot more free-form. At the store I play at we often have 2-3 tables playing, and each week the path through the adventure would vary greatly between tables. In the previous D&amp;D seasons the only variety came from how the different groups approached combat. The big win this season was that each session featured a lot more to do beyond fighting monsters.</p>
<p><a href="http://dungeonsmaster.com/2012/12/dd-encounters-war-of-everlasting-darkness-report-card/">Ameron from Dungeon&rsquo;s Master has an extensive write up about what he liked and didn&rsquo;t like from the last season</a>. I&rsquo;m curious to hear more from fans of 4th Edition about how they found the changes made to Encounters this season.</p>
<p>I&rsquo;m looking forward to what they do in the next season of D&amp;D Encounters. The teaser for the adventure sounds like just my sort of thing:</p>
<blockquote>
<p>This D&amp;D Encounters season takes inspiration from classics such as Village of Hommlet and Against the Cult of the Reptile God. Not only does this new story feature characters and locations from beloved past adventures, but there&rsquo;s another compelling reason to participate.</p>
</blockquote>
<p>Players will be able to choose to play using the D&amp;D Next rules or the 4th Edition rules. I&rsquo;m hoping there is enough interest at the Silver Snail—where I play—to try out the new edition.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-encounters-war-of-everlasting-darkness/"/>
    <published>2013-01-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emcarcosa/em/</id>
    <title>&lt;em&gt;Carcosa&lt;/em&gt;</title>
    <updated>2013-01-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<img src="/assets/img/city-of-carcosa.jpg" width="492px" style="margin:0 auto">
<p>I quite liked <a href="http://www.lotfp.com/RPG/products/carcosa"><em>Carcosa</em> by Geoffrey McKinney</a>. I enjoyed it so much I wrote a very long review of the book split over several blog posts. To make sharing the review with other people easier I&rsquo;ve collected links to each blog post below:</p>
<ul>
<li><a href="/review/carcosa-i/">The Mysterious <em>Carcosa</em></a></li>
<li><a href="/review/carcosa-ii/"><em>Carcosa&rsquo;s</em> vile black magic</a></li>
<li><a href="/review/carcosa-iii/">The Monsters of <em>Carcosa</em></a></li>
<li><a href="/review/carcosa-iv/">A Tour of <em>Carcosa</em></a></li>
</ul>
<p>I followed that up with a discussion of the book after using it to <a href="/masters-of-carcosa/">run my OD&amp;D campaign</a> set in Carcosa: <a href="/review/carcosa-review-reprise/">Carcosa Review Reprise</a>.</p>
<p>If you aren&rsquo;t interested in reading all of that noise just go buy the book already. There isn&rsquo;t anything else quite like it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emcarcosa/em/"/>
    <published>2013-01-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/google/</id>
    <title>Google&#43;</title>
    <updated>2013-01-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I am moving all the discussion on this site over to <a href="http://plus.google.com">Google+</a>. As it stands most of the discussion that takes place about my posts happens there anyway, and it&rsquo;s also where I go to read about and discuss D&amp;D. If you aren&rsquo;t on Google+ you might be surprised to learn it has a very active RPG community. I had thought Google+ to be a ghost town in the world of social media until stumbling upon all these people who use it to <a href="/blog/online-play">run games online</a> and discuss table-top gaming. If you are on Google+ please add me and i&rsquo;ll include you in my RPG circle.</p>
<p><strong>Update</strong>: Google fucking killed G+. God damn it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/google/"/>
    <published>2013-01-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/basic-dd-next/</id>
    <title>Basic D&amp;D Next</title>
    <updated>2013-01-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130114">This post from Mike Mearls</a> has me once again quite excited about <a href="http://www.wizards.com/dnd/dndnext.aspx">D&amp;D Next</a>. The recent play test packets for D&amp;D Next have struck me as overly complicated, and I had thought maybe the game would move in a direction I wasn&rsquo;t too keen on. <a href="http://save.vs.totalpartykill.ca/blog/dnd-next/">I quite enjoyed the early play test rules for their simplicity.</a>  Those rules were easy to grasp, with the game mechanics really stripped down to a minimum. The more recent play test packets have added more rules to the game and a lot of extra complexity.</p>
<p>One thing I dislike about 4th Edition is the amount of stuff a new player needs to know right from the get go. A 1st level character in 4th Edition has lots of powers and needs to understand fairly complicated rules about how combat works.  Character creation is a very slow process, so complicated you really need to use an online tool to create characters. This all makes teaching someone how to play D&amp;D using the 4th Edition rules a pain. It was starting to look like D&amp;D Next was moving in this direction.</p>
<p>Mearl&rsquo;s makes it sound like one of the goals for D&amp;D Next is to have a basic version of the game that&rsquo;s stripped down and simple to understand and play. What he&rsquo;s describing sounds pretty great to me, and much more inline with what we saw in the initial play test rules. In terms of past rule sets, it sounds like they are hoping to put out something similar to Basic / Expert D&amp;D from the 80s. That&rsquo;s what i&rsquo;m talking about.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/basic-dd-next/"/>
    <published>2013-01-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dragons-crown/</id>
    <title>Dragon&#39;s Crown</title>
    <updated>2013-01-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dragons-crown.jpg" alt="Dragon&rsquo;s Crown"></p>
<p>Over the holidays I decided to pick up some Dark Sun books I missed out in my youth: <a href="/review/elves-of-athas/">Elves of Athas</a>, <a href="/review/dune-trader/">Dune Trader</a>, and the adventure <a href="http://www.tsrinfo.net/archive/ds/ds-dse1.htm">Dragon&rsquo;s Crown</a>.</p>
<p>I remember wanting Dragon&rsquo;s Crown when it was announced by TSR oh so many years ago. It was probably the last piece of D&amp;D I lusted after before I stopped playing the game. There were ads announcing its arrival in Dragon magazine and in the back of some of my other Dark Sun books. I’m guessing I didn&rsquo;t buy it for one of the following reasons: it wasn&rsquo;t stocked by <a href="http://www.thecomicroom.com/">Ron&rsquo;s Comic Shop</a>, my source for D&amp;D in the 90s; it was too expensive; or I had stopped playing by the time it came out. The fact I probably didn&rsquo;t need a high level adventure for a Dark Sun campaign I wasn&rsquo;t actually running would have never entered into the equation.</p>
<p>Dragon’s Crown is a high-level epic adventure set in Athas. It involves psionics, sorcerer-kings, secret orders and other nonsense, and is exactly the sort of crazy boxed set adventure you could expect from mid-90s TSR. It&rsquo;s actually made up of 7 interconnected mini-adventures. There is an 8th adventure that is full of little encounters you can intersperse throughout the series.</p>
<p>It&rsquo;s interesting looking at an adventure like Dragon&rsquo;s Crown after buying and reading so many &ldquo;old-school&rdquo; modules. Dragon&rsquo;s Crown expects things to play out in a certain way, and there is a fair amount of exposition on what to do if your players try to get off the rails. Still, there are <strong>lots</strong> of maps and set pieces: I feel like you could use a lot of the adventure in a giant sandbox game.</p>
<p>You can get used copes of Dragon&rsquo;s Crown for $20-$40 dollars by the looks of things, depending on what condition you want your copy to arrive in. When I was 14 that was some serious walking around money. Now? Not so much. It&rsquo;s a shame I don&rsquo;t have the spare time I did when I was 14 now.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dragons-crown/"/>
    <published>2013-01-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/my-various-random-dd-web-apps-are-down./</id>
    <title>My various random D&amp;D web apps are down.</title>
    <updated>2012-12-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><strong>Update 2012-12-26</strong>: And we&rsquo;re back: our long national nightmare is over.</p>
<p>Just a heads up to my readers, and random Internet people, that my three D&amp;D web apps: Random Carcosa, The LotFP Summon Spell, and my Random Character builder are all offline at the moment. My host seems to have broken them when moving my account to a new server. It&rsquo;s Christmas so I don&rsquo;t expect my host to get back to me with what&rsquo;s up too quick, and i&rsquo;m not sure I&rsquo;ll have time to dig into this for the new few days.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/my-various-random-dd-web-apps-are-down./"/>
    <published>2012-12-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emf3-many-gates-of-gann/em-and-emf1-fane-of-the-poisoned-a-prophecy/em-from-chaotic-henchmen/</id>
    <title>&lt;em&gt;F3: Many Gates of Gann&lt;/em&gt; and &lt;em&gt;F1: Fane of the Poisoned a Prophecy&lt;/em&gt; from Chaotic Henchmen</title>
    <updated>2012-12-21T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I recently purchased both of the modules put out by <a href="http://www.chaotichenchmen.com/">Chaotic Henchmen</a>: <a href="http://www.chaotichenchmen.com/p/f3-many-gates-of-gann.html"><em>F3: Many Gates of Gann</em></a> and the <a href="http://www.chaotichenchmen.com/p/f1-fane-of-poisoned-prophecies.html"><em>F1: Fane of the Poisoned Prophecy</em></a>. The modules are a throwback to AD&amp;D adventures of yore, but with much better typesetting and layout. In fact my main impetus for picking up the adventures was to support someone who took the time to put together a good looking well laid out product. This is something sorely lacking in a lot of RPG books I buy.</p>
<p>And now for some <strong>spoilers</strong>.</p>
<p>The <em>F3: Many Gates of Gann</em> describes a fairly large dungeon built by a wizard to house a terrible weapon. The wizard has since moved on, but left a small army of servitor apes to run the place. Oh hells yes. The layout of the dungeon makes it perfect for round about exploration. There are all sorts of ways of interacting with the apes that manage the compound. In addition to the apes there are a faction of snake monsters that have snuck into the compound through a lower level and a few of their minions. There are plenty of groups in the dungeon to befriend or fight. There is lots to love in this module. It&rsquo;s a little bit quirky and different than your typical fantasy dungeon.</p>
<p><em>F1: Fane of the Poisoned a Prophecy</em> is another interesting setting. An oracle who has set up shop in an ancient crypto-moon temple has been kidnapped by werewolves who have descended into the temple from the moon via a lunar staircase. Read that again and tell me you don&rsquo;t want to play that game! This dungeon is smaller than <em>The Many Gates of Gann</em>, but it is surrounded by a few smaller environs for players to explore. The main dungeon itself is also well laid out, and like F3 encourages some round about exploration.</p>
<p>Both modules have some interesting traps and mechanics that take them a step above your typical dungeon crawl module. Chaotic Henchmen have done a great job with two modules. I think I like F3 more than F1, but they are both worth checking out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emf3-many-gates-of-gann/em-and-emf1-fane-of-the-poisoned-a-prophecy/em-from-chaotic-henchmen/"/>
    <published>2012-12-21T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-new-banner-for-save-vs.-total-party-kill/</id>
    <title>A New Banner for Save vs. Total Party Kill</title>
    <updated>2012-12-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Last June I emailed my cousin, asking him if he could draw me a banner for this website. He can draw, and I can&rsquo;t. And so I patiently waited. The old banner for this site was an image by <a href="http://www.vaultsofgrayskull.co.uk/norem.html">Earl Norem</a>. I love He-Man more than most anything, but it was very much a place holder for an image I new was on the way. Yesterday night I got an email saying he had finished drawing my banner. Now it&rsquo;s time to write some blog posts.</p>
<p><img src="/assets/img/he-man-header.jpg" alt="He man vs. Skeletor"></p>
<p>Good bye He-Man, you will be missed.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-new-banner-for-save-vs.-total-party-kill/"/>
    <published>2012-12-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/dungeon-of-signs/</id>
    <title>Dungeon of Signs</title>
    <updated>2012-12-01T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Continuing <a href="/tag/blogfaves">my series of great D&amp;D blogs</a>, may I suggest the consistently good <a href="http://dungeonofsigns.blogspot.ca/">Dungeon of Signs</a> by Gustie<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. It&rsquo;s hard to pick any one thing to highlight, so I&rsquo;ll point out the most <a href="http://dungeonofsigns.blogspot.ca/2012/11/hms-apollyon-plague-senechal-more.html">recent post</a> about his demon infested ocean liner megadungeon the <a href="http://dungeonofsigns.blogspot.ca/2012/08/hms-apollyon-welcome-aboard.html">HMS APOLLYON</a>. The post is a good mix of great writing, art, and creativity that is more or less the staple of each and every post on his site. Why are you still reading this? Go!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I now play D&amp;D with him weekly, so this review isn&rsquo;t completely unbiased: though I thought the blog was pretty great before we had ever met.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/dungeon-of-signs/"/>
    <published>2012-12-01T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/embeneath-the-ruins/em-by-alex-fotinakes/</id>
    <title>&lt;em&gt;Beneath the Ruins&lt;/em&gt; by Alex Fotinakes</title>
    <updated>2012-11-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The first module for Geoffrey McKinney&rsquo;s new imprint <a href="http://psychedelicfantasies.blogspot.ca/">Psychedelic Fantasies</a> is <a href="http://psychedelicfantasies.blogspot.ca/2012/08/the-first-psychedelic-fantasies-module.html"><em>Beneath the Ruins</em></a> by <a href="http://wizardsmutantslaserpistols.blogspot.ca/">Alex Fotinakes</a>. The module describes the first level of the vast ruins of Kihago. One might describe the dungeon as &ldquo;gonzo&rdquo;: there are laser pistols and weird science, mutant men, and yeast monsters.</p>
<p>The dungeon is divided into three main zones. Two of the zones are controlled by warring factions: the Luminites, who worship ancient alien technology and believe nothing exists outside of the dungeon, and the Tribe of Yrtuk, mutant men who have lived in Kihago for centuries. The third zone of the dungeon is a no man&rsquo;s land, both tribes considering it too dangerous to explore. There are two optional sub-levels that can be used if you want to run the module as a self-contained unit. The author also recommends using the dungeons as the first level of a large complex. The booklet concludes with a handful of new monsters and stats for lasers guns.</p>
<p>The module is 16 pages long, printed as a long skinny booklet. This is a really great format for an adventure. (Though, I think it would have worked well as a two-column digest sized booklet as well.) The cover contains the map and is detachable. Each page holds a fair amount of information. Room descriptions are short enough I could imagine running the adventure with almost no prep. The type is a bit small, but I don&rsquo;t think its hard to read. Some thought has clearly gone into the layout of the booklet. Room descriptions rarely cross pages&ndash;I found one exception, and here the break is clear as it happens mid-sentence. When a monster appears in a room its stat blocks is separated from the room description making it easy to pick out which rooms have monsters. All in all its clear this module is meant for your gaming table.</p>
<p>Beneath the Ruins is probably one of the better modules I&rsquo;ve purchased recently. It&rsquo;s also <strong>incredibly</strong> cheap. You should check it out.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/embeneath-the-ruins/em-by-alex-fotinakes/"/>
    <published>2012-11-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/encounters-in-carcosa-hex-1807/</id>
    <title>Encounters in Carcosa: Hex 1807</title>
    <updated>2012-11-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>On Friday I played a D&amp;D one-shot to rescue a character from <a href="http://wampuscountry.blogspot.ca/">Wampus County</a> trapped in <a href="/tag/carcosa/">Carcosa</a>. It was a lot of fun. What follows is a Carcosa-esque play report. Gustie, from <a href="http://dungeonofsigns.blogspot.ca">Dungeon of Signs</a>, <a href="http://dungeonofsigns.blogspot.ca/2012/11/last-chauncy-in-carcosa-very-special.html">has a more traditional and detailed play-report up on his blog as well.</a> The session was run by Brendan, from <a href="http://untimately.blogspot.ca/">Untimately</a>, who has <a href="http://untimately.blogspot.ca/2012/11/wandering-in-carcosa_5.html">a write up of the wilderness we were exploring</a>. I forgot about the dead T-Rex in my write up below.</p>
<p>For full on Carcosa glory, <a href="http://carcosa.totalpartykill.ca/1807/">you can view this encounter on my Random Carcosa website.</a></p>
<hr>
<p>Encounters in <strong>Hex 1807</strong>:</p>
<table class="random-table">
    <tr><th>Hex Description</th></tr>
    <tr><td>A Bone Man (AC 3, MV 60', HD 1+1, Lawful) and a Jale Women (AC 9, MV 120', HD 1+1, Neutral) explore the badlands in search of alien technology for their war tribe.</td></tr>
    <tr><td>A party of 2-8 inter-dimensional travelers search for their lost companion. They are armed with turn of the century firearms: pistols &amp; shotguns. They are cautious around and distrustful of any natives of Carcosa they encounter. They will however aid anyone who agrees to help them find their friend.</td></tr>
    <tr><td>3-18 red orbs can be seen floating in the distance.</td></tr>
    <tr><td>2 Unquiet Worms make their home in the shade of a disabled alien tank. Within the tank, two dead aliens lay mummified in their spacesuits. Sufficiently intelligent creatures can restore the tank to working order after 2-6 turns of experimentation.</td></tr>
    <tr><td>Trails of small insects converge on the rocky husk of a massive dead insect. Within an inter-dimensional traveler to Carcosa lays shackled to the ground. Insects crawl in and out of his body. A sorcerer and his minions are in the middle of casting the ritual <em>Canticle of the Crawling God</em>. They will summon the Crawling God in 1-3 hours.</td></tr>
</table>
<p>You may use the following table to restock the hex:</p>
<table class="random-table">
    <tr><th>1D4</th><th>Hex Description</th></tr>
    <tr><td>1</td><td>3-18 red orbs lay inert on the ground throughout the badlands. If investigated characters must make a Save vs. Poison or develop a random mutation.</td></tr>
    <tr><td>2</td><td>The Crawling God crosses the badlands trailed by a sea of insects.</td></tr>
    <tr><td>3</td><td>2 Unquiet Worms feast on the remains of a small party of adventurers. On the bodies can be found: pistols, shotguns and worthless foreign currency.</td></tr>
    <tr><td>4</td><td>A Bone Man rides through the badlands on an alien tank. He is accompanied by an inter-dimensional traveller to Carcosa. Within the tank is a small cache of books describing sorcerous rituals and the dead body of a Jale Woman.</td></tr>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/encounters-in-carcosa-hex-1807/"/>
    <published>2012-11-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/am-i-playing-a-role-playing-game/</id>
    <title>Am I Playing a Role-Playing Game?</title>
    <updated>2012-10-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>There has been <a href="http://untimately.blogspot.ca/2012/10/role-playing.html">some discussion online</a> about what constitutes a role-playing game.</p>
<p>When you are playing a game that you suspect might be a role playing game, ask yourself these questions:</p>
<ul>
<li>Am I pretending to be someone I am not.</li>
<li>Am I holding dice.</li>
</ul>
<p>If you answered yes to both these questions, congratulations, you are probably playing a role playing game. Now go have some fun!</p>
<p>I have heard it remarked that Dungeons and Dragons isn&rsquo;t a role playing game, it&rsquo;s a war game. Now, clearly we can see this isn&rsquo;t the case&ndash;unless you are a halfing wizard or some such thing&ndash;so the next question to ask is: how do I know if I am playing a war game? If you find yourself wondering if you are playing a war game, ask yourself these questions:</p>
<ul>
<li>Do I see miniatures.</li>
<li>Am I holding a ruler or tape-measure.</li>
</ul>
<p>If you answered yes to both these questions, congratulations, you are playing a war game. Now go flank some units!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/am-i-playing-a-role-playing-game/"/>
    <published>2012-10-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/dungeon-crawl-classics-modules-67-69/</id>
    <title>Dungeon Crawl Classics Modules 67-69</title>
    <updated>2012-10-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/dcc-rpg-modules-i.jpg" alt="DCC RPG Modules 67-69"></p>
<p>I&rsquo;ve been reading through my <a href="http://www.goodman-games.com/5070preview.html">DCC RPG</a> adventures recently. I&rsquo;ve been buying them as they come out, mostly for the covers, but there is probably some aspect of comic book collecting at play. Each adventure is titled with a giant number indicating where it fits in the sequence of DCC RPG modules. There&rsquo;s probably something deep in my subconscious that makes me want to buy DCC 68 because I own DCC 67, and then buy DCC 69 because now I own DCC 67 and 68. So it has gone for the last few months.</p>
<p>In <a href="http://www.goodman-games.com/5066preview.html">Sailors of the Starless Sea (DCC 67)</a>, an abandoned keep sits atop an ancient underground sea, where beast men attempt to summon their demonic god. Next we have <a href="http://www.goodman-games.com/5067preview.html">People of the Pit (DCC 68)</a>, in which mutant cultists worship a tentacled Cthulhu monster that feeds on fair maidens. This was followed up with a raid on a wizard&rsquo;s home in <a href="http://www.goodman-games.com/5068preview.html">The Emerald Enchanter (DCC 69)</a>: a bright green wizard communes with dead sorcerers, uses imprisoned demons for power and resources, and spends his spare time building emerald golems&ndash;sometimes out of innocent villagers.</p>
<p>I think it&rsquo;s fair to say that all of the plot hooks in these modules are pretty fantastic. The adventures are very pulp-fantasy. I could picture running these modules in <a href="/tag/carcosa/">the world of Carcosa</a> or a game set in <a href="http://dungeonofsigns.blogspot.ca/2012/07/belated-ase-1-review.html">the Land of a Thousand Towers</a> just as easily as I could in a more typical fantasy game. For the most part each modules is a well realized set pieces.</p>
<p>There&rsquo;s a lot to like in these modules, though they all share a very linear structure and a combat heavy focus. To be fair, this is more or less how the adventures are billed by Goodman Games themselves.</p>
<blockquote>
<p>Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don&rsquo;t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren&rsquo;t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.</p>
</blockquote>
<p>All the adventures end with a &lsquo;boss fight&rsquo;. Regardless of how messy the maps might look they can often we unwound into a series of rooms the players have to walk through. After reading through modules with more interesting layouts the DCC RPG dungeons can feel a bit lacklustre.</p>
<p>The modules themselves are well put together. They&rsquo;re  8&rsquo;x11.5&rsquo; softcover books. They have thick glossy covers and paper the modules are printed on doesn&rsquo;t feel flimsy. All the modules feature fantastic covers by <a href="http://www.dougkovacs.com/home.html">Doug Kovacs</a> that are worth the price of admission alone. Each module is about $10. I&rsquo;m pretty sure if I wanted to buy a glossy Doug Kovacs print it&rsquo;d cost me more than $10. The fact the covers come with adventures is a nice bonus. The interior art for each module is just as strong. As objects the modules don&rsquo;t disappoint.</p>
<p>The Emerald Enchanter is my favourite of the first three modules from DCC RPG, but they are all enjoyable reads. I feel like you could turn them into something more open-ended if that&rsquo;s the sort of thing you like, and they each have some interesting ideas to steal.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/dungeon-crawl-classics-modules-67-69/"/>
    <published>2012-10-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/delving-deeper/</id>
    <title>Delving Deeper</title>
    <updated>2012-10-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.immersiveink.com/delving-deeper/the-delving-deeper-rpg/">Delving Deeper</a> was released as <a href="http://odd74.proboards.com/index.cgi?board=delvingdeeper&amp;action=display&amp;thread=7974">a set of PDFs yesterday</a>. It&rsquo;s a retroclone of the <a href="http://www.acaeum.com/ddindexes/setpages/original.html">Original D&amp;D</a> rules. The only other edition i&rsquo;m aware of that is similar in scope is the <a href="http://www.swordsandwizardry.com/whitebox.htm">Sword and Wizardry White Box</a>. Unlike the White Box, Delving Deeper stays much closer to Original D&amp;D in its rules. I also think it&rsquo;s a much better laid out and organized product. The White Box PDF feels more verbose than it need be. That said, some of the additional exposition is good for getting a better understanding of Original D&amp;D. The White Box also feels like a neglected product, with Sword and Wizardry seemingly more interested in their other products.</p>
<p>Original D&amp;D is an incredibly simple game. Delving Deeper would be a great edition to use to teach someone how to play D&amp;D. <a href="http://untimately.blogspot.ca/2012/07/od-engine.html">There are only a few mechanics for resolving problems</a>, there are only a handful of character classes, and all the rules and spells fit in a 34 page booklet. People complain Original D&amp;D is a bit ambiguous at times, and it certainly can be, though I think that&rsquo;s part of its charm. If you have one player who knows how to play D&amp;D I think the ambiguity won&rsquo;t be a problem.</p>
<p><a href="http://www.rpgnow.com/product/107184/Delving-Deeper-Reference-Rules-%5BBUNDLE%5D?manufacturers_id=4757">Delving Deeper is available for free</a> so you should certainly check it out. The PDFs by Simon J. Bull are really well done. I heartily recommend it. If I ever run a game I think I&rsquo;ll use this ruleset.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/delving-deeper/"/>
    <published>2012-10-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/16-encounters-on-carcosa/</id>
    <title>16 Encounters on Carcosa</title>
    <updated>2012-10-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>In <a href="http://lurkerablog.wordpress.com/2012/04/26/how-brightly-coloured-should-carcosa-be/"><em>How Brightly Coloured Should Carcosa Be?</em></a> <a href="http://lurkerablog.wordpress.com/">Richard Guy</a> discusses the relationship between <a href="http://he-man.org/"><em>He-Man and the Masters of the Universe</em></a> and <a href="/tag/carcosa/"><em>Carcosa</em></a>. It&rsquo;s probably one of the most enjoyable things i&rsquo;ve read since getting back into gaming.</p>
<p>With that in mind, here are 16 new hex descriptions for your Carcosa game.</p>
<table class="random-table">
<tr><th>1D16</th><th>Hex Description</th></tr>
<tr><td>1</td><td>An Orange Man 1 dressed in furs hunts a band of mutant men. He is armed with a whip and accompanied by 2-12 giant beasts and dinosaurs; these creatures are under his complete control.</td></tr>
<tr><td>2</td><td>Spawn of Shub-Niggurath (AC 18, MV 120, HD 3, Chaotic): a blue arachnoid with two red eyes and a toothed mouth. It currently entangled in a grappling hook and 100' of rope. An orange laser pistol can be found in its belly.</td></tr>
<tr><td>3</td><td>1 Deep One.</td></tr>
<tr><td>4</td><td>Village of 278 Yellow Men ruled by “the Evil Queen,” a Chaotic 9-th Level Sorcerer.</td></tr>
<tr><td>5</td><td>A humanoid robot (AC 16, MV 90', HD 4, Chaotic) guards the remains of a crashed alien spaceship. He is armed with a sword and a laser pistol. His 3 large eyes rotate about his head. He can not be surprised and will react with hostility to all who approach.</td></tr>
<tr><td>6</td><td>A Blue Man Cyborg with a metal jaw and a robotic hook arm (AC 18, MV 90', HD 4, Chaotic) commands a group of 6-36 Blue Men bandits armed with bone weapons. The bandits demand the players hand over any metal items in their possession, which their leader will proceed to eat. The Cyborg earns +1 to hit for each piece of metal he consumes; this effect lasts one day. (When encountered he has a 0-3 bonus to hit.) His hunger for metal can not be satiated.</td></tr>
<tr><td>7</td><td>A hulking Blue Man (AC 15, MV 120', HD 6, Chaotic) with unusual red hair wields a cursed two handed sword. (This character wields the sword one handed, carrying a shield in the other.) Any character possessing the sword is compelled to eradicate all white men from the world; with each white man they kill their hair turns a darker shade of red. The sword is -1 to hit, but +3 to hit vs. White Men.</td></tr>
<tr><td>8</td><td>Monastery of 56 Brown Men ruled by “the Golden Hand,” a Chaotic 5-th Level Fighter.</td></tr>
<tr><td>9</td><td>Village of 156 Green Men ruled by "the Dragon," a 4th-level Sorcerer. The Sorcerer's research has left him disfigured: he has the scales and tail of a lizard, and is cold blooded.</td></tr>
<tr><td>10</td><td>Spawn of Shub-Niggurath (AC 18, MV 90' / 120' [swimming], HD 3, Neutral [intelligent]): an orange anthropoid with scaly skin, two yellow eyes, and a toothed mouth. One of its arms is an oversized claw. In its other hand it carries a green mace.</td></tr>
<tr><td>11</td><td>A large bird of prey stalks the players. After 1-3 hours it will turn and fly off into the distance. The bird does not attempt to hide its presence.</td></tr>
<tr><td>12</td><td>A disfigured two-headed mutant man lays face down in the ground. His body is half purple &amp; half blue. Characters who investigate the body must make a Save vs. Death Ray each turn or suffer a random mutation.</td></tr>
<tr><td>13</td><td>A Purple Man hangs limp from a tree. He is pierced head to toe by spikes. Two tridents lay near his lifeless body.</td></tr>
<tr><td>14</td><td>12 Black Men led by a putrid smelling Sorcerer (AC 18, MV 120', HD 3, Chaotic) are in the middle of casting <em>Manifestation of the Putrescent Stench</em>. The Sorcerer is armed with a laser pistol and wears a bright orange alien space suit.</td></tr>
<tr><td>15</td><td>4 Snake Men attempt to repair a time machine. The Snake Men and their collection of high-tech gadgetry are incomprehensible to characters with an intelligence score less than 18.</td></tr>
<tr><td>16</td><td>A massive snake shaped citadel coils around the peaks of a craggy mountain. Within 22 Bone Man are led by a Chaotic 16th-level Sorcerer. He is planning the total conquest of Carcosa.</td></tr>
</table>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/16-encounters-on-carcosa/"/>
    <published>2012-10-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emthe-magnificent-joop-van-ooms/em/</id>
    <title>&lt;em&gt;The Magnificent Joop van Ooms&lt;/em&gt;</title>
    <updated>2012-10-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/store/index.php?route=product/product&amp;product_id=157"><em>The Magnificent Joop van Ooms</em></a> is the most recent supplement from <a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a>. The supplement describes 16th century Amsterdam, the enigmatic Joop van Ooms, and a few of his hanger ons.</p>
<p>Historical Amsterdam could probably be turned into any bustling port city. A D50 random random of encounters offers up some things to do while wandering around town. There are a couple tables for dealing with buying and selling things on the black market. I could imagine this would be useful in all sorts of settings.  The later half of the book describes Joop van Ooms, what makes him such a strange and magical figure, his home, and a few of his compatriots. The character is a magical renaissance man, with all that might entail. Van Ooms could be used as a patron for a group of heroes: he&rsquo;s rich, magical, and has an interesting world view.</p>
<p>Like most of the recent stuff to come out from LotFP, it&rsquo;s a gorgeous little booklet: the layout, design, and illustrations are all top-notch. Jez Gordon has done a great job here. The PDF is fully bookmarked. (If you read it in Adobe Acrobat, everything that&rsquo;s a multiple of 8 is hidden from view, as van Ooms would like it.) Like most A5 books, it looks great on the iPad.</p>
<p><em>The Magnificent Joop van Ooms</em> is a magnificent little book. It&rsquo;s a quick read and well worth checking out. If you&rsquo;re looking for a fully fleshed out adventure, this isn&rsquo;t going to satisfy. <em>The Magnificent Joop van Ooms</em> a book of ideas. I picked up a copy of The Magnificent Joop van Ooms to pad out an order from LotFP, and for the price I heartily recommend you do the same. The cover art is amazing: for $7 bucks you can frame the book and hang it on your wall.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emthe-magnificent-joop-van-ooms/em/"/>
    <published>2012-10-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/more-thoughts-on-dd-encounters/</id>
    <title>More Thoughts on D&amp;D Encounters</title>
    <updated>2012-10-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/henry-justice-ford-fight.jpg" alt="Combat by Henry Justice Ford"></p>
<p>Since starting this blog the amount of D&amp;D I&rsquo;ve been playing has increased greatly. I continue to participate in the Encounters games held at <a href="http://www.dueling-grounds.com/">Dueling Grounds</a>. In addition to those games I&rsquo;ve been playing a fair amount of old-school D&amp;D: a weekly game run by Brendan of <a href="http://untimately.blogspot.ca/">Untimately</a> and occasional games run by James M of <a href="http://grognardia.blogspot.ca/">Grognardia</a> and Reynaldo of <a href="http://reynaldogamingsoap.blogspot.ca/">Baroviania</a> fame. After playing so much D&amp;D recently I find the differences between the modern incarnation of D&amp;D and its older editions are quite stark.</p>
<p><a href="/tag/encounters/">D&amp;D Encounters</a> is very much the pathological case of a 4th Edition game. Each session is distilled down to the core of 4th Edition: mostly combat with a tiny bit of role playing. For many people D&amp;D Encounters is their first introduction to D&amp;D. After playing in these games for several months now my feeling is that they teach bad gaming habits. Killing things is more or less the only option open to players to resolve conflicts. You might be able to avoid a fight, but there is a disincentive to do so because then you would probably end up with a very short game. Because each Encounters session needs to transition into the next there is also no room for exploration or change. You can&rsquo;t take a session in a wild new direction.  This isn&rsquo;t true of 4th Edition, obviously, but is of D&amp;D Encounters. I think a good DM can do a lot to keep the game interesting, but the structure of the adventures hinders a lot of creativity.</p>
<p>The <a href="/tag/dwimmermount/">Dwimmermount</a> sessions I&rsquo;ve participated in are actually similar in scope to the Encounters sessions. Dwimmermount offers a good alternative to running a pick up game. Each session is more or less a self contained unit of adventure: you begin on some level of the dungeon and end things back outside. There isn&rsquo;t some overarching story that ties the Dwimmermount games together. The story is the exploration of the dungeon; the story is what you and the other players choose to make it. Each session can end in all sorts of strange ways because there is no need to lead into the next chapter of a particular adventure.</p>
<p>I&rsquo;d love to see a D&amp;D Encounters game that was just a dungeon crawl, but i&rsquo;m not sure that will ever happen. The current structure lets people discuss the game they played in like they might a TV show. Everyone doing their own thing doesn&rsquo;t facilitate that sort of conversation.</p>
<p>Combat is fast in the older editions of D&amp;D. This is because it&rsquo;s very abstract. My old-school D&amp;D sessions often feel like they are full of accomplishment. In a few hours you can do a lot: lots of exploring, lots of fighting, lots of puzzles. 4th Edition is much more tactical and meticulous in its presentation of combat. An Encounters session is usually an hour and a half, give or take, and the bulk of that time is spent on a single fight.</p>
<p>I think most people would agree that faster combat is better, but the way 4th Edition handles combat is not without its merit. Because 4th Edition combat is far less abstract you can talk about that fight in a level of detail you don&rsquo;t often get with older editions of D&amp;D. <a href="http://dungeonsmaster.com/category/dd-encounters/">Dungeon&rsquo;s Master&rsquo;s recaps of his Encounter&rsquo;s sessions</a> are usually quite long, despite the fact they are primarily a description of a fight, because the pieces that make up combat are quite expressive. You really feel the ups and downs of a fight in 4th Edition. In the last game I played we had a round where almost everyone was down, we were on the verge of a total party kill, only to manage a big come back big the next round. It was amazing.</p>
<p>I&rsquo;m curious to see if the structure of the public play events Wizards of the Coast runs will change with the release of <a href="https://www.wizards.com/dnd/dndnext.aspx">D&amp;D Next</a>. Combat in D&amp;D next is much faster so adventures wouldn&rsquo;t need to be modeled as a series of fights. They would presumably still be quite linear, but I suspect you could accomplish more per session than you do in the current Encounters program. There are rumours that the next Encounters game will be more varied in what happens week to week. We will have to wait and see.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/more-thoughts-on-dd-encounters/"/>
    <published>2012-10-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/reading-the-dmg-matching-capes/</id>
    <title>Reading the DMG: Matching Capes</title>
    <updated>2012-10-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<blockquote>
<p><strong>Duties</strong> It is not practical to try to determine the time and expenses necessary to accomplish everything possible for the scores of standard hirelings possible to employ, so each DM will have to decide. For example, assume that a player character hires a tailor to make plain blue cloaks for all of his or her henchmen. This will take only about 1 day per garment and cost the stated amount of money plus 5 c.p. (10% of the cost of a cloak) per cloak for materials. However, if the same cloaks were to be fashioned of a material of unusual color and have some device also sewed upon them, time and materials costs would be at least double standard, and probably more.</p>
</blockquote>
<p>This is the sort of wonderful throw away paragraph that makes the Dungeon Master Guide such a fun read. Gary Gygax begins by telling you, the DM, that he can&rsquo;t possibly enumerate all the things a player could hire a person to do. That&rsquo;s a fair point. You don&rsquo;t want to make the rule book any loner than it already is. He then goes on to provide the fiddliest of rules for making matching capes. The rules seem so specific. Was this something that came up all the time in old-school games? I picture an entourage of dungeon delvers decked out like a boy-band fighting Orcus.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/reading-the-dmg-matching-capes/"/>
    <published>2012-10-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/vall3z-gax/</id>
    <title>VALL3Z GAX</title>
    <updated>2012-10-04T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<img src="http://25.media.tumblr.com/tumblr_mat30kxePd1r2p31ho1_1280.jpg">
<p><a href="http://gaxix.blogspot.ca/?view=classic">Guy-Pascal Vallez</a> is an artist and D&amp;D enthusiast who has a blog you need to go look at right this very minute. Stop reading and go!</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/vall3z-gax/"/>
    <published>2012-10-04T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/a-tour-of-emcarcosa/em/</id>
    <title>A tour of &lt;em&gt;Carcosa&lt;/em&gt;</title>
    <updated>2012-09-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<img src="/assets/img/city-of-carcosa.jpg" width="492px" style="margin:0 auto">
<blockquote>
<p><strong>1507</strong>: On a lifeless island of black stone stands the alien city of Carcosa.</p>
</blockquote>
<p>A silhouette of this city is featured on the cover of <em>Carcosa</em>. The city is only mentioned once in the book, in this description. It&rsquo;s certainly an evocative sentence.</p>
<p><em>Carcosa</em> concludes with a tour of its world via a hex map and descriptions of those hexes. As has been a running theme in my reviews of the book<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>, the details of each hex are quite terse. Geoffrey McKinney continues to say the bare minimum needed to convey anything at all about the world he has created. There is definitely something old-school in this sort of presentation.</p>
<p>Each hex description includes two possible things the PCs could come across. The first description is written by McKinney, and was the only description presented in <a href="http://index.rpg.net/display-entry.phtml?mainid=13196">the original booklet version of Carcosa</a>. The second set of descriptions were created by fellow gamer and fan of the setting Chris Robert; he had previously published these descriptions as a free PDF, <a href="http://index.rpg.net/display-entry.phtml?mainid=13864"><em>Strange Sights of the Doomed World Carcosa</em></a>.</p>
<p>McKinney&rsquo;s descriptions are very matter of fact. There is a village here; there is a disgusting monster there. Occasionally he will hint at something sinister or exciting, but it&rsquo;s just a hint. Robert&rsquo;s descriptions are somewhat similar in tone, but are a bit more varied in their execution. I can imagine coming up with my own set of encounters, using Robert&rsquo;s take on things as a good example of how to proceed.</p>
<p>The hex descriptions of Carcosa can be split into three types of encounters: villages and citadels, spawns of Shub-Niggurath, and the &ldquo;weird&rdquo;. That last category is broad, clearly.</p>
<blockquote>
<p><strong>402</strong>: Here looms the great and extinct black volcanic Mount Voormith&rsquo;adreth, honeycombed with weird and outré caverns, and beneath which bubbles and heaves Shub-Niggurath.</p>
</blockquote>
<p>This is a pretty important place in Carcosa. It&rsquo;s home of Shub-Niggurath, the creator of almost all the important species on the planet. Spawns of Shub-Niggurath are one of the most common creatures encountered on the planet. This little passage is all that McKinney dedicates to their creator&rsquo;s home.</p>
<blockquote>
<p><strong>1610</strong>: Village of 370 Red Men ruled by &ldquo;the Lover of Peace,&rdquo; a lawful 5th-level Sorcerer.</p>
</blockquote>
<p>This is your typical village description: here are some men and this is their leader. You can often get a sense of what the village will be like based on the leader&rsquo;s alignment and title.</p>
<blockquote>
<p><strong>1609</strong>: Citadel of 83 Bone Men led by a chaotic 6th-level Fighter.</p>
</blockquote>
<p>Some times descriptions are even more terse. Who knows what this village is like? The village is 6-12 miles from the citadel. Maybe there is a relationship there? Carcosa encourages thinking like this.</p>
<blockquote>
<p><strong>1513</strong>: Ulfire Mold.</p>
</blockquote>
<p>The tersest hex description possible? The alternate encounter for this hex, by Robert&rsquo;s, is a bit more meaty.</p>
<blockquote>
<p><strong>1513</strong>: The undying and practically invisible brain of a chaotic Bone Man Sorcerer lies shallowly buried in the reeking fens of this hex. It is eager to find new flesh, though discriminating enough to consider only a fellow Bone Man as an acceptable vessel. Any Bone Man coming with 100′ of the brain must make a saving throw vs. magic. Failure indicates that he is compelled to unearth the brain, tear his own brain from his head, and replace it with the Sorcerer’s brain. If this occurs, the Sorcerer will take the first opportunity to escape to his secret lair in hex 0715, there to resume his experiments into the forbidden.</p>
</blockquote>
<p>There are lots of interesting little encounters to be had throughout Carcosa. Even if you weren&rsquo;t interested in running a game in the settings there is definitely stuff one could steal here.</p>
<p>The book concludes with a short adventure and random tables to aid a DM in running a hex crawl on the planet. The adventure is presented as a keyed dungeon and a mini hex-crawl. Besides wandering monster tables, we also get a table for creating alien technology, one for making spawns of Shub-Niggurath, and one for making random robots.</p>
<p>If it&rsquo;s not clear by now, I really liked <em>Carcosa</em>. The book is physically fantastic. It&rsquo;s definitely worth buying for <a href="http://richlongmoreillustration.blogspot.ca/">Rich Longmore&rsquo;s</a> art alone. His illustrations of the setting are incredible. The pictures i&rsquo;ve used in my reviews are a small sampling of the stuff in the book. The fact the material itself is also quite good was a nice bonus. I didn&rsquo;t expect to enjoy this book as much as I did. I had no real interest in hex-crawl adventures, Lovecraft, weird sci-fi in my fantasy, or half the things that <em>Carcosa</em> is all about. McKinney has done a great job in sharing the things that he likes about D&amp;D. You should buy this book already.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Previous reviews: <a href="/blog/carcosa-i"><em>Carcosa</em></a>, <a href="/blog/carcosa-ii"><em>Carcosa&rsquo;s</em> vile black magic</a>, and <a href="/blog/carcosa-iii">The monsters of <em>Carcosa</em></a>&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/a-tour-of-emcarcosa/em/"/>
    <published>2012-09-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/x1-emisle-of-dread/em/</id>
    <title>X1: &lt;em&gt;Isle of Dread&lt;/em&gt;</title>
    <updated>2012-09-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I bought a copy of <a href="http://en.wikipedia.org/wiki/The_Isle_of_Dread"><em>Isle of Dread</em></a> from <a href="http://www.dueling-grounds.com/">Dueling Grounds</a> several weeks ago. (They have a good selection of overpriced beat up old modules and books.) My main reason for buying the book was to support the store, since they host the <a href="/tag/encounters/">Encounters</a> game I participate in. That said, I had been thinking about picking up this module for some time. <em>Isle of Dread</em> was the first Expert Edition D&amp;D module put out by TSR&ndash;the infamous X1.</p>
<p><em>Isle of Dread</em> is less an adventure in the traditional sense and more of a mini-campaign setting. There isn&rsquo;t anything in particular the adventurers are tasked to do on the island. There is no real beginning or end to the module. The book simply describes a small island (full of dread). X1 opens with an overview of a small campaign world, featuring said island. This is then followed by a hex map of the Isle of Dread with keyed areas to aid a DM in running adventures on the island&ndash;what people refer to has a hex crawl.</p>
<p>The book is a good introduction to structuring and creating wilderness adventures. It was originally packaged with the expert edition box sets, which introduced these rules, so this makes sense.</p>
<p>The module describes a few hexes on the island, but much of them are left for the DM to populate&ndash;either through their own prep work or via random encounters. A small village exists for the PCs to set up shop within. The center of the island is detailed with another hex map. This area also features a more traditional dungeon, Taboo Island, which the PCs can explore in the hopes of treasure and glory. Even this set piece has been designed so it can be easily extended by a DM.</p>
<p>X1 is well worth getting if you are looking for a mini-campaign setting. There is enough stuff in the module that you could play games on the island for a good while. Modules can be instructive: they help teach by example, and provide insight into what sorts of adventures and experiences the game designers expect their customers to have. As a template for designing your own hex crawls X1  succeeds quite well. X1 shows that you don&rsquo;t need an overwhelming amount of information to create a rich world for your players to destroy: all you need are some random tables and a little imagination.</p>
<p>When I started playing role-playing games 2nd Edition was the current iteration of D&amp;D. Modules from this time could best be described as little novels your players could walk through. In many ways modules were an extension of the actual novels TSR was published to go along with their D&amp;D campaign settings. At the time I wasn&rsquo;t particularly interested in reading adventure modules, but my feelings have since changed. I&rsquo;ve been reading lots of modules recently, sometimes with an eye to running a game, but more often than not simply to enjoy reading something about RPGs.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/x1-emisle-of-dread/em/"/>
    <published>2012-09-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/random-dd-characters-huzzah/</id>
    <title>Random D&amp;D Characters, Huzzah!</title>
    <updated>2012-09-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>A month or so ago I wrote a small Python script to generate D&amp;D characters. Making a character for the older editions of the game is fairly straightforward, the only part most people find slow is picking equipment. In D&amp;D you start the game with 3d6 x 10 gold. With that starting gold you have to decide what to buy. For new players I think this can be intimidating. Brendan of Untimately posted a pretty great <a href="https://necropraxis.com/2012/07/20/odd-equipment/">table for picking equipment</a> randomly: he basically did the work of buying equipment for each possible starting gold value and class. Using that table you can spit out reasonable random characters that are good to go quite quickly. Over the weekend I took my basic script and turned it into <a href="http://character.totalpartykill.ca/">a little web application</a>.</p>
<p>Right now it only picks from the 4 human classes, but should otherwise work quite well. It can also generate characters using the <a href="http://character.totalpartykill.ca/lbb">1974 &ldquo;Little Brown Book&rdquo; rules</a>, or the rules taking <del><a href="http://character.totalpartykill.ca/greyhawk">Greyhawk</a></del> into account. I would describe that support as &ldquo;preliminary&rdquo;. (If there are any obvious mistakes, please let me know.) When I have a bit more time, I plan to add support for letting you pick the class you want to play.</p>
<p>If you have any feedback about the applicaiton, please get in touch. Otherwise, enjoy.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/random-dd-characters-huzzah/"/>
    <published>2012-09-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/decent-into-the-vaults-of-pahvelorn/</id>
    <title>Decent into the Vaults of Pahvelorn</title>
    <updated>2012-09-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My friends and I have been a bit disorganized with our regular D&amp;D 4e game. This meant I was free to play in <a href="http://untimately.blogspot.ca/">Brendan&rsquo;s</a> OD&amp;D campaign, <a href="http://www.necropraxis.com/pahvelorn/">the Vaults of Pahvelorn</a>. He&rsquo;s been writing about his campaign and OD&amp;D for the last few months and it all sounded pretty fantasitc, so it was nice to participate in a game.</p>
<p>As i&rsquo;ve said before, rolling up a character in older editions of D&amp;D is pretty quick. For this game things felt even quicker: 3d6 in order for my stats suggested I play a wizard. From there it was <a href="http://untimately.blogspot.com/2012/07/od-equipment.html">random equipment</a>, <a href="http://untimately.blogspot.com/2012/07/books-of-magic.html">random spell books</a>, a <a href="http://untimately.blogspot.com/2012/07/retainers.html">random retainer</a> and a <a href="http://untimately.blogspot.ca/2012/09/hexagram-backgrounds-rewards.html">random background</a>. The only thing that isn&rsquo;t random about this character is his name, <a href="/characters/satyavati/">Satyavati</a>. Removing almost every choice from character creation makes the process painless. The whole experience was very stress free.</p>
<p>With that I was ready to game. The other players were regulars in the campaign. As things got going I felt a little bit lost. I had read <a href="http://dungeonofsigns.blogspot.ca/search/label/Pavelorn">play reports</a> and <a href="http://untimately.blogspot.ca/search/label/Pahvelorn">Brendan&rsquo;s own posts about the game</a>, but I didn&rsquo;t feel like I had my bearings till we were found a section of Pahvelorn that was new to everyone. In our session we explored some old row houses accros the street from a mansion.</p>
<p><img src="/assets/img/pahvelorn-1.jpg" alt="pahvelorn map"></p>
<p>The first room we examined was full of bodies in various states of butchery. That&rsquo;s just not pleasent. From here we found a room containing an empty chest, presumably already looted. I&rsquo;m always a bit suspicious of empty chests, so I decided to investigate futher. Brendan asked how exactly I do so. Now, at this point I thought my character was going to die in a firey inferno. Thankfully, this wasn&rsquo;t the case. We found a secret room and an apparently elven magic sword. We call that, &ldquo;loot.&rdquo; In hindsight I probably should have devised a safer scheme for examining the chest, but it was late at night and sometimes it&rsquo;s good to not be so timid.</p>
<p>It&rsquo;s always funny watching the push and pull between the cautious and the not so cautious. We alternated between busting heads and hiding in alleyways and dark corners. We killed some cultists, some giant rats&ndash;of course&ndash;and some good for nothing demons. In Brendan&rsquo;s game you only get XP for finding and spending gold so these fights were purely for our own satisfaciton.</p>
<p>We explored the mansion a little bit, and it was an interesting scene. I had memorized Read Magic for the delve: it&rsquo;s the only first level spell I know. Seriously. In all our previous fights I had joked about how I had prepared Read Magic and then promptly hid in a corner till the carnage was over. When we enterd the mansion we came upon a room divided in two by runes, presumably of a magic nature. That&rsquo;s what i&rsquo;m talking about! A Read Magic later and we learned they were probably sealing some sort of evil inside the mansion.</p>
<p>In the next room we discovered a giant demon frozen in place with a sword through its chest. I&rsquo;m going to guess it&rsquo;s evil. It was a tough and anguished decision, but it was decided that pulling the sword out should probably wait.</p>
<p>Till next time.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/decent-into-the-vaults-of-pahvelorn/"/>
    <published>2012-09-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/baroviania-session-7/</id>
    <title>Baroviania: Session 7</title>
    <updated>2012-08-26T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I rolled up <a href="/characters/maria/">Maria</a>, a <a href="/blog/rune-knight/">Rune Knight</a> from the Dark Capital, for Reynaldo&rsquo;s <a href="http://reynaldogamingsoap.blogspot.ca/search/label/Barovania">Baroviania</a> game a few days ago. Yesterday she got drafted for her first game, the 7th session of the campaign. I wasn&rsquo;t quite sure what to expect. It seems like most sessions of Baroviania thus far have been kind of zany.</p>
<p>Things began, as they often do, in a tavern. Maria started the game with 80gp and I spent most of that on a sword and plate mail. Buying the plate was probably a poor decision, since my character doesn&rsquo;t even own rations or rope or any of the tools of the adventuring trade. I just can&rsquo;t help myself: the AC bonus for plate mail is insane. Wearing shiny new armour from the Dark Capital I figured she&rsquo;d be sitting alone. Being so thoroughly broke I figured she&rsquo;d just be nursing an almost empty drink or eating the fantasy equivalent of bar peanuts. Scattered around the bar was a frogling from the <a href="http://dungeonofsigns.blogspot.ca/2012/08/hms-apollyon-welcome-aboard.html">HMS Apollyon</a>, a little gnome, and a <a href="http://reynaldogamingsoap.blogspot.ca/2012/07/queens-of-battle-monarchs-of-murder.html">battle princess</a>. The gnome approached and offered my hobo of a character some food. And so an adventuring party was born.</p>
<p>This merry scene was disrupted when a person entered the tavern through the window. On the other side of some broken glass were three maids. My character decided the prudent course of action was to munch down as much food as she could before a fight got underway. There was no fight.</p>
<p>A sleep spell later and we had knocked out the person who went through the window, but none of his assailants. This wasn&rsquo;t what we were going for. Somehow we managed to convince the maids the prudent course of action was to negotiate what to do with our prisoner, who we decided we had captured fair and square. In the end we agreed to hand the fellow over if they agreed to pay the bar for the broken window. (I think they might have been better negotiators than us.) We learned they worked for <a href="http://reynaldogamingsoap.blogspot.ca/2012/08/barovania-locales-sashas-tower.html">Sasha</a>, a mover and shaker in Baroviania. We also figured out that they were probably some sort of golem because they were kind of creepy and robotic.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>We followed them as they left with the prisoner, who it turned out looked an awful lot like Wolverine.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> It became clear they were also being followed by another person. We met him when we both ended up outside Sasha&rsquo;s giant tower. He was working for Sasha&rsquo;s rival, Azalin, as was the person the dolls had captured. He had decided busting into the tower was too risky, and left to let his master know what was up.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> We were strongly considering busting into the tower, but cooler heads prevailed. You may be asking yourself why we trekked all the way here only to not go in: good question. Due diligence I suppose.</p>
<p>We ventured North to the Eyevalis woods. It was dark when we arrived and pretty spooky. We were about light some more torches and charge in, but decided exploring during the day would probably be smarter. Adventuring in the forest during the day was uneventful. We did find a stump of a tree that opened up into a dungeon of sorts, and that&rsquo;s where we ventured next.</p>
<p>Our first encounter was with a group of small monsters. Rather than fight we once more tried to negotiate, and once more dice rolls were in our favour. We left the room they were guarding, which contained a statue what was clearly a petrified person, with no one worse for wear.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> Our second encounter involved freeing a prisoner we stumbled upon. His name was Cody, and he looked like he could fight a street fight. He may have thanked us. He definitely ran away very quickly.<sup id="fnref:5"><a href="#fn:5" class="footnote-ref" role="doc-noteref">5</a></sup> His jailer arrived shortly after, annoyed at the escape. We somehow managed to convince him we weren&rsquo;t involved. We all exited the dungeon together. Above ground he ran off after the mystery prisoner. We were left to decide what to do next.</p>
<p>D&amp;D is ostensibly a game about break and enters and ultra violence. The game incentivizes two tasks: killing monsters and getting gold. Later iterations of the game got rid of the second incentive, so they are much more combat centric, and still don&rsquo;t really reward acting nice. This session was funny because we some how managed to avoid every opportunity for adventure and destruction. We didn&rsquo;t fight the maids, nor the strange little gremlin creatures, despite both of them clearly acting like assholes. We didn&rsquo;t venture into the dangerous tower or the dangerous forest at night because we decided that would stupid. Our gnome was the group&rsquo;s pacifist, the battle princess our groups pragmatist. I don&rsquo;t know if there would have been more violence or looting if we had one player, but not the other. The groups make up seemed perfectly suited for the sort of session we had.</p>
<p>All in all it was a fun time. I need to play again so I get a chance to use my plate mail.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><strong>Maid Mangling Managing</strong> - 180 EXP&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p><strong>Claw&rsquo;s Capture</strong> - 50 EXP&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p><strong>Information Gathering on Azalin</strong> - 75 EXP&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p><strong>Discovery of one of the Sacred Statues</strong> - 100 EXP&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:5">
<p><strong>Discovery of one of the Sacred Statues</strong> - 100 EXP&#160;<a href="#fnref:5" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/baroviania-session-7/"/>
    <published>2012-08-26T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/reading-the-dmg-on-thieves/</id>
    <title>Reading the DMG: On Thieves</title>
    <updated>2012-08-25T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Gary Gygax introduced the world to the thief class in the first supplement to the <a href="http://www.acaeum.com/ddindexes/setpages/original.html">original D&amp;D</a> books, <a href="http://www.acaeum.com/ddindexes/setpages/supplements.html">Greyhawk</a>. They of course lived on in Gygax&rsquo;s magnum opus AD&amp;D. Clearly he was unhappy with how they were being used under the loosey-goosey rules of OD&amp;D.</p>
<blockquote>
<p>Climbing Walls: This is probably the most abused thief function, although hiding in shadows vies for the distinction.</p>
</blockquote>
<p>You sons of bitches. Gygax clearly wasn&rsquo;t out to model spiderman when developing his thief class. To aid DMs when their players attempt to scale oil slick glass walls, the DMG includes a table&ndash;of course&ndash;that outlines how hard it is to climb up surfaces of various textures based on how slippery they are. I recently learned Gygax was an actuary, which actually explains so much about Dungeons and Dragons.</p>
<p>And I know you are dying to know what he has to say about hiding in shadows.</p>
<blockquote>
<p>Hide In Shadows: As is plainly stated in PLAYERS HANDBOOK, this is NEVER possible under direct (or even indirect) observation. If the thief insists on trying, allow the attempt and throw dice, but don&rsquo;t bother to read them, as the fool is as obvious as a coal pile in a ballroom. Likewise, if a hidden thief attempts movement while under observation, the proverbial jig is up for him or her.</p>
</blockquote>
<p>I have to wonder how many times this came up in his games. I&rsquo;m guessing more than once.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/reading-the-dmg-on-thieves/"/>
    <published>2012-08-25T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/osrcon-2012-roundup/</id>
    <title>OSRCon 2012 Roundup</title>
    <updated>2012-08-23T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>There were lots of other bloggers besides myself in attendance at <a href="http://osrcon.ca">OSRCon</a>. As one might imagine many of them wrote about their time at the convention. <a href="http://grognardia.blogspot.ca/2012/08/osrcon-photos.html">Grognardia</a> has a post about OSRCon along with another post about <a href="http://grognardia.blogspot.ca/2012/08/osrcon-dwimmermount-session-1.html">running Dwimmermount</a> with Ken St. Andre as a player and one <a href="http://grognardia.blogspot.ca/2012/09/osrcon-dwimmermount-session-2.html">about the game I participated in</a>.  <a href="http://discourseanddragons.blogspot.ca/2012/08/osrcon_13.html">Discourse and Dragons</a> covers the convention as well, and in particular about playing in this infamous game of D&amp;D with Ken. Speaking of <a href="http://atroll.wordpress.com/2012/08/14/osrcon-in-toronto/">Ken</a>, he has a post with lots  of photographs about his time in Toronto. Two Americans I met at the convention, <a href="http://carterscartopia.blogspot.ca/2012/08/osrcon-rocked.html">Carter</a> and <a href="http://carterscartopia.blogspot.ca/2012/08/some-osrcon-impressions.html">Brendan</a>, both wrote about their time in Toronto and their feelings around the convention. Carter ran the Labyrinth Lord game I played in on Friday afternoon. Steve, who ran the Boot Hill games, discusses the convention and the OSR from a non-D&amp;D point of view in two posts: <a href="http://talesfromthetintable.blogspot.ca/2012/08/osrcon-reflections-pt-i.html">Reflections Part I</a> and <a href="http://talesfromthetintable.blogspot.ca/2012/08/osrcon-reflectionspt-ii.html">Reflections Part II</a>. Last, but not least, we have <a href="http://untimately.blogspot.ca/2012/08/osrcon-2.html">Untimately</a> and <a href="http://akraticwizardry.blogspot.ca/2012/08/osr-con-ii-report.html">Akratic Wizardry</a>&rsquo;s comments on the convention.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/osrcon-2012-roundup/"/>
    <published>2012-08-23T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-art-of-brom/</id>
    <title>The Art of Brom</title>
    <updated>2012-08-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/brom.jpg" alt="The art of Brom"></p>
<p><a href="http://frankfrazetta.org/">Gerald Brom&rsquo;s</a> art work shaped the way the Dark Sun game setting evolved. He would paint scenes that the game designers would then use as inspiration when building the world and the game mechanics that went with it. He has a very distinctive and I would say classic fantasy style. His work reminds me a little bit of the work of <a href="http://www.bromart.com/">Frank Frazetta</a>. He’s probably the greatest fantasy artist alive today&ndash;yeah I said it. <a href="http://www.kickstarter.com/projects/596618838/the-art-of-brom">He also has a Kickstarter project on right now to fund a retrospective book of his work.</a> I&rsquo;m losing my shit over here.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-art-of-brom/"/>
    <published>2012-08-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/dwimmermount-at-osrcon-2012-level-2/</id>
    <title>Dwimmermount at OSRCon 2012: Level 2</title>
    <updated>2012-08-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>After a short break we <a href="/blog/dwimmermount-osrcon-level-1/">continued</a> our delve of <a href="http://grognardia.blogspot.ca/search/label/dwimmermount">Dwimmermount</a>. We were joined by two more players: another magic-user, and the dumbest fighter ever&ndash;the poor guy had a Wisdom score of 3&ndash;who was played to perfection by <a href="http://talesfromthetintable.blogspot.ca/">Steve Conner</a>. It turns out those two characters were with us all along, of course.</p>
<p>At the foot of the steps down to level two were a set of lifeless bones wearing armour with weapons at their side. That&rsquo;s certainly unusual. Our cleric tried to turn them to no effect. You can&rsquo;t turn a bunch of bones, after all. We walked further down the steps and then they sprung to life. (Maybe you saw that coming.) So began an exploration of the second level of Dwimmermount.</p>
<p>We headed South, finding a room with 6 pillars. Each pillar was made out of a unique material, and each had a character inscribed upon it. In a normal game we would have spent much longer puzzling out what this room was about. As we were playing for a fixed amount of time we quickly moved on. This came up often when exploring the second floor. Because this was a convention game we didn&rsquo;t dedicate as much time as probably would have in a normal game trying to understand what the rooms we encountered were about. There were lots of strange and interesting rooms on this floor we quickly glossed over. Our focus was more survival and gold.</p>
<p>From here we went East, eventually stumbling upons the ruins of a library. Some careful searching revealed a secret room filled with a cache of books we assumed were of some value. The dilemma: there were hundreds of pounds of these books. We each grabbed one, and decided to move on. We would come back for them at some later date. (Well, in our imaginations, I suppose.)</p>
<p>We moved North from here, passing a room with shattered statues and a stone gargoyle we proceeded to shatter ourselves. We were waiting for it to spring to life. Nope. James informed us that room was now completely full of broken statues. Destroying things was a recurring theme with our party.</p>
<p>Further on we found a room with writing on its walls we couldn&rsquo;t read. The funny thing about this situation was that we had previously had a conversation about <em>Read Magic / Language</em> being a useless spell because no one ever wastes a spell slot on it. Both our magic-users had charm and sleep. We couldn&rsquo;t figure out what to do about the writing so we decided to make a sketch and back track.</p>
<p>Heading North once more, we came across another set of pillars. There were four of them, each made of glass, and they ran floor to ceiling seemingly beyond this level in both directions. Each contained one of the four elements. We were going to move on, but someone had a pretty great idea: the air pillar was empty, so why not smash it open and jump down to a lower level of the dungeon. (OK: maybe &ldquo;great&rdquo; is the wrong adjective to use with respect to the idea.) We got to smashing and eventually broke enough of the pillar we could send a man through. The problem: we had assumed we had found an empty pillar; in fact air was zipping through the pillar very quickly. We spent a fair amount of time throwing things down the hole to see how fast they sped away, and if we could hear them landing somewhere safely. After some scientific research we decided jumping down was probably not a good idea. Steve&rsquo;s fighter needed to be talked off the ledge, so to speak.</p>
<p>The very next room we encountered contained several large glass tubes, with doors. Guarding the giant empty tubes were hobgoblins. Our magic-user didn&rsquo;t feel like another fight so he shouted, &ldquo;sleep!&rdquo; and that was that. We decided we would carry one hobgoblin with us to interrogate later. The rest? Well we fed them to the dungeon disposal system we had just found in the previous room. They zipped away to places unknown.</p>
<p>We explored a little bit more, and would have continued to explore indefinitely had <a href="http://untimately.blogspot.ca/">Brendan</a> not asked, &ldquo;can we grab all of those books we found in the secret room, head back to town, try and level up, and then come back to the dungeon &rsquo;two weeks later'&rdquo;</p>
<p>And so it came to pass we found ourselves levelling up characters in the middle of a one-shot. James didn&rsquo;t bother rolling for random encounters, something i&rsquo;m guessing he would do if this was a normal game. As such our exit was without incident. My character actually didn&rsquo;t earn enough gold to get to the next level, but other players fared better. (We each were grabbing odds and ends as we made our way through Dwimmermount, hence the disparity.) The hobgoblin we were lugging around was now a charmed hireling known as long hair, because we had fed him a potion of hair growth while he was unconscious. (We learned it was a potion of hair growth when his hair started growing.) With that we headed back into the dungeon, right back to where we left off. Once again, I suspect James skipped a few steps to speed things along.</p>
<p>The very first room we encountered when back in the dungeon was once again full of hobgoblins, but also a metric ton of treasure. God damn it! If we had explored one more room before heading back to town we all would have definitely gained a level.</p>
<p>From here we once again encountered a series of strange rooms we didn&rsquo;t have time or energy to investigate fully: a triangle painted on the ground, probably magical; a room full of statues of gods with their heads replaced, and finally a locked door. We could hear what were probably horrible monsters behind it, so it was probably for the best the doors were locked.</p>
<p>We were running short on time. We back tracked to the start of the level and made our way East. We replaced one charmed hobgoblin hireling with another, after the first was killed in battle with the second. We pressed on, but ultimately our search for a way to the third level wouldn&rsquo;t be fruitful. No one can say we didn&rsquo;t try.</p>
<p>The game was a lot of fun. James wasn&rsquo;t to fussy about a lot of the more tedious rules one would probably pay more attention to in a typical dungeon crawl. We weren&rsquo;t really tracking time, how long torches last, etc. I think these things can be an important part of the game, but if you are only playing for 3-4 hours, there are much better things to focus on. James also drew the map of Dwimmermount as we explored. (I made my own copy, as I knew I&rsquo;d want to write about this game later.) This all helped the game run quickly and smoothly. I felt like we accomplished so much in such a short period of time.</p>
<p>This game was probably the highlight of my time at OSRCon. I felt like we had a good group, and that we all had a good time. If you have a chance to play in a game with James I recommend you take it.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/dwimmermount-at-osrcon-2012-level-2/"/>
    <published>2012-08-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/rune-knights-for-baroviania/</id>
    <title>Rune Knights for Baroviania</title>
    <updated>2012-08-18T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/celes.jpg" alt="Celes by Yoshitaka Amano"></p>
<p>I&rsquo;ve revised the Rune Knight <a href="/blog/rune-knight-old/">I wrote about earlier this month</a> after getting some feedback on Google+ about the new class. Briefly, the goal here was to recreate the character <a href="http://finalfantasy.wikia.com/wiki/Celes_Chere">Celes</a> from <a href="http://en.wikipedia.org/wiki/Final_Fantasy_VI">Final Fantasy VI</a> for use in <a href="http://reynaldogamingsoap.blogspot.ca/">Reynaldo&rsquo;s</a> D&amp;D campaign world <a href="http://reynaldogamingsoap.blogspot.ca/2012/06/gconstacon-game-welcome-to-baroviania.html">Baroviania</a>. Whether by design or by accident, making your own class for his game seems to be the thing to do. The rune knight is a slightly re-skinned B/X D&amp;D elf.</p>
<hr>
<h3 id="rune-knight">Rune Knight</h3>
<p>Rune knights are genetically enhanced warriors from the Dark Capital. They are artificially infused with magic, which grants them some magical ability. Their ties to the dark forces of the world leads others to regard them with suspicion and mistrust. Rune knights are often introverts and loners.</p>
<p>The prime requisites for a rune knight are Strength and Intelligence. They receive a 5% bonus to earned experience points if they have a 13 or more in both skills. They receive a 10% bonus to earned experience points if they have at least a 13 Strength and an Intelligence score of at least 16.</p>
<p>Rune knights progress in levels at the same rate as Elves. (In other words, slowly.) They share the same saving throws.</p>
<p>RESTRICTIONS: Rune knights gain 1D6 hit points per level. Rune knights gain all the advantages of fighters. They may use shields, can wear any type of armour, and may fight with any kind of weapon. A character must have an intelligence score of at least 9 to be a rune knight, and must have a charisma score of no more than 9.</p>
<p>SPECIAL ABILITIES: Rune Knights can cast spells using <strong>Rune Magic</strong>. A Rune Knight gains spells per level as an elf, and this is the exact number of spells the character knows. The character gains these spells as soon as they level-up, and may choose from any magic-user spell of the appropriate spell level. Rune Knights do not require spell components to cast any of their spells. The spells are a part of the character, infused into their very DNA. Rune Knights can not research new spells, create scrolls, or otherwise act as magic-users.</p>
<p>Rune Knights can dispel any magic cast in their vicinity using the <strong>Runic</strong> ability. After a magical spell or ability is used the player may declare they are using their Runic ability. They may only do so if they have not yet acted in the round. The Runic ability will replace the action the character had declared they would make. (So the character may only nullify one spell per round.) The character makes a Save vs. Magic: on success the spell or magical ability has no effect whatsoever, and the character gains 1 hit point for each level of the spell; on a fail the spell or ability proceeds as usual. Note: this ability is not a dispel magic spell. The character can&rsquo;t disenchant a wand, but they could try and prevent the spell a wand casts from working; they can&rsquo;t dispel a magical trap, but could try and stop any magic the trap itself casts; they can&rsquo;t unlock a magically sealed door.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/rune-knights-for-baroviania/"/>
    <published>2012-08-18T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/dwimmermount-at-osrcon-2012-level-1/</id>
    <title>Dwimmermount at OSRCon 2012: Level 1</title>
    <updated>2012-08-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>As I mentioned in <a href="/blog/osrcon-2012">my previous post on OSRCon</a>, I got to wander through the dark halls of <a href="http://grognardia.blogspot.ca/search/label/dwimmermount">Dwimmermount</a> on Saturday morning in a game run by <a href="http://grognardia.blogspot.com">James  Maliszewski</a>. What follows may ruin the surprise of some of the rooms in the dungeon: you have been warned.</p>
<p>We began with 5 players. We rolled up characters using the original D&amp;D rules, and for a change my rolls weren&rsquo;t half bad. Strength was my highest score so I decided to play a fighter. We used <a href="http://untimately.blogspot.ca/2012/07/od-equipment.html">Brendan&rsquo;s random equipment lists</a> to pick items, so this whole process was very quick. Buying items is probably the slowest part of the character creation process in D&amp;D. I think we all had characters ready to go in about 10 minutes. The bulk of that time was probably spent trying to find the saving throws tables in the old D&amp;D books.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> When all was said and done we had three fighters, a magic user and a cleric ready to go. We also brought two hirelings with us: Mary the Torchbearer, known for her ability to carry a torch, and a porter of no real repute.</p>
<p>Like all good one-shots ours began at the foot of a dungeon. Our group had marched into Dwimmermount in search of gold, presumably. The stairs into Dwimmermount entered into a room with 5 statues. Thankfully they weren&rsquo;t booby trapped. Neither was the room. When playing the previous day in Ken St. Andre&rsquo;s Tunnels and Trolls game, our group spent a <strong>very</strong> long time trying to get into the dungeon. It&rsquo;s possible that in James&rsquo; actual Dwimmermount game this room is full of machine guns, but if you only have a few hours to play it probably doesn&rsquo;t serve you well to kill all your players a few minutes into your game.  We had 4 doors to choose from, one for each direction, and we chose to go East.</p>
<p>I was ready to just walk into the next room, but <a href="http://untimately.blogspot.ca/">Brenden</a>, a more patient and prudent player, thought we had a better chance with this dungeon crawl if we proceeded a bit more cautiously. From this point on every door we opened (that had a circular pull) was opened by looping rope through the pull and tugging the door open. Before we ventured into any room we&rsquo;d listen for noise first. In this fashion we ventured East till we came across a circular room with a set of masks hanging on the wall. One mask was missing, and in front of where it should have been there was a long dead man, now just a pile of bones. I know what you&rsquo;re thinking: it&rsquo;s a trap! And you&rsquo;d be right. Examining the skeleton revealed the missing mask. There wasn&rsquo;t any indication on his body that he&rsquo;d been hit by some sort of projectile. Looking at the wall we could see a small hole where the mask would have sat, so we guessed there was some sort of poison gas trap protecting the masks. Now I was ready to just move on, happy I&rsquo;d avoided the booby trap. Smarter and/or greedier heads prevailed. We decided to carefully loop our rope through the eyes and mouths of the masks and then tug them all off the wall from a safe distance. Sure enough we could hear the room filling up with gas as the masks hit the floor. Our first &ldquo;loot&rdquo;: who wouldn&rsquo;t want creepy death masks from a dungeon?</p>
<p>From here we ventured South. We ended up on the Eastern edge up of a long corridor. There were plenty of doors to open. We ignored the double doors to the East: never trust double doors. The first set of doors to the South eventually led us to the stairs down to the next level. We weren&rsquo;t quite ready to head down yet.</p>
<p>We walked back to the long corridor and checked out the next room to the South. We found a library with some books and maps that looked like they might be of value. More loot!</p>
<p>Further South was another door behind which we could hear the muffled voices of something, we couldn&rsquo;t be sure what. One of the other fighters and myself got in place, and we busted that door open. We encountered a bunch of monsters, who looked monstrous and maybe vaguely dwarven. They were small, anyway. We shouted, &ldquo;surrender!&rdquo; but they weren&rsquo;t having any of that. Myself and the other fighter made short work of the first wave that approached us. The rest started to flee. The magic-user in the group thought we just weren&rsquo;t speaking the right language. He shouted &ldquo;surrender and join us&rdquo;, but this time in dwarven. That didn&rsquo;t go over too well. The ones that were fleeing ran back, angrier than they already were. Lucky for us we were wearing plate mail.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>At this point we could have continued South. We had heard some noises coming from that direction. Maybe we would have encountered more of these crazy definitely-not-dwarves. We decided the best course of action was to start making our way down as deep as we could into Dwimmermount. We were being a bit too cautious for a convention game. I mean, I hadn&rsquo;t even named my Fighter.</p>
<p>And this play report is already longer than I thought it would be, so you&rsquo;ll have to wait for <a href="/blog/dwimmermount-osrcon-level-2/">the excitement of level 2!</a></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>James has a very slick hardback version of the little brown books that he built using his copies of the old Wizards of the Coasts PDFs and Lulu. I was surprised and how good the hardbacks Lulu produces are. It made me want to print up some PDFs.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>It costs next to nothing in OD&amp;D. I think by the time you get to 2nd Edition it&rsquo;s thousands of GP.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/dwimmermount-at-osrcon-2012-level-1/"/>
    <published>2012-08-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/osrcon-2012/</id>
    <title>OSRCon 2012</title>
    <updated>2012-08-14T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I wasn&rsquo;t completely sure what my schedule this past weekend would be like: I knew I was quite busy. When I discovered <a href="http://osrcon.ca">OSRCon</a> was a thing happening in Toronto I bought tickets anyway. Even if I couldn&rsquo;t go it felt like a worthwhile event to support. I was hoping I&rsquo;d be able to participate a little bit, at the very least. As it turns out I managed to do much more than I thought I would over the two days the event ran.</p>
<p>I arrived a bit late on the first day hoping to watch <a href="http://atroll.wordpress.com/">Ken St. Andre</a> running a game of <a href="http://www.tunnelsandtrolls.com/">Tunnels and Trolls</a>. I wasn&rsquo;t signed up for any games, and I knew Ken&rsquo;s game was full, so I didn&rsquo;t feel like waking up early on my day off. I arrived a half hour after his game was set to start, but managed to avoid missing any of the action. As I settled into a chair away from the gaming table I realized Ken was still discussing the finer points of Tunnels and Trolls. He spoke at length about his game. He&rsquo;s clearly very passionate about T&amp;T, and happy to proselytize about it when given the chance. Brendan from <a href="http://untimately.blogspot.ca/">Untimately</a> had a similar idea as myself, showing up shortly after me planning to watch the game. Ken saw both of us just sitting there and offered to let us join in. Brendan took him up on his offer and picked a troll to play. When he had to duck out for lunch&ndash;which was more or less when the game got going&ndash;I took over the character. The adventure was interesting, even though we didn&rsquo;t get too far into the <a href="http://www.tunnelsandtrolls.com/gmadventures/dungeonofthebear.shtml">&ldquo;Dungeon of the Bear&rdquo;</a>. Our party had a series of misadventures trying to venture down into the dungeon itself. Failing is often as much fun as succeeding with role playing games. Ken is definitely an old-school DM, out to kill his players. (Or as he put it, out to create situations where the players kill themselves.) He is a certainly character, and I&rsquo;m glad I got to meet him. It was an experience.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>In the afternoon I played a game of Labyrinth Lord run by a Carter Soles of <a href="http://carterscartopia.blogspot.ca/">The Lands of Ara</a>, who had made the trip to Toronto from Rochester. I had to duck out early (the reason I hadn&rsquo;t signed up for anything in the afternoon), but I did get to do a fair amount of adventuring before my departure. Our party was off to investigate a presumably haunted keep, and investigate we did. The thief I rolled up had 2 hit points, so he was a little bit of a coward. Sometimes 3d6 in order works in your favour and sometimes it doesn&rsquo;t. This character was all kinds of meek. You have to love basic D&amp;D characters: they are the true everyman. I suppose that is part of the charm of playing basic D&amp;D. Our first encounter was against some undead rats. When rats are a scary threat you know you&rsquo;re playing old-school D&amp;D.</p>
<p><img src="/assets/img/osrcon-dwimmermount.jpg" alt="James and Evan at OSRCon"></p>
<p>My second day at OSRCon began with the only game I had actually signed up to play. James Maliszewski of <a href="http://grognardia.blogspot.com">Grognardia</a> fame was running an Original D&amp;D game, taking players through his megadungeon <a href="http://grognardia.blogspot.ca/search/label/dwimmermount">Dwimmermount</a>. We actually managed to get through a fair amount of dungeon in a small amount of time. There was a lot of exploring and the occasional fight. I plan on doing a play report shortly. Suffice it to say I had a lot of fun.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>There was a panel discussion in the afternoon, featuring <a href="http://en.wikipedia.org/wiki/Ed_Greenwood">Ed Greenwood</a> of <a href="http://forgottenrealms.wikia.com/wiki/Main_Page">Forgotten Realms</a> fame, Ken St-Andre, Lawrence Whitaker from <a href="http://en.wikipedia.org/wiki/RuneQuest">Runequest</a>, and James from Grognardia. It was interesting hearing how these guys all ended up where they are today and their thoughts on writing and gaming. Ed Greenwood is particularly engaging. He explained that his professional writing career began by writing letters to Penthouse for $25 a pop. Apparently Dragon magazine paid $20 a pop for monsters and was more prompt in paying him. The rest is history. The talk probably would have worked better with a moderator leading the discussion and keeping people on point. The talk went a half hour or so longer than it was supposed to, and it felt like no one really knew when it was supposed to stop. Ed Greenwood and Ken St-Andre sitting next to each other discussing the game was definitely quite the scene, so I suppose we shouldn&rsquo;t complain too much.</p>
<p>The day concluded with another round of games. Like the day before I had to leave early, so I elected to watch Ed Greenwood run a Forgotten Realms game. That guy is amazing. He puts the <strong>role</strong> in role-playing. I don&rsquo;t think I&rsquo;ve seen a DM quite so animated. He would literally act out the part of every NPC the players encountered&ndash;even the monsters that can&rsquo;t actually talk. It was great to watch. I&rsquo;m not sure how well i&rsquo;d handle having to actually play in a game like that. He clearly approaches the game as shared story telling. Often I find I just want to kick in doors and kill goblins.</p>
<p>These last two days were the first time I had played basic D&amp;D in a very long time, at least 15 odd years. I was surprised at just how much of the rules I had forgotten. Say what you will about 3rd and 4th edition, but they did a great job at rationalizing the game system. One success of those games is that you can more or less guess the mechanic needed to resolve any action. With basic D&amp;D some situations call for a d6 roll, others 2d6, others a d20; sometimes you need to roll high, other times low. The game is simpler, but at the same time maybe not as simple as it could be. Of course, old-school D&amp;D is simple in ways that that 3rd and 4th Edition don&rsquo;t come close to competing in. I rolled up characters a few minutes before both the games I played in. If my characters died and I had to start again, I feel like I could have rolled up a character in a few minutes tops. These early games feel light and easy to get in to. 4th Edition feels needlessly complex with all its classes and options.</p>
<p>OSRCon was a lot of fun. I got to meet a bunch of fellow table top gaming enthusiasts and play a bunch of games. I don&rsquo;t get to play that much D&amp;D, so it was a nice change of pace.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>And that&rsquo;s all i&rsquo;ll say about that.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I had backed the project to get them printed on Kickstarter. I don&rsquo;t know if I&rsquo;d ever want to run Dwimmermount myself, but I supported the project anyway as a thank you for writing such a great blog. I actually have copies of the levels of the dungeon we traveled through. I had avoided reading any of this material in the hope I would get a chance to actually go through the dungeon as a player.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/osrcon-2012/"/>
    <published>2012-08-14T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/rune-knights-for-baroviania-old/</id>
    <title>Rune Knights for Baroviania (Old)</title>
    <updated>2012-08-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><strong>Update</strong>: You can read about final version of this class in my follow-up post: <a href="/blog/rune-knight/">Rune Knights for Baroviania</a>.</p>
<p>My favourite character from the game <a href="http://en.wikipedia.org/wiki/Final_Fantasy_VI">Final Fantasy 6</a> was <a href="http://finalfantasy.wikia.com/wiki/Celes_Chere">Celes</a>. The character was a warrior crossed with a magic user. Her special ability was called Runic: when used as an action it would negate the effect of the next spell cast in combat; Celes would gain hit points equal to the magic points the spell cost to cast. I could write pages and pages about how FF6 is the greatest game ever, and even more about the fact Celes is the best character in that game, but I won&rsquo;t. You&rsquo;ll just have to trust me.</p>
<p>I wanted to make a Rune Knight class for <a href="http://reynaldogamingsoap.blogspot.ca/">Reynaldo&rsquo;s</a> D&amp;D campaign world <a href="http://reynaldogamingsoap.blogspot.ca/2012/06/gconstacon-game-welcome-to-baroviania.html">Baroviania</a> so I could play some variation of Celes in his game. I was originally thinking a Rune Knight would be some sort of cleric, but Reynaldo suggested I look at the elf from D&amp;D. I always forget about the demi-humans in D&amp;D. Elves are actually a pretty good fit for the class: a plate wearing magic user does sound like Celes.</p>
<hr>
<h3 id="rune-knight">Rune Knight</h3>
<p>Rune knights are genetically enhanced warriors from the Dark Capital. They are artificially infused with magic. This grants them the ability to cast spells like a wizard. Their ties to the dark forces of the world leads others to regard them with suspicion and mistrust. Rune knights are often introverts and loners.</p>
<p>The prime requisites for a rune knight are Strength and Intelligence. They receive a 5% bonus to earned experience points if they have a 13 or more in both skills. They receive a 10% bonus to earned experience points if they have at least a 13 Strength and an Intelligence score of at least 16.</p>
<p>Rune knights progress in levels at the same rate as Elves. (In other words, slowly.)</p>
<p>RESTRICTIONS: Rune knights gain 1D6 hit points per level. Rune knights gain all the advantages of both fighters and magic-users. They may use shields, can wear any type of armour, and may fight with any kind of weapon. They can also cast spells like a magic-user, and use the same spell list. A character must have an intelligence score of at least 9 to be a rune knight.</p>
<p>SPECIAL ABILITIES: Rune Knights can dispel any magic cast in their vicinity using the <strong>Runic</strong> ability.</p>
<h4 id="runic">Runic</h4>
<p>As mentioned above, in FF6 Celes&rsquo; Runic ability dispels the next spell cast after it has been activated, regardless of its strength. An anti-magic ability like this in D&amp;D seems quite powerful, though this is in some ways balanced out by the fact the ability must be used before a spell is cast (it&rsquo;s preventative) and that most low-level D&amp;D monsters don&rsquo;t actually cast a lot of magic.</p>
<p><strong>Option 1</strong>: One take on the Runic ability is to use the exact same mechanics from FF6, more or less. On a character&rsquo;s turn they may declare they are using their Runic ability. Any magical spell or ability that is used before the characters next turn is immediately dispelled and has no effect whatsoever. The character gains 1 hit point for each level of the spell. The ability may only nullify one spell per round. The character may activate the ability again on their next turn.</p>
<p><strong>Option 2</strong>: An alternative take would be to make the ability more useful in combat by making it reactive, at the cost of making it less reliable. After a magical spell or ability is used the player may declare they are using their Runic ability. They may only do so if they have not yet acted in the round. The Runic ability will replace the action the character had declared they would make. (So the character may only nullify one spell per round.) The character makes a Save vs. Magic: on success the spell or magical ability has no effect whatsoever, and the character gains 1 hit point for each level of the spell; on a fail the spell or ability proceeds as usual.</p>
<p>Another idea would be to make the player and the monster do some sort of opposed roll, rather than a save. You could also add critical success and failure results: on a critical fail (a roll of 1) the character takes 1 damage for each level of the spell, on a critical hit (a roll of 20) the spell is reflected back at the caster.</p>
<hr>
<p>One thing I was thinking of doing was requiring a rune knights have charisma scores lower than 9, so they always have a negative reaction roll. That seems inline with how Celes is treated in FF6. I don&rsquo;t think I&rsquo;ve seen classes with maximum requirements on their ability scores, though. I also need to figure out how the character would fit in the actual game world.</p>
<p>If you have any thoughts about the class, let me know.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/rune-knights-for-baroviania-old/"/>
    <published>2012-08-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/osrcon-2012/</id>
    <title>OSRCon 2012</title>
    <updated>2012-08-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I recently discovered that there is a small convention that takes place in Toronto focused on old-school table-top gaming. <a href="http://osrcon.ca">OSRCon</a> takes place this weekend. It sounds like it will be fairly small as conventions go, and the focus seems to be about running and playing games. If you are in or around Toronto it seems worth checking out. How easy is it to bump into people who are into old-school D&amp;D? (That&rsquo;s a rhetorical question.)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/osrcon-2012/"/>
    <published>2012-08-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-modicum-of-self-control/</id>
    <title>A Modicum of Self Control</title>
    <updated>2012-07-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>There are so many old D&amp;D modules out there that sound a little bit interesting. I decided to write out exactly what older D&amp;D modules and books I want. The goal here was to stop myself from spending money like an idiot on anything and everything I might stumble upon, but also have enough books to buy that I can spend money like an idiot. I don&rsquo;t consider myself a collector of D&amp;D books, but there is certainly some aspect of collecting at play in my behaviour. I also have a (bad) habit of buying more books than I could possibly hope to read in a reasonable amount of time. I wanted to pick a small set of old books and then forget any others exist.</p>
<p>In the end I decided to look for the following books:</p>
<ul>
<li>D&amp;D Basic Edition</li>
<li>D&amp;D Expert Edition</li>
<li>B1 - In Search of the Unknown</li>
<li>B2 - Keep on the Borderlands</li>
<li>B4 - The Lost City</li>
<li>T1 - Village of Hommlet</li>
<li>I1 - Dwellers of the Forbidden City</li>
<li>D1,2 - Descent into the Depths of the Earth</li>
<li>D3 - Vault of the Drow</li>
<li>X1 - Isle of Dread</li>
<li>X2 - Castle Amber</li>
</ul>
<p>I&rsquo;ve picked up a few of these books already, finding them used on eBay and Amazon. I have a question for <strong>you</strong>: have I missed any obviously amazing D&amp;D or AD&amp;D 1e books?<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I have no interest whatsoever in anything from 3rd Edition. There is a part of me that wants to buy up all the 2nd Edition Dark Sun books, but for now that&rsquo;s not something I plan to do.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-modicum-of-self-control/"/>
    <published>2012-07-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-emin-search-of-the-unknown/em-index/</id>
    <title>The &lt;em&gt;In Search of the Unknown&lt;/em&gt; Index</title>
    <updated>2012-07-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I have mixed feelings about the <a href="http://www.dragonsfoot.org/">Dragonfoot</a> forums. They are a pretty great resource for all things old-school D&amp;D. On the other hand they are also filled with all the horribleness one finds in a forum of reasonable size. Still, I don&rsquo;t think there is a better source for stuff like this: the <a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=15&amp;t=40165">&ldquo;B1 - In Search of Unknown&rdquo; index</a> thread is full resources and reviews of the D&amp;D module <a href="http://en.wikipedia.org/wiki/In_Search_of_the_Unknown"><em>In Search of the Unknown</em></a>. It&rsquo;s probably got a link to anything of interest about that module.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-emin-search-of-the-unknown/em-index/"/>
    <published>2012-07-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/for-use-in-the-summoning-of-demon-and-hell-spawn-in-the-role-playing-game-lamentations-of-the-flame-princess./</id>
    <title>For use in the summoning of demon and hell spawn in the role playing game Lamentations of the Flame Princess.</title>
    <updated>2012-07-22T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Over the last few days i&rsquo;ve been working on <a href="http://summon.totalpartykill.ca">a little web application</a> to help <a href="http://lotfp.com/">Lamentations of the Flame Princess</a> players go through the motions of casting the Magic-User&rsquo;s Summon spell. The spell lets players summon a demon to aid them&ndash;hopefully. The LotFP rules outline what sort of demon will show up and whether or not it will listen to the players. It&rsquo;s a crazy spell. There are lots of tables and dice rolling. It&rsquo;s a complicated enough procedure that it produced <a href="http://www.lotfp.com/RPG/discussion/topic/333/can-someone-walk-me-through-rolling-up-a-summoned-entity/">a thread on the LotFP forum</a> to discuss how exactly the spell works. From the discussion there I figured turning the spell into a little web-application would be a small fun project.</p>
<p>For those interested, the site was created using the Python (mini) web framework, <a href="http://flask.pocoo.org/">Flask</a>, and is hosted on <a href="http://www.dreamhost.com/r.cgi?247233">Dreamhost</a>.</p>
<p><a href="http://summon.totalpartykill.ca">For use in the summoning of demon and hell spawn in the role playing game Lamentations of the Flame Princess.</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/for-use-in-the-summoning-of-demon-and-hell-spawn-in-the-role-playing-game-lamentations-of-the-flame-princess./"/>
    <published>2012-07-22T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/reading-the-dmg-watch-out-for-those-charlatans./</id>
    <title>Reading the DMG: Watch out for those Charlatans.</title>
    <updated>2012-07-19T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I picked up copies of the new <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02410000">Premium AD&amp;D 1st Edition reprints</a> earlier this week at <a href="http://hairyt.com">Hairy Tarantula</a> here in Toronto. I was on the fence about getting them as I don&rsquo;t have much interest in actually playing AD&amp;D 1e. I decided to buy them because I heard they were great books on role-playing games in general, and an important part of the history of the game. I&rsquo;m also a big fan of the art from that era&ndash;back when no one working for TSR really knew how to draw. The reprints are really well done<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> and I&rsquo;m quite happy with my purchase.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>The Dungeon Master Guide is the biggest of the three books that comprise the core AD&amp;D 1e rules, and it is fascinating. I plan to post little snippets from the book as I make my way through it.</p>
<blockquote>
<p>A word of warning. Many products might purport to be satisfactory for use with <strong>ADVANCED DUNGEONS &amp; DRAGONS</strong>, but only those noted as OFFICIAL or <em>Authorized</em> <strong>AD&amp;D</strong> items should be accepted. Do not settle for substitutes or second-rate material in your campaign; ask for approved <strong>AD&amp;D</strong> products only!</p>
</blockquote>
<p>I can only imagine what was happening in the table top gaming community back in the 70s, but clearly Gygax was unimpressed with the work being done by 3rd party publishers. I wonder what his thoughts about the OSR community would be. Gygax&rsquo;s writing is full of exuberance and passion, but the start of the Dungeon Master Guide is full of talk of official rules and playing the game properly. It seems to run counter to ethos of old school gaming, as I understand it.</p>
<p>Of course, we then get to a table about contracting parasites while adventuring so why are you griping about Gary Gygax? Please!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p><a href="http://wizards.com/dnd/Article.aspx?x=dnd/4dreye/20120704">Wizards of the Coast wrote about the process they went through to create these reprints</a>, and it&rsquo;s really quite incredible. All three books pre-date digital typesetting, so they had to redone by hand. The designers at Wizards of the Coast had to recreate the layouts from scratch. It&rsquo;s actually quite amazing when you look at a page from the original books and then the reprints.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I need to begin a moratorium on book buying.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/reading-the-dmg-watch-out-for-those-charlatans./"/>
    <published>2012-07-19T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/my-dd-bookshelf/</id>
    <title>My D&amp;D Bookshelf</title>
    <updated>2012-07-16T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I&rsquo;ve added a new page to this site, <a href="http://save.vs.totalpartykill.ca/bookshelf/">listing the D&amp;D books I currently own</a>.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> I like seeing what books (and PDFs) other people own, as it&rsquo;s a good source for finding new books that might be worth reading. That page will also be a good place to link back to reviews i&rsquo;ve written about the books I&rsquo;ve bought. For someone who doesn&rsquo;t actually <strong>play</strong> that much D&amp;D, I own a lot of books on the subject. I suppose this page also exists to shame myself into not buying more D&amp;D books.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I shamelessly stole this idea from <a href="http://untimately.blogspot.ca/">Untimately</a>, which <a href="http://save.vs.totalpartykill.ca/link/untimately/">I recently mentioned on this blog</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/my-dd-bookshelf/"/>
    <published>2012-07-16T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/a-pantheon-of-powers/</id>
    <title>A Pantheon of Powers</title>
    <updated>2012-07-15T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I woke up the morning following <a href="http://save.vs.totalpartykill.ca/blog/dead-again/">the death of Osrik</a>, my dwarf paladin, realizing the character had a power that would let him re-roll a missed hit when bloody. I&rsquo;m not sure this would have turned the fight that cost the character his life, but it certainly would have helped. This got me thinking about <a href="http://wizards.com/dnd/">4th Edition</a> and its pantheon of classes and powers a little bit more.</p>
<p>Playing&ndash;and killing&ndash;a few characters in 4th Edition will teach you that the combat mechanics of the game are important to grasp.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> With the Encounters game I participate in I had been playing characters whose abilities the official character builder picked for me. I found I spent the down time between my turns in a battle scanning my list of abilities, trying to pick the one that seemed most appropriate for the situation at hand. This is a sure fire recipe for death and destruction. It can also be kind of boring.</p>
<p>Looking around the table I could see that I was not the only one suffering from this problem. D&amp;D is ostensibly a game where you can do anything you can imagine. That&rsquo;s what makes it so much greater than a video game: the possibilities are endless. The way 4th Edition has been designed really discourages that sort of play. This is probably the biggest weakness with 4th Edition. When playing my Warlock in my regular 4th Edition game, I spend most of my turns in combat doing some permutation of: moving at least three squares to gain concealment; cursing my nearest enemy; casting an eldritch blast. No matter what the situation may be this is almost always my best choice of action.</p>
<p>The flip side to this is that the enumeration of all these classes and powers is 4th Edition&rsquo;s biggest strength. You can quantify the challenge of a battle in a way you really can&rsquo;t with any accuracy in earlier editions of the game. If you&rsquo;re interested in tactical combat 4th Edition is really unrivalled when it comes to simulating a battle. I don&rsquo;t think you could do something like <a href="http://dungeonsmaster.com/2012/06/ftdm/">Forth Core Death Matches</a> with any of the older versions of D&amp;D. I&rsquo;m not getting the most enjoyment out of 4th Edition because I haven&rsquo;t invested the time in learning what options my character has, and how they best work with those of my fellow adventurers. The question for any 4th Edition gamer is whether this is something they even want to do.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>People often compare 4th Edition D&amp;D to a video game. Certainly Wizards of the Coast used a lot of modern video game language when describing character classes and the mechanics of the game, but I suspect that&rsquo;s because that language is going to be most familiar to new D&amp;D players. I think 4th Edition has more in common with Magic: The Gathering.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup> You and your fellow adventures are working together to produce a winning mix of classes and powers&ndash;this seems analogous to deck building in Magic. The focus on game balance is a natural extension of this. Magic is a successful collectable card game because there is no one deck to rule them all. Wizards of the Coast seem to have taken what they learned making Magic and tried to apply that to D&amp;D, with mixed results.</p>
<p>I&rsquo;m curious to see if Wizards of the Coast, or the wider D&amp;D community, do interesting things with 4th Edition once the 5th Edition of D&amp;D has been released. I feel like there is a lot to 4th Edition, if you can get past the fact it&rsquo;s not exactly the same as every version of D&amp;D that proceeded it.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Some might say they are the <strong>only</strong> thing to grasp in 4th Edition.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Wizards of the Coast even sell the various powers available for the various classes as packs of cards!&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p><a href="http://dungeonsdonuts.tumblr.com/">Rebecca of Dungeons and Donuts</a> recently made <a href="http://dungeonsdonuts.tumblr.com/post/26820641659/the-old-blogspot-dungeons-donuts-had-a-lot-of">a little hand-out for generating 4th Edition characters</a>. Rather than bothering  with classes or powers, she decided to ask players to pick a role and pick from a list of abstract powers. Players could then make up all the fluff that goes along with the role and powers they&rsquo;ve picked. I&rsquo;m a big fan of this idea.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/a-pantheon-of-powers/"/>
    <published>2012-07-15T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/untimately/</id>
    <title>Untimately</title>
    <updated>2012-07-12T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>There are lots of great blogs about D&amp;D out there on the Internet, but one that puts out consistently good stuff is <a href="http://untimately.blogspot.ca/">Untimately</a> by Toronto&rsquo;s own Brendan S. His most recent post is on <a href="http://untimately.blogspot.ca/2012/07/od-engine.html">the rules that compromise Original D&amp;D</a>, distilling everything in <a href="http://www.acaeum.com/ddindexes/setpages/original.html">the 3 brown books</a> into concise lists of rules. A recent post that was particularly creative was about his take on <a href="http://untimately.blogspot.ca/2012/07/books-of-magic.html">schools of magic</a>. If you&rsquo;re into D&amp;D you should be reading Untimately.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/untimately/"/>
    <published>2012-07-12T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/carcosa-iii/</id>
    <title>The monsters of &lt;em&gt;Carcosa&lt;/em&gt;</title>
    <updated>2012-07-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/carcosa-monster.png" alt="An illustration of a monster in Carcosa by Rich Longmore"></p>
<p>As I have mentioned in <a href="http://save.vs.totalpartykill.ca/review/carcosa/">previous</a> <a href="http://save.vs.totalpartykill.ca/review/carcosa-II/">posts</a> about <a href="http://www.lotfp.com/RPG/products/carcosa"><em>Carcosa</em></a>, Geoffrey McKinney seems to be working quite hard to say as little as possible about the nature of his &ldquo;official&rdquo; game world. There is very little exposition about Carcosa&rsquo;s history, people, culture, etc. Each section of the book reveals a <strong>little</strong> bit of Carcosa&rsquo;s story. The books bestiary reveals the most about the setting, hinting at the nature of the world and some of its history.</p>
<p>The vast majority of the monsters discussed in the bestiary are unique. They are crazy grotesque beasts one might find in a <a href="http://en.wikipedia.org/wiki/H._P._Lovecraft">H.P. Lovecraft</a> story.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> The gods of Carcosa are for the most part absolutely terrifying. These creatures have stat blocks and descriptions, like your typical kobold or goblin, so they are ready for your players to battle to the death. I mean, why give a monster hit dice if its not meant to be killed?</p>
<p>A few these monsters reside in particular places (hexes) in Carcosa. In the PDF version of the book, this is mentioned in their description.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> In the hardback you only learn of their home on the planet when reading through the hex descriptions later in the book.</p>
<blockquote>
<p>Here looms the great and extinct black volcanic Mount Voormith’adreth, honeycombed with weird and outré caverns, and beneath which bubbles and heaves Shub-Niggurath. &ndash; The description of Hex 0402, <em>Carcosa</em></p>
</blockquote>
<p>Of all the old ones that reside on Carcosa, <a href="http://en.wikipedia.org/wiki/Shub-Niggurath">Shub-Niggurath</a> appears to be the most important. Two of the races mentioned in the first section of the book, The Great Race and the Primordial Ones, are spawns of Shub-Niggurath. In addition, 4 other races mentioned in the bestiary are his children, so to speak. The most typical monster found on Carcosa is a Spawn of Shub-Niggurath, which can appear as almost anything. (A disgusting mutant tree? Why not. A horrible giant fish? Of course.) There is an appendix at the back of the book that contains random tables to help the DM with generating these spawns. This one monster description provides a lot of clues into the cosmology of Carcosa.</p>
<p>The remaining monsters of Carcosa provide further insight into what&rsquo;s happening on the planet. One of the few non-unique monsters are dinosaurs. Of course, this being Carcosa they are expected to be of a crazy mutant variety. Similarly one finds giant jungle ants wandering from hex to hex. Lakes in Carcosa are likely home to to giant lake monsters. These sorts of beasts paired with the descriptions of the 13 races of men hints at a <em>King Kong</em> style world.</p>
<p>As mentioned at the start of the book, there are space aliens. From their description we learn that they originally crash landed on Carcosa a millennia ago, but since then they have established bases and come and go as they please. It&rsquo;s their presence and their technology that makes the world a little bit less <em>King Kong</em> and perhaps a bit more <em>Flash Gordon</em>.</p>
<p>There are all sorts of slimes, puddings, and oozes similar to those encountered in your typical game of D&amp;D, but with a Carcosa twist. Many of the unique monsters discussed in the bestiary are also some variation of disgusting ooze-like thing with tentacles. If it&rsquo;s not a giant-mutant-monster it&rsquo;s probably a creepy slime.</p>
<p>The illustrations by <a href="http://richlongmoreillustration.blogspot.ca/">Rich Longmore</a> really bring this portion of the book to life.</p>
<p>The bestiary ends with a brief description (without stats) of the long extinct snake-men. Here we learn some more of the history of Carcosa.</p>
<blockquote>
<p>For tens of millions of years the civilizations of the Snake- Men were mighty upon the planet of Carcosa. They delved deeply into the arcane mysteries and laid the foundations of the systematic practice of sorcery. From shambling man- apes the Snake-Men bred the various races of humans to be sacrifices efficacious for their sorcery. At the height of their powers, the Snake-Men destroyed themselves by releasing ultratelluric forces impossible to control.</p>
</blockquote>
<p>What else is there to say?</p>
<p>Finally we get to the hex descriptions, which is what it&rsquo;s all about.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>As I had mentioned when <a href="http://save.vs.totalpartykill.ca/review/carcosa-II/">discussing the sorcerer rituals</a>, each set of rituals deals with one of these unique monsters. The two sections work together to provider a fuller description and background of the monster in question.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>The level of cross-referencing in the PDF is one big advantage it has over the physical book. Figuring out how everything fits together is much easier when browsing the PDF.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/carcosa-iii/"/>
    <published>2012-07-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/the-origins-of-emcarcosa/em/</id>
    <title>The Origins of &lt;em&gt;Carcosa&lt;/em&gt;</title>
    <updated>2012-07-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>The author of <a href="http://www.lotfp.com/RPG/products/carcosa">Carcosa</a>, Geoffrey McKinney, mentioned in a recent <a href="http://saveordie.info/?p=670">interview</a> that he published Carcosa because people on the <a href="http://www.dragonsfoot.org/">Dragonfoot</a> forums seemed interested in the game he was running. This being the internet, we can travel back in time and look at <a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=11&amp;t=16221">the first thread where McKinney starts discussing his setting and what he hopes to accomplish with it</a>.</p>
<p>In <a href="http://odd74.proboards.com/index.cgi?board=carcosa&amp;action=display&amp;thread=1520">a thread over on Original D&amp;D Forums</a> McKinney announces that he is going to start selling a little booklet about his home campaign setting.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/the-origins-of-emcarcosa/em/"/>
    <published>2012-07-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-lamentations-of-the-flame-princess-july-grand-adventures-campaign/</id>
    <title>The Lamentations of the Flame Princess July Grand Adventures Campaign</title>
    <updated>2012-07-05T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://lotfp.blogspot.com/">James Raggi</a> of <a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a> is running this crazy crowd funding project during the month of July. He has set up <a href="http://www.lotfp.com/RPG/grand-adventure-campaign">19 different IndieGoGo campaigns</a>, each requiring $6000 in funds. The ultimate goal would be to raise $114,000. That&rsquo;s some aggressive crowd funding.</p>
<p>The last campaign he ran raised $16,240 to fund <a href="http://www.indiegogo.com/lotfphardcover?a=228962">a hardcover book edition of the LotFP rules</a>. Prior to that he raised $6,241 to fund <a href="http://www.indiegogo.com/The-Monolith-from-beyond-Space-and-Time?a=228962">two adventure modules</a>. Clearly there are people out there interested in LotFP. My fear is that there are not enough people to fund such a large body of work in a single month. That would be a real shame, because the more I learn about the people involved in the campaign the more disappointed I&rsquo;ll be if some of these adventures don&rsquo;t get funded.</p>
<p>I love <a href="http://www.goodmangames.com/4385preview.html">the Dungeon Alphabet</a>. I&rsquo;m also a fan of <a href="http://poleandrope.blogspot.ca/">Michael Curtis&rsquo;s blog</a>. So, without much thinking whatsoever I supported <a href="http://www.indiegogo.com/LotFPCurtis?a=228962">his adventure</a>.</p>
<p>Today I was listening to an episode of <a href="http://www.jennisodes.com/">the Jennisodes</a>, a podcast about role-playing games, which featured <a href="http://www.sinenomine-pub.com/">Kevin Crawford</a>, another participant in this campaign. I had never heard of him before, but after listening to him wax-poetic about sandbox gaming for a half hour I now want to fund <a href="http://www.indiegogo.com/LotFPCrawford?a=228962">his campaign</a> as well. It sounds like it will be amazing. (Oh, and the host of the Jennisodes is <a href="http://www.indiegogo.com/LotFPSteen?a=228962">also hoping to write an adventure for LotFP</a>.)</p>
<p>I read <a href="http://jrients.blogspot.ca/">Jeff&rsquo;s Gameblog</a>, by Jeff Rients, another participant in this campaign. I assume <a href="http://www.indiegogo.com/LotFPRients?a=228962">his campaign</a> will do well as he seems to have a bit of a following in the OSR community. His writing on D&amp;D is all quite fantastic. He posted <a href="http://jrients.blogspot.ca/2012/07/broodmother-sky-fortress-videoblog.html">a video</a> today] about what he wants to do in his adventure. Guess what? It sounds pretty fantastic too.</p>
<p>I assume if I learn anything about most of these writers I&rsquo;m going to want their adventure. As far as I can tell there are no B-team participants. Everyone seems to bring something interesting to the table. <a href="http://jrients.blogspot.ca/2012/07/broodmother-sky-fortress-videoblog.html">Monte Cook</a> is writing an adventure! One of the <a href="http://www.indiegogo.com/LotFPCook?a=228962">dudes from mother-fucking members of GWAR</a> is writing an adventure! It&rsquo;s ridiculous.</p>
<p>I don&rsquo;t have $114,000 to spend on adventures. Most people probably don&rsquo;t. I suppose the hope then is that in aggregate fans of LotFP and of these individual writers can get a few things funded. This is certainly feels like the golden age of crowd funding&ndash;every other post on this blog seems to be about a kickstarter project&ndash;but this project might be a bit too ambitious. Still, I wish Raggi the best of luck. He has $20 of my dollars&ndash;so far.</p>
<hr>
<p>A complete list of all the adventures in this campaign follows:</p>
<ul>
    <li><a href="http://www.indiegogo.com/LotFPAlfrey">Escaping Leviathan by Aeron Alfrey</a></li>
    <li><a href="http://www.indiegogo.com/LotFPBaker">The Seclusium of Orphone by Vincent Baker and Cynthia Sheppard</a></li>
    <li><a href="http://www.indiegogo.com/LotFPBingham">Strange and Sinister Shores by Johnathan Bingham</a></li>
    <li><a href="http://www.indiegogo.com/LotFPBrockie">Towers Two by Dave Brockie</a></li>
    <li><a href="http://www.indiegogo.com/LotFPCook">The Unbegotten Citadel by Monte Cook and Eric Lofgren</a></li>
    <li><a href="http://www.indiegogo.com/LotFPCrawford">The House of Bone and Amber by Kevin Crawford and Earl Geier</a></li>
    <li><a href="http://www.indiegogo.com/LotFPCurtis">Of Unknown Provenance by Michael Curtis and Amos Orion Sterns</a></li>
    <li><a href="http://www.indiegogo.com/LotFPDesborough">Machinations of the Space Princess by James Desborough and Satine Phoenix</a></li>
    <li><a href="http://www.indiegogo.com/LotFPGreen">Horror Among Thieves by Kelvin Green</a></li>
    <li><a href="http://www.indiegogo.com/LotFPKreider">We Who Are Lost by Anna Kreider</a></li>
    <li><a href="http://www.indiegogo.com/LotFPMiller">The Land that Exuded Evil by Cynthia Celeste Miller and Rowena Aitken</a></li>
    <li><a href="http://www.indiegogo.com/LotFPPett">Pyre by Richard Pett and Michael Syrigos</a></li>
    <li><a href="http://www.indiegogo.com/LotFPPohjola">I Hate Myself For What I Must Do by Mike Pohjola and Joel Sammallahti</a></li>
    <li><a href="http://www.indiegogo.com/LotFPRients">Broodmother Sky Fortress by Jeff Rients and Stuart Robertson</a></li>
    <li><a href="http://www.indiegogo.com/LotFPSeppala">Normal for Norfolk by Juhani Sepp&auml;l&auml; and Rich Longmore</a></li>
    <li><a href="http://www.indiegogo.com/LotFPSparks">Poor Blighters by Jeff &amp; Joel Sparks and Mark Allen</a></li>
    <li><a href="http://www.indiegogo.com/LotFPSteen">The Depths of Paranoia by Jennifer Steen and Jason Rainville</a></li>
    <li><a href="http://www.indiegogo.com/LotFPSarkijarvi">Red in Beak and Claw by Jukka S&auml;rkij&auml;rvi and Jason Rainville</a></li>
    <li><a href="http://www.indiegogo.com/LotFPVuorela">The Dreaming Plague by Ville Vuorela and Juha Makkonen</a></li>
</ul>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-lamentations-of-the-flame-princess-july-grand-adventures-campaign/"/>
    <published>2012-07-05T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/carcosa-ii/</id>
    <title>&lt;em&gt;Carcosa&#39;s&lt;/em&gt; vile black magic</title>
    <updated>2012-07-03T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><a href="http://www.lotfp.com/RPG/products/carcosa">Carcosa</a> is an impressive piece of writing, but people seem to get fixated on the small portion of the book that is filled with all sorts of rape and human sacrifice. <strong>Wait, what?</strong></p>
<p>Magic in the world of Carcosa is (literally) all about the <a href="http://en.wikipedia.org/wiki/Cthulhu">Cthulhu</a> monsters. The planet is apparently filled with Cthulhu monsters of one sort or another. You can summon them, torment them, commune with them, and banish them.  There&rsquo;s no Magic Missile. There is no Fireball. If you want to play a character who shoots stuff at people you will need to find some laser guns.</p>
<p>Flip through the sorcerer rituals presented in <em>Carcosa</em> and it&rsquo;s a sea of human sacrifice. When I first read the book I quickly skimmed this section and decided it wasn&rsquo;t worth looking at in detail. The descriptions can be repetitive, clinical, and a bit of a downer: kill these Green men; rape and kill this Blue woman. Magic in Carcosa is evil and generally unpleasant. A whole chapter saying as much seemed unnecessary.</p>
<p>The only spells that don&rsquo;t involve sacrifice are the rituals that exist to banish the Cthulhu monsters. This suggests one option for playing a lawful sorcerer: only cast banishment spells. I had assumed this was done on purpose, that McKinney didn&rsquo;t expect players to actually use the spells outlined in the book, that they would be reserved for evil NPCs. <a href="http://www.youtube.com/watch?v=Y_oZmFi_dYk">In a recent interview</a> I learned this wasn&rsquo;t the case. In his home game he did have players who ran around the planet rounding up men and women to be sacrificed all the while looking for rare ingredients for their spells. That&rsquo;s definitely a departure from traditional D&amp;D.</p>
<p>There is another level to the rituals that is easy to miss because they are so repugnant. In <em>Carcosa</em> the rituals are another way Geoffrey McKinney shares his fantasy world with us. They hint at quests to embark on, monsters to fight, and sorcerers to vanquish.</p>
<p>Many rituals mention specific regions (hexes on the map) of Carcosa. They might discuss some rare ingredient that is required for the ritual that can only be found in a particular hex. They might mention a monster that can only be found in a particular place. Often times a ritual&rsquo;s description of a hex is more detailed than the hex description itself. The description for hex 1513 is, &ldquo;Ulfire Mold.&rdquo; (<a href="http://save.vs.totalpartykill.ca/review/carcosa/">I mentioned the writing was terse, right?</a>) If we look at the ritual that binds the Fetor of the Depths, we learn that there is a &ldquo;vile cave in the swamps of [the hex],&rdquo; which is where that spell needs to be cast. The description for hex 416 is &ldquo;7 Giant Frogs.&rdquo; Looking at the ritual that conjures the Fetor of the Depths we learn that this hex contains the subterranean lair of the monster. Here I&rsquo;m looking at two random rituals that relate to one of the <a href="http://en.wikipedia.org/wiki/Great_Old_One">old ones</a>. This sort of thing happens throughout the chapter. There are numerous examples where the ritual description adds a whole other layer to what otherwise might sound like a pretty boring hex in Carcosa. This is all easy to miss if you dismiss this chapter as I had initially.</p>
<p><img src="/assets/img/carcosa-rituals.png" alt="A sorcerer casting a horrible ritual"></p>
<p><a href="http://www.rpgblog2.com/2008/10/carcosa-controversy.html">When <em>Carcosa</em> was first released it was mired in controversy because of this section on sorcerer rituals.</a> The warning on the not-quite-a-dust-cover of <em>Carcosa</em> is no joke. The book is filled with depictions of vile black magic: buyer beware. Some of the ritual descriptions are particularly disgusting, but that is clearly the point. McKinney never explicitly tells us, &ldquo;magic in Carcosa is evil.&rdquo; Instead he shows this to the reader by outlining what it costs to cast a spell. Some people might not care one way or another about killing fictional alien space men, so McKinney goes the extra mile when it comes to some of the rituals: there is rape, killing babies, torture. These things are all upsetting, but <em>Carcosa</em> isn&rsquo;t about a real place where real people are committing real crimes. The way these rituals are described is not gratuitous. As far as I can tell, McKinney isn&rsquo;t trying to come off as edgy by mentioning a sorcerer needs to kill a baby to cast a spell; he&rsquo;s not trying to express his anger towards women by mentioning a sorcerer needs to rape and kill a women to cast a spell. If you read <em>Carcosa</em> it seems clear that McKinney wants you to close the book knowing that magic in his world is evil. I think he succeeds here. Reading anything more into this section of the book is disingenuous.</p>
<p>If you skip ahead in the book you can read about aliens riding dinosaurs and shooting laser guns. How are people taking anything in this book <em>that</em> seriously?<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>As with <a href="http://save.vs.totalpartykill.ca/review/carcosa/">the sections that proceed it</a>, the chapter on sorcerer rituals subtly reveal more about the world of Carcosa. There is a lot about the rituals that is left unsaid, leaving a lot of room for a dungeon master and players to make them and the world of Carcosa their own. I should add that the hex descriptions that come later in the book do mention potions and other magic items that perform the same function as some of the sorcerer rituals. This presents another avenue for players to conjure and torment monsters without some of the unpleasantness associated with doing so the traditional way. One can imagine quests that involve trying to reproduce a ritual via some other means.</p>
<p>And yeah, there are crazy mutant dinosaurs on this planet. They deserve their own blog post. My epic review of Carcosa will continue.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I <a href="http://www.lotfp.com/RPG/discussion/post/1964/#p1964">submitted two questions</a> about the controversy around these rituals for an interview of Geoffery McKinney that was being conducted by <a href="http://gamerati.com/">Gamerati</a>. The first, &ldquo;Has the controversy surrounding Carcosa had any influence on the subsequent writing you have done, or did it have a chilling effect on your work?&rdquo; <a href="http://www.youtube.com/watch?v=Hucgj3QdpAQ">was answered with what amounts to a &ldquo;No.&rdquo;</a> The second, &ldquo;Have you read any criticisms of the rape and other controversial parts of Carcosa that you felt were interesting, valid, etc. (As opposed to shrill, knee-jerk, etc.)&rdquo; <a href="http://www.youtube.com/watch?v=AsJo4Ht9ITg">was also answered, more or less, in the negative</a>, and touches on the point I raise about not taking the work too seriously.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/carcosa-ii/"/>
    <published>2012-07-03T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/appendix-n-adventure-toolkits-dcc-rpg-modules/</id>
    <title>Appendix N Adventure Toolkits (DCC RPG Modules)</title>
    <updated>2012-06-28T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>If you&rsquo;re looking for the next Kickstarter project you should be supporting, look no further than Brave Halfling Publishing&rsquo;s <a href="http://www.kickstarter.com/projects/1778492214/appendix-n-adventure-toolkits-dcc-rpg-modules">Appendix N Adventure Toolkits (DCC RPG Modules)</a>. For $20 you can get a copy of 5 modules and a slew of other bonus material. From the Kickstarter:</p>
<blockquote>
<p>Each Appendix N Adventure provides Game Masters with a challenging adventure that can easily be dropped into an existing campaign, as well as an inspirational module map and a set of illustrated player handouts. Each also contains new monsters, unique enemies, creative traps and bizarre settings to challenge players, and inspirational ideas for expanding the campaign and launch points into further adventures for the Game Master.</p>
</blockquote>
<p>The project is already funded. You have nothing to lose. If the project hits $15,000 than they plan to also release a new campaign setting.</p>
<blockquote>
<p>Five years ago, I spent many months working on a unique campaign setting (&ldquo;The Old Isle&rdquo;) to help try and spark renewed interest in Gary Gygax’s rpg, &ldquo;Lejendary Adventures.&rdquo; With Gary and Gail&rsquo;s blessing, I consulted with Gary frequently about the design of the setting, npc races, magic item creation, divine beings, etc. I bounced ideas off of him and he provided suggestions and critiques. It was a very special time in my hobby gaming that I still treasure. However, while Gary played a supportive but indirect role in my creation of the Old Isle Campaign Setting, he did not create or write one word of the setting - The Old Isle is 100% my creation. Maps were created and art was commissioned. With Gary&rsquo;s passing and the end of his Lejendary Adventures game, I decided to not release this material. However, from the first time I read some of the early DCC RPG play-test material, I knew this campaign setting had found a new home!</p>
</blockquote>
<p>If you haven&rsquo;t used Kickstarter before, this is a great first project to support. Brave Halfling Publishing has been around for a long time, and has a great reputation. They already have 6 modules ready to go, so you&rsquo;re really only paying to help them bootstrap their printing costs. This seems like a pretty low risk venture. By the sounds of things, you should expect modules in the mail by July or August. That&rsquo;s pretty fast turnaround for Kickstarter.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/appendix-n-adventure-toolkits-dcc-rpg-modules/"/>
    <published>2012-06-28T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/the-mysterious-emcarcosa/em/</id>
    <title>The Mysterious &lt;em&gt;Carcosa&lt;/em&gt;</title>
    <updated>2012-06-24T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<img src="/assets/img/city-of-carcosa.jpg" width="492px" style="margin:0 auto">
<p><a href="http://www.lotfp.com/RPG/products/carcosa"><em>Carcosa</em></a>, by Geoffrey McKinney, is ostensibly a campaign setting for Dungeons and Dragons. <em>Carcosa</em> was originally released as a stapled booklet entitled <em>Dungeons &amp; Dragons Supplement V: Carcosa</em>. Both the name and its form were a homage to the <a href="http://www.acaeum.com/ddindexes/setpages/original.html">original 1974 D&amp;D books</a>. As I understand things, McKinney would print off copies of <em>Carcosa</em> on his laser printer when he got an order for the book. When his laser printer broke he stopped selling <em>Carcosa</em>. This re-release by <a href="http://lotfp.com/">Lamentations of the Flame Princess</a> is a much grander affair. As a physical object <em>Carcosa</em> is nothing short of perfection.</p>
<p><em>Carcosa</em> describes a fictional alien planet of the same name. I&rsquo;m used to campaign settings of the 2nd Edition variety, where anything and everything a dungeon master could possibly need to know about a place and its people is revealed. For example, I have a very good sense of what the fantasy world of <a href="http://athas.org">Dark Sun</a> is like from reading all sorts of splat books. If you approach <em>Carcosa</em> expecting that same level of detail you are going to be sorely disappointed. The world of Carcosa is hinted at obliquely. That&rsquo;s not to suggest the book is light on material: it is both dense and terse.</p>
<p><em>Carcosa</em> opens with a discussion of various changes to the D&amp;D rules. In the world of Carcosa there are no non-humanoid player characters. There are instead 13 races of men, each identified by a different skin colour. Three of these colours don&rsquo;t exist on Earth: ulfire, jale, and dolm. (And here skin colour is quite literal: a Blue man is blue like the dance troupe.) There are only two classes players can play on Carcosa: fighters and sorcerers. The difference between the two is that sorcerers can cast rituals<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> that were devised by a long extinct race of Snake-Men.</p>
<p>There are no magic items in the world of Carcosa. Instead one finds all sorts of crazy technology scattered over the planet. The book presents example artifacts from: the space aliens, the Great Race, and the Primordial Ones. The technology of the Great Race and the Primordial ones is so foreign to humans that most people will have no hope of understanding what an item does or how to use it. (Mechanically, you need an INT score of 17 to have a 5% chance to use one of these artifacts.) I should point out that at this point in the book, there has been no real discussion whatsoever about space aliens, the Great Race, or Primordial Ones.</p>
<p>After reading this opening of the book, which is something like 30-40 pages long, you do have some sense of what the world of Carcosa is like despite the fact McKinney has explicitly said very little about it. We have a blighted world where humans are clearly the weakest in a long line of civilizations that have inhabited Carcosa. There is a gonzo sci-fi element to Carcosa: your characters might encounter space aliens in their travels, and the plater&rsquo;s only hopes for &ldquo;magic&rdquo; weapons come in the form of space bazookas and ray guns. There is also a <a href="http://en.wikipedia.org/wiki/Lovecraftian_horror">Lovecraftian</a> undercurrent to to the world and its people. Everything you learn about Carcosa in this opening section of the book is gleamed through sideways glances.</p>
<p>Carcosa really comes alive in the sections that follow. The bestiary helps the reader visualize what populates the world of Carcosa now. The hex descriptions are often single sentence affairs, but they too give some colour to the world. The sorcerer spells are almost all tied to particular Chuthulu-esque monster found on Carcosa, and often discuss specific hexes in the world. I found how deeply interconnected these three sections of the book are surprising. I haven&rsquo;t encountered another D&amp;D supplement structured this way.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></p>
<p>I have so much more to say about <em>Carcosa</em>, but we have to stop somewhere. For now, anyway.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Oh, the rituals. They deserve a blogpost to themselves. They seem to be what people fixate on when they first read (or hear about) the book. Not that I can blame people for that, I suppose.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I have since learned <a href="https://plus.google.com/110118815125792309582/posts/588LLJJ4iBC">on Google+</a> that this style of presentation was used with Judges Guild Wilderlands modules.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/the-mysterious-emcarcosa/em/"/>
    <published>2012-06-24T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emvornheim-the-complete-city-kit/em/</id>
    <title>&lt;em&gt;Vornheim: The Complete City Kit&lt;/em&gt;</title>
    <updated>2012-06-20T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/vornheim.png" alt="A Map from Vornheim"></p>
<p><a href="http://www.lotfp.com/RPG/products/vornheim"><em>Vornheim: The Complete City Kit</em></a> was the last book in <a href="http://save.vs.totalpartykill.ca/review/lotfp-grindhouse/">my recent LotFP shipment</a> I read.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> <a href="http://dndwithpornstars.blogspot.ca/">Zak Smith</a> has packaged some of the things he&rsquo;s learned running city based adventures into this short treatise. The book is more or less clearly delineated in to two parts: the book begins with the Vornheim of Zak&rsquo;s adventures, a crazy-ass city; the book ends with how to build your own Vornheim. Both sections work well together to produce a terse look at city adventuring.</p>
<p>To quote Zak, &ldquo;This book is not about Vornheim, it&rsquo;s about <em>running</em> Vornheim.&rdquo; The city is described at a high level. After reading the book I know that Vornheim is a sprawling city of towers and bridges with a massive palace (called the Palace Massive!), a giant cathedral, and a wyvern that lives in a well who answers questions. There is the sort of detail about the city and its culture you might find covered in a few pages of a guide book. You learn enough about Vornheim to have a rough sense of what it&rsquo;s like, but not so much you feel like you&rsquo;re memorizing names and places.</p>
<p>The opening of the book is followed by a detailed look at three buildings/areas in the city: the home of a medusa, the Immortal Zoo of Ping Feng, and the Library of Zorlac. These are presented in much the same way a small dungeon would be presented in an old school D&amp;D module: maps, room descriptions, monster stats, and some background. I feel these mini-modules serve two purposes: they provide more insight in to what Vornheim is like, and present good examples of what traditional dungeon crawl adventures would look like when moved to a city. All three set pieces are unique and interesting. Even if you have no interest in adventuring in the city, they&rsquo;d probably bo worth stealing and injecting into your campaign.</p>
<p>Smith presents just enough flavour for the reader to extrapolate what other parts of the city would probably be like, how NPCs not mentioned probably would behave. If you want to play a game in Vornheim, there is enough information for you to make the city your own. You can have your own &ldquo;official&rdquo; Vornheim that grows organically from play.</p>
<p>What makes the book work is that Smith then goes on to show you how to go about running a city game. The later half of <em>Vornheim</em> is where it really shines. The book ends with procedures and tables to aid a GM when running a city adventure. It&rsquo;s quite clear <em>Vornheim</em> is meant to be used at the gaming table: it&rsquo;s nice and small; all the tables for the DM are at the very back of the book, one after another; the book&rsquo;s cover itself is a gaming aid, meant to have diced rolled on it. In the <a href="http://save.vs.totalpartykill.ca/blog/dnd-next/">D&amp;D Next play test</a> I participated in, our DM used the &ldquo;I search the body&rdquo; table to good effect. I&rsquo;ll have more to say once about this side of things once i&rsquo;ve actually used it in a game.</p>
<p>I actually can&rsquo;t think of another book that fills this niche. The Advanced Fighting Fantasy book <a href="http://fightingfantasy.wikia.com/wiki/Blacksand!"><em>Blacksand</em></a> is certainly similar. (It outlines a fictional city and discusses running city adventures.) <em>Blacksand</em> seemed to encourage building out your city before hand.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> As such, it doesn&rsquo;t lend itself to helping you creating a realistic sprawling mess of a city the same way Vornheim does. Still, if you&rsquo;re looking for something else about this subject it&rsquo;s definitely worth a look.<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup></p>
<p>I do have one complaint with <em>Vornheim</em>, and that is its solid black margins.<sup id="fnref:4"><a href="#fn:4" class="footnote-ref" role="doc-noteref">4</a></sup> There are other layout choices that probably would have helped make the book more legible. It sometimes feels a bit too dense. <a href="http://fredericksfreisergallery.com/zaxart/octopus_girls/index.html">Smith&rsquo;s paintings</a> also seem to be particularly dense, so in some ways one can view the book as an extension of his artwork. You can definitely tell it is his book.</p>
<p>I don&rsquo;t think I&rsquo;ve read a bad review of <em>Vornheim</em>. It&rsquo;s something like $15 so i&rsquo;m not sure why you wouldn&rsquo;t have bought it already. If you&rsquo;ve been waiting patiently for my opinion on the matter, now you have it: go buy this book.</p>
<p><em><a href="/zak/">Update 2019: my thoughts on this book haven&rsquo;t changed much, but my thoughts about Zak have.</a></em></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I finished reading <em>Carcosa</em> a few days ago, and I feel like I have so many things I want to say about it I don&rsquo;t know where to start. <em>Vornheim</em> is a much easier book to grok. Expect one or more posts about <em>Carcosa</em> in the coming days or weeks.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I recall drawing out a small &ldquo;city&rdquo; and listing what each of its 100 or so buildings were back when I was a boy.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>The rights to this book, and others in the Advanced Fighting Fantasy series appear to be owned by <a href="http://arion-games.com/affmain.html">Arion Games</a> now.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:4">
<p>Why, god damn it? Why?&#160;<a href="#fnref:4" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emvornheim-the-complete-city-kit/em/"/>
    <published>2012-06-20T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/free-rpg-day-2012/</id>
    <title>Free RPG Day 2012</title>
    <updated>2012-06-17T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Saturday June 16th was <a href="http://www.freerpgday.com/">Free RPG Day</a>. If the name didn&rsquo;t give it away, the basic idea is that you show up at your local game store and you collect free RPG swag. <a href="http://www.goodman-games.com/forums/index.php">Goodman Games</a> was giving away <a href="http://www.goodman-games.com/FRPGD12preview.html">a DCC RPG module</a> that I was looking forward to grabbing. Different stores have different rules about how to distribute the items various publishers send them to give away. <a href="http://http://www.dueling-grounds.com/">Duelling Grounds</a>, my local gaming store, was giving away stuff to anyone who participated in games that were being run that day.</p>
<p>Daniel, also known as <a href="http://ravencrowking.blogspot.ca/">Raven Crowking</a> from the <a href="http://www.dueling-grounds.com/">DCC RPG message boards</a>, had mentioned <a href="http://ravencrowking.blogspot.ca/2012/06/free-rpg-day-reminder.html">he&rsquo;d be running two sessions at Duelling Grounds</a>. There were two adventures in the Free RPG Day DCC RPG book, and he was planning on running each of them. I participated in the first adventure, <em>The Jeweler That Dealt in Stardust</em>.</p>
<p>There were two busy games of <a href="http://paizo.com/pathfinder">Pathfinder</a> taking place when I arrived at the store, each with 6 players. DCC RPG doesn&rsquo;t quite have the same mindshare I suppose, so only I had arrived specifically to play in the DCC RPG game. Another fellow, Richard, who came to Duelling Grounds unaware it was Free RPG Day also joined us. We each played two characters: I grabbed a fighter and a halfling, while he took a thief and a wizard. <em>The Jeweler That Dealt in Stardust</em> is a fun little adventure. It&rsquo;s a jewellery heist story with some demonic twists. How did we fare? Well if you&rsquo;ve been reading this blog <a href="http://save.vs.totalpartykill.ca/blog/total-party-kill/">you can probably guess</a>. To our credit, we had absconded with a ton of jewels and had defeated a demon, so we weren&rsquo;t slackers by any stretch. The adventure was a lot of fun.</p>
<p>We managed to get through it all in about 2-3 hours of play. I felt like we accomplished a lot in that time. DCC RPG plays quite fast. I was also impressed at how quick the game is to pick up. I had read through the rulebook, but never played the game. Richard had never even heard of the game before. We occasionally had to pause the game so Daniel could explain how the rules worked, but for the most part things work the way you expect them to. Though the game requires funky dice we made due with a &rsquo;normal&rsquo; set of gaming dice and a D30.</p>
<p>Free RPG Day was a big success. I left Duelling Grounds with the DCC RPG module I was hoping for, a module for 4th Edition D&amp;D from Wizards of the Coast, and a map of some fictional world called Harn. I finally got to play a game of DCC RPG, and meet a fellow DCC RPG fan. It was a good day.</p>
<hr>
<p><strong>Update June 18th 2012</strong>: <a href="http://ravencrowking.blogspot.ca/2012/06/thoughts-and-reflections-on-free-rpg.html">Raven Crowking shares his thoughts on Free RPG Day</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/free-rpg-day-2012/"/>
    <published>2012-06-17T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/alas-poor-osrik/</id>
    <title>Alas, Poor Osrik</title>
    <updated>2012-06-13T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I created Osrik, an (Essentials) dwarf paladin, to play at D&amp;D Encounters this week after <a href="http://save.vs.totalpartykill.ca/blog/total-party-kill/">the untimely death of my deep gnome cleric Gretzlyn</a>. I was thinking this Paladin would on the tail of his friend the cleric. I won&rsquo;t get a chance to flesh out his story, because I managed to kill this character as well. Two deaths in two weeks? For shame.</p>
<p>I&rsquo;m enjoying D&amp;D Encounters, but the last couple battles have been hard. I don&rsquo;t have any of the D&amp;D Essentials books, so I also don&rsquo;t understand what&rsquo;s up with the Essentials versions of the characters I&rsquo;m playing. The cleric couldn&rsquo;t turn undead, or do half the things I thought clerics were all about. The paladin couldn&rsquo;t heal. At all. What kind of paladin can&rsquo;t do a Lay on Hands?</p>
<p>All is not lost. I have a felling a Kobold Warlock is going to wander into this mess and start doing some avenging. And I know how to play a warlock. In theory, anyway.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/alas-poor-osrik/"/>
    <published>2012-06-13T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-online-is-not-just-a-video-game/</id>
    <title>D&amp;D Online (is not just a Video Game)</title>
    <updated>2012-06-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>My first gaming session using the <a href="http://save.vs.totalpartykill.ca/blog/dnd-next/">D&amp;D Next</a> rules was also my first gaming session playing virtually. Rebecca, of <a href="http://dungeonsdonuts.blogspot.ca/">Dungeons and Donuts</a> fame, mentioned on Google+ she was planning on running a play test of D&amp;D next online. I was expecting a quiet night at home anyway, why not try and cram in a game of D&amp;D?</p>
<p>I had written off Google+ a while ago, but people more imaginative than myself saw the possibilities the <a href="http://www.google.com/+/learnmore/hangouts/">Hangout</a> feature opened up in terms of tabletop gaming online. Skype has supported multi-user video chat for some time now, but it&rsquo;s a feature you need to pay for. Google+ hangouts are free, and the social network side of Google+ makes it easier to connect with other gamers. D&amp;D is basically collaborative storytelling, so multiuser chat is really all you need to get going. The video helps stop people from talking over each other, since you have those visual cues, and gives you the ability to share images when needed. This has probably played some part in Google+ becoming a wild success in the D&amp;D community.</p>
<p>I wasn&rsquo;t sure what to expect with an online game. Though the stereotype of a D&amp;D nerd is probably someone antisocial, the game itself is a social activity. It&rsquo;s all about human interaction. I wasn&rsquo;t convinced that side of the game would translate well if you weren&rsquo;t sitting next to the people you were playing with. D&amp;D is also inherently silly. In a game you might be pretending to be a Half-Orc Wizard or some other nonsense: it takes a certain level of comfort to do that with strangers.</p>
<p>My concerns were unfounded. I had a lot of fun playing online. I don&rsquo;t think it beats playing in person, but the play experience is still pretty damn good. It certainly beats <strong>not</strong> playing at all, which is the alternative for me more often than not. My friends and I play our 4th edition campaign incredibly infrequently. I think playing online might be able to help us play for often. Video chat is a good enough approximation of sitting next to someone, at least in this case.</p>
<p>Beyond the social side of things, managing the mechanical side of the game was also painless. D&amp;D Next is similar in style to older editions of D&amp;D in that combat can be run without tracking precisely where everyone is. Not having to move minis around a board got rid of one possible impediment to the online experience. In our game we also rolled our own dice and announced the results. Assuming you aren&rsquo;t playing with dirty liars, this works well.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>The best example of what you can do with video chat and D&amp;D nerds is <a href="http://constantcon.blogspot.ca">ConstantCon</a>. Someone posts that they are going to host a game online, and other people can sign up to play. By the looks of it you should always be able to find a game of D&amp;D whenever you want to play. Rebecca runs a game of <a href="http://dungeonsdonuts.blogspot.ca/2012/05/encounters-web-series-update.html">D&amp;D Encounters</a> using Google+ once a week as well. She&rsquo;s an excellent DM, so I would definitely try and scam your way into one of his games.</p>
<p>Ultimately what made the night fun was that the actual adventure was a lot of fun.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> By the end of the night the adventuring party consisted of: Pickles the horse, two dwarves, an elf, a halfing, a robot cleric of Pelor, and a (demon?) baby called Hope. That&rsquo;s what i&rsquo;m talking about!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>There are tools available to aid with running more precise combat, and for online dice rolling: <a href="http://tabletopforge.com/">Tabletop Forge</a> and <a href="http://roll20.net/">roll20</a>.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Stacy, who played the halfing in our group, has <a href="http://www.frivology.com/my-impressions-of-dd-next/">a more thorough write about our play session</a> for those interested in our adventure.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-online-is-not-just-a-video-game/"/>
    <published>2012-06-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/support-barrowmaze-ii-on-indiegogo/</id>
    <title>Support Barrowmaze II on Indiegogo</title>
    <updated>2012-06-11T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>If you enjoyed the original <a href="http://www.barrowmaze.com/"><em>Barrowmaze</em></a> megadungeon, <a href="http://www.indiegogo.com/Barrowmaze?a=228962">you will probably want to head over to Indiegogo and support the creation of its sequel, <em>Barrowmaze II</em></a>.</p>
<blockquote>
<p><em>Barrowmaze II</em> is the second part of a two-part exploration-style megadungeon for Labyrinth Lord and other classic fantasy role-playing games. BMII is a continuation of the initial &ldquo;dungeon sprawl&rdquo; concept presented in <em>Barrowmaze I</em> (BMI) and is intended for mid-and-high level characters.</p>
</blockquote>
<p>I own the PDF of the original dungeon. It&rsquo;s a pretty creative take on megadungeons. Instead of having multiple levels, each more challenging then the previous one, Barrowmaze is basically a giant sprawling mess of rooms. The further you get from the entrances into the dungeon, the harder the encounters get. Barrowmaze is a crypt, and the room descriptions really play this side of its origin story up. For example, there are lots of sealed up tombs PCs can excavate in search of treasure at the risk of alert monsters to their presence.</p>
<p>Barrowmaze was created by fellow Canadian Greg Gillespie, who runs the blog <a href="http://discourseanddragons.blogspot.ca/">Discourse &amp; Dragons</a>.</p>
<p>Today is the last day of the <em>BarrowmazeI II</em> funding campaign. It has already reached its funding goals, so its going to be available for purchase sometime in the future, even if you don&rsquo;t have the funs to support the project right now. There are some nice perks for backers of the project, so if <em>Barrowmaze II</em> is something you think you&rsquo;ll buy in the future now is the time to act.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/support-barrowmaze-ii-on-indiegogo/"/>
    <published>2012-06-11T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-next/</id>
    <title>D&amp;D Next</title>
    <updated>2012-06-10T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Wizards of the Coast have spent the past few months <a href="http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?pagewanted=all">hyping up</a> their plans for the 5th edition of D&amp;D, something they have been calling <a href="http://www.wizards.com/dnd/dndnext.aspx">D&amp;D Next</a>. They announced a public play test, which I signed up for, a couple weeks ago. The first batch of rules were released to the public to read over, play, provide feedback on.</p>
<p>The new rules are a pretty refreshing change from the 4th edition rule books. The &ldquo;how to play&rdquo; booklet is incredibly short. Everything you need to know to play the game fits on 25 pages and a handful of pre-generated character sheets. (The current play test rules don&rsquo;t include anything about character generation, so I imagine the actual rules will be a little bit longer.) The character sheets are amazing because they are all 1-2 pages long and include almost everything you need to know about your character. To contrast, the character sheet for the first level character I play in <a href="http://save.vs.totalpartykill.ca/blog/dnd-encounters/">D&amp;D Encounters</a> is 5 pages long.</p>
<p>D&amp;D Next is a much simpler game than its predecessors. It takes the <a href="http://en.wikipedia.org/wiki/D20_System">D20 rules</a> from 3rd and 4th edition and strips them down even more. Saving throws are now done using your ability scores. (For example, Save vs. Magic is now an intelligence check.) Similarly there aren&rsquo;t separate list of skills or proficiencies to manage. The only stat blocks on the character sheets are your six ability scores, HP, and AC. It feels nice and light. There is much less to explain to a new player, and much less to look up.</p>
<p>The plethora of modifier bonuses found in previous editions of the game have been replaced by a simpler advantage/disadvantage system. Instead of getting bonuses stacked on top of bonuses, you either end up being in an advantageous situation or a disadvantageous situation. When this happens you roll two D20 dice when performing an action, and take the higher roll in the case of an advantage, and the lower roll in the case of a disadvantage. In play I felt it worked quite well, and it&rsquo;s an easy system to teach and understand.</p>
<p>D&amp;D Next, at least in this initial ruleset, feels like a good mix both old and new D&amp;D. There are still (optional) feats and powers and junk like that, but it&rsquo;s been toned down a lot. For the most part I think the game feels very old-school. Combat is reasonably quick to resolve and fairly free form. The DM was rolling for random encounters, something you&rsquo;d probably never want to do in 4th edition. The play test I participated in<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> was run without miniatures. I think that makes a huge difference in how quickly combat plays out.</p>
<p>D&amp;D Next is looking quite promising. If I have any gripes it is that the player characters felt a bit overpowered. Original D&amp;D has very weak starting characters, while 4th edition has fairly powerful starting characters. Figuring out a way to balance between both extremes will be tricky.</p>
<p>I know a lot of people have written Wizards of the Coast off, but it&rsquo;s clear they still have some ideas to share.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>My first game of D&amp;D Next was also my first game playing online. A DM I met at Duelling Grounds ran a game online using Google+. Playing online actually worked surprisingly well.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-next/"/>
    <published>2012-06-10T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/emlamentations-of-the-flame-princess-weird-fantasy-roleplaying-grindhouse-edition/em/</id>
    <title>&lt;em&gt;Lamentations of the Flame Princess: Weird Fantasy Roleplaying (Grindhouse Edition)&lt;/em&gt;</title>
    <updated>2012-06-09T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/grindhouse-edition-boxset.jpg" alt="Grindhouse Edition Boxset"></p>
<p>I received a package all the way from Finland. It contained: <a href="http://www.lotfp.com/RPG/products/carcosa"><em>Carcosa</em></a>, <a href="http://www.lotfp.com/RPG/products/vornheim"><em>Vornheim: The Complete City Kit</em></a>, and the boxset <a href="http://www.lotfp.com/RPG/products/lotfp-weird-fantasy-role-playing"><em>Lamentations of the Flame Princess: Weird Fantasy Roleplaying (Grindhouse Edition)</em></a>. I had been reading through the PDF copy of the <em>Grindhouse Edition</em> while waiting for these books to arrive, so I will write about the books contained within the boxset first.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p><a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess: Weird Fantasy Roleplaying</a> is a roleplaying game by <a href="http://www.lotfp.blogspot.com/">James Raggi</a>. (The game will be referred to as LotFP hence forth, because Lamentations of the Flame Princess: Weird Fantasy Roleplaying is a lot to type, and that seems to be the acronym of choice on the Internet.) The <em>Grindhouse Edition</em> boxset collects: the rulebook for LotFP, a book for dungeon masters on how best to run the game, and a tutorial book for players and dungeon masters about role playing games in general. The boxset also includes some (tiny) dice and some very well designed character sheets. If you bought this boxset you would have everything you need to play the game, you&rsquo;d just need to find some players.</p>
<p>The boxset is (surprisingly) small. (It&rsquo;s smaller than your typical hardback novel.) The three books within are all A5 in size, half as big as your typical 8x11 D&amp;D book. Because they are perfect bound softcovers they feel even smaller. Unlike your usual gaming product these books are ideally suited for use while playing: they take up next to no space, they are light, and they are easy to flip through. The rulebook actually has a bunch of important tables for the game right on its back cover, so even while closed it serves a useful purpose.</p>
<p>I do have two small complaints about the books as objects: the three books are quite nice, but I think they would have been nicer with thicker covers and softer paper; the title font, while appropriate for the contents of the book, is a bit hard read. It&rsquo;s a very nice boxset, but after seeing <em>Carcosa</em> I can imagine a future edition of the rules that will truly be epic.</p>
<hr>
<p>The first book in the boxset is the <em>Tutorial</em> book. It begins with a discussion of what a role-playing game is and what the deal is with all the funky dice. It then proceeds to a sample adventure that steps through some of the the mechanics of the game. The adventure also sets the tone for LotFP: it&rsquo;s dark, creepy, and full of death. This is then followed by a choose-your-own adventure game that walks you through even more of the game&rsquo;s mechanics. The second adventure is a sequel to the first: it&rsquo;s your very first LotFP campaign!</p>
<p>After the adventures Raggi discusses RPGs in more detail. There is some exposition on how role-playing games work, in a most general sense. There is a lot of discussion that ultimately boils down to a look at the relationships between players and their characters, and players and the dungeon master. It&rsquo;s a short section of the book, but I think it manages to convey a lot about the sort of role-playing games Raggi feels are most effective. More than anything this section seems to be about letting players and DMs know that they shouldn&rsquo;t play like assholes.</p>
<p>Finally we get to an example of a group playing LotFP. These sorts of dialogues are found in most role-playing games books, and they usually preset a far too idealized example of play. The example presented here works well because it&rsquo;s funny, and is a pretty accurate look at what a role-playing game is like. There is petty squabbling, people complaining about dice rolls, people being inattentive, people forgetting the rules, etc, etc.</p>
<p>The books ends with an <a href="http://www.digital-eel.com/blog/ADnD_reading_list.htm">Appendix N</a> of sorts. There are a series of essays on a few authors that Raggi felt best exemplify &ldquo;Weird Fantasy&rdquo;. I thought the essays were interesting, presenting a little bit of background on each author, pointing out what makes them important to the genre, and also suggesting good first books to look into.</p>
<p>The <em>Tutorial</em> book is pretty great. The whole tone of the book is really friendly and positive. This book, like the others in the set, features some pretty explicit art work. This makes for an interesting juxtaposition with the text. I don&rsquo;t think the artwork in the <em>Tutorial</em> book is nearly as gruesome as the stuff found in the <em>Rules and Magic</em> book, but it almost feels more gruesome because it&rsquo;s sandwiched between feel good advice about having fun with your friends. The <em>Tutorial</em> book almost seems out of place in a boxset such as this. I can&rsquo;t imagine anyone buying this game who isn&rsquo;t already intimately familiar with Dungeons and Dragons. That said, i&rsquo;m really glad Raggi thought to write it. It makes the <em>Grindhouse Edition</em> boxset a surprisingly good introduction to roleplaying games.</p>
<hr>
<p>The <em>Rules and Magic</em> book is the meat of the boxset. The two sections of this book contain what you actually need to know in order to play a game of LotFP.</p>
<p>LotFP is basically a simplified (and extended) version of the rules found in the original Dungeons and Dragons books. It&rsquo;s certainly not a <a href="http://www.goblinoidgames.com/labyrinthlord.html">retroclone</a>, but it&rsquo;s also not a big departure from the system it&rsquo;s clearly built upon. You have your usual six ability scores, you have saving throws tables, you have armour classes and hit points and all of the minutia that makes up D&amp;D.</p>
<p>I haven&rsquo;t played old-school D&amp;D in a very long time, so I really can&rsquo;t pick out every rule change that Raggi has made. The most obvious would probably be the change to the rogue class, called the specialist in LotFP. The common thief skill checks from D&amp;D, and a few additional skills new to LotFP, are decided by rolling a D6. For most characters there is a 1 in 6 chance for success. Specialists can spend points that they earn every time they gain a level to improve their odds. The specialist is a much more broad character than your typical D&amp;D thief.</p>
<p>There are other more subtle changes throughout the rest of the rules that I noticed. The only one worth pointing out is that AC is ascending: just the way it god damn should be.</p>
<p>The magic portion of the book outlines the various spells the cleric and magic user classes can use in a LotFP campaign. There is a mix of your typical D&amp;D spells, like magic missile, along with all sorts of new stuff. The changes here seem to add to the tone of a LotFP game. For example, you can summon a crazy-ass demon you probably won&rsquo;t be able to control as a 1st level magic user. What? Magic in LotFP is dangerous and probably a little bit evil. The spell lists help reinforce that.</p>
<hr>
<p>The last book in the boxset is the <em>Referee</em> book, LotFP&rsquo;s <a href="http://en.wikipedia.org/wiki/Dungeon_Master's_Guide"><em>Dungeon Masters Guide</em></a>. It similar in tone and style to the <em>Tutorial</em> book. James Raggi is preaching to the reader about what it means to be a dungeon master, and what makes for an enjoyable and successful role-playing game. The book is full of advice for the rookie DM.</p>
<p>Beyond the advice, the book also focuses on explaining what makes a fantasy game &lsquo;weird&rsquo;. There is no bestiary in the boxset.<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Instead, there is a discussion about how monsters should be as unique as possible, and that their use in your game should be kept to a minimum to highlight the fact that monsters are in fact pretty strange. Similarly, there are no long lists of magic items. In an LotFP game there should be no such thing as a generic magic +1 sword. Besides being boring, items like that take away from the mystique that surrounds magic. (More so, who are these wizards churning out +1 swords?) Magic is a dangerous thing. A magic item should be a creepy-ass artifact, not some Vorpal sword.</p>
<p>One thing I liked about the book is that it acknowledges that there are other RPGs out there. There is a section of the book that looks at how you can incorporate material from other games into an LotFP game. The book explains possible rules changes that a DM might need to make when using material from other books, or when using LotFP material within the ruleset of another game. (There&rsquo;s also a short table to help convert between the slightly different AC rules everyone seems to use.) This section ends with a shout out to some indie game publishers putting out old school D&amp;D modules that would work well with LotFP.</p>
<p>The referee book closes with a short adventure, A Stranger Storm. This boxset really does include <strong>everything</strong> you need to start playing a game. The <em>Referree</em> book rounds out the boxset nicely.</p>
<hr>
<p>I would be remiss not to mention the artwork in the <em>Grindhouse Edition</em>. It is probably what has earned LotFP the most notoriety. The art is amazing and unique, but also particularly violent and explicit. I never thought I&rsquo;d see a dudes schlong in a RPG rule book, but here we are.</p>
<p>The books are all in black and white, so for the most part the artwork is black and white illustrations, sort of reminiscent of the stuff you&rsquo;d find in old D&amp;D books, but much more dark and twisted. The rules and magic book has a few pieces of colour art work separating the two sections of that book. My favourite piece of art in the book appears here: a medusa has just turned a man who was in the middle of enjoying himself with her into stone; throughout the rest of the room you can see other petrified men, clearly frozen in the middle of some sexual act. Another piece that&rsquo;s pretty great is a woman whose fingers and a leg have been melted off by some sort of ooze. I have heard Raggi on a podcast talking about how he felt the art work presents a more realistic look at the life of an adventurer. If you go spelunking in dungeons filled with monsters and traps that story is probably going to end kind of bloody. Another theme of LotFP is that the players aren&rsquo;t playing superheroes. The art with all the death and maiming really reinforces this.</p>
<hr>
<p>To properly appreciate a game you really need to play it. Hopefully i&rsquo;ll get a chance to do just that soon, and can then provide a fuller review of the game. Putting that aside, I have no qualms with recommending the <em>Grindhouse Edition</em> to anyone looking for a simple old-school D&amp;D role-playing game system.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Expect blog posts on <em>Carcosa</em> and <em>Vornheim</em> in the coming weeks.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>If you are looking for help creating monsters, you might want to check out another book by James Raggi with an equally long name: <a href="http://www.goodman-games.com/4375preview.html"><em>The Random Esoteric Creature Generator For Classic Fantasy Games And Their Modern Simulacra</em></a>&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/emlamentations-of-the-flame-princess-weird-fantasy-roleplaying-grindhouse-edition/em/"/>
    <published>2012-06-09T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/rule-0-dont-be-an-asshole/</id>
    <title>Rule 0&#39;: don&#39;t be an asshole</title>
    <updated>2012-06-08T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>When someone makes fun of me for playing D&amp;D I now know that makes then a bit of an asshole. Different people have fun in different ways. A lot of people find different things fun. Most people I interact with nowadays don&rsquo;t care one way or the other that I play D&amp;D: this is because I&rsquo;m an adult who now interacts primarily with other adults. Most adults are mature about these sorts of things. The only people I encounter nowadays who mock this outlet for fun are in fact other gamers.</p>
<p>I&rsquo;ve played every other edition of D&amp;D: <a href="http://grognardia.blogspot.ca/2009/07/in-praise-of-rules-cyclopedia.html">original D&amp;D</a> as a kid, <a href="http://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Advanced_Dungeons_.26_Dragons_2nd_edition">2nd edition</a> as a high school student, and now <a href="http://wizards.com/dnd/">4th edition</a> as an adult. Did you know that if you are playing 4th edition you are doing it wrong? I didn&rsquo;t either till I took to the internet&ndash;always a mistake.</p>
<p>For my friends and I 4th edition was the success <a href="http://wizards.com/">Wizards of the Coast</a> was probably hoping for: it got a few of old school gamers playing Dungeons and Dragons again. I don&rsquo;t think any of us had really paid much attention to the game in well over a decade. It&rsquo;s certainly quite different than the previous editions I&rsquo;ve played, but having missed 3rd edition I thought many of the rule changes were mana from heaven. (No more <a href="http://spikesgames.blogspot.ca/2009/03/descending-armor-class-does-anybody.html">negative AC</a>! Even when I was 12 that seemed like a stupid idea.)<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>After playing 4th edition for a while I was pretty delighted to discover the <a href="http://www.batintheattic.com/oldschoolsurvey.htm">community that surrounds old school D&amp;D</a>. There are lots of great articles, books, and modules being put out by an engaged group of people. I&rsquo;d argue the most interesting stuff happening with hobby right now is a result of the <a href="http://batintheattic.blogspot.ca/2012/06/old-school-renaissance-primer.html">old-school renaissance</a> and all the indie and DIY publishing that surrounds it.</p>
<p>With the noise from Wizards of the Coast around <a href="http://www.wizards.com/dnd/dndnext.aspx">D&amp;D Next</a> I now get to witness the arguments and complaints I wasn&rsquo;t privy to when 4th edition was first released. It takes real energy to get angry over a game you don&rsquo;t play, and aren&rsquo;t interested in playing in the future. People can get defensive about their hobbies. For some I suspect enjoying the game they are playing takes a back seat to justifying to others why it&rsquo;s the one to play. Those sorts of arguments can be interesting, but it takes a level of effort and maturity that doesn&rsquo;t seem to come across in much of what I read about 4th edition and D&amp;D next on some of my favourite OSR blogs.</p>
<p>In many ways hardcore D&amp;D fans remind me of hardcore indie music fans. Reading responses to D&amp;D Next reminds me of reading reviews in Pitchfork. Both groups fandom is so transcendent it can only be expressed by hating all music, in the case of hardcore indie music fans, and all tabletop gaming, in the case of your hardcore D&amp;D fan.</p>
<p>There is enough room in this hobby to accommodate everyone and the wide variety of things that draw them to the game. Rule 0 in role playing games is that the DM is always right. I would suggest a Rule 0&rsquo;: don&rsquo;t be an asshole.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I don&rsquo;t think 4th edition is perfect by any stretch of the imagination, but those thoughts will have to wait for another post.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/rule-0-dont-be-an-asshole/"/>
    <published>2012-06-08T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/microblog/bag-of-holding-reads-emchainmail/em/</id>
    <title>Bag of Holding Reads &lt;em&gt;Chainmail&lt;/em&gt;</title>
    <updated>2012-06-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Paul from <a href="http://blogofholding.com/">Bag of Holding</a> has been <a href="http://blogofholding.com/?p=4790">reading through the rules for Chainmail</a>. One thing that stood out for him were the rules around Swiss and Landsknechte pikemen.</p>
<blockquote>
<p>At the Battle of Marignano, Swiss pikemen actually fought Landsknecht mercenaries. Because it was impossible for either side to lose, THE BATTLE IS STILL GOING ON.</p>
</blockquote>
<p>It&rsquo;s interesting to look at the evolution of D&amp;D from its war gaming roots. Each successive iteration of the game seems to lose a little bit more of the book keeping.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/microblog/bag-of-holding-reads-emchainmail/em/"/>
    <published>2012-06-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/play-report/total-party-kill-at-dd-encounters/</id>
    <title>Total Party Kill at D&amp;D Encounters</title>
    <updated>2012-06-06T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>Alas, poor Gretzyln, I hardly knew you.</p>
<p>At today&rsquo;s <a href="/blog/dnd-encounters">D&amp;D Encounters</a> session my poor cleric Gretzyln was vanquished by those most evil of elves, the <a href="http://en.wikipedia.org/wiki/Drow_(Dungeons_%26_Dragons)">Drow</a>. He was supposed to be a hardboiled <a href="http://en.wikipedia.org/wiki/Svirfneblin">deep gnome</a> ex-dungeoneer turned fanatical cleric of <a href="http://en.wikipedia.org/wiki/Pelor">Pelor</a>, the sun god. I thought it was a cute idea: a guy who spends his whole life living underground leaves that life behind to worship the sun.</p>
<p>Gretzyln was not alone in his fate: it was a total party kill. I didn&rsquo;t think this blog would earn its name so quickly.</p>
<p>There were 5 people playing at session today: two wizards, an avenger, a vampire, and my cleric. It&rsquo;s probably not an ideal mix for a party, but that&rsquo;s always a possibility when you play in these sorts of pickup games. I didn&rsquo;t think it was particularly out of whack. We were facing off against some sort of Drow necromancer, her henchmen, and some skeletons she animated during the course of the fight.</p>
<p>I&rsquo;m not completely sure what went wrong. The monsters were all higher up in the initiative order then us, so we did spend a lot of time reacting to them rather than getting out there and messing them up. I had to heal two of our party members (back from death&rsquo;s door) very early on in the encounter. The skeletons, though there were a lot of them, never really gave us any trouble. Our wizards were well suited to deal with them. We probably could have done a better job trying to avoid the Drow and all their ranged attacks, but I didn&rsquo;t feel like we were ceding that much of the fight to them. Then our DM started rolling like a man of fire, and our attempt to chase down the Drow and finish them off ended in ruin.</p>
<p><a href="http://dungeonsmaster.com/2012/06/dd-encounters-web-of-the-spider-queen-week-3/">Dungeon&rsquo;s Master has a more detailed write up of the week 3 encounter.</a> In the game he DM&rsquo;d the party of 6 players defeated the Drow, but barely survived. That DM is a player in my game, and he mentions our defeat at the bottom of the post. He felt our lack of ranged attacks and a defender were the two biggest obstacles we failed to overcome.</p>
<p>Still, it was fun. And all is not lost. No doubt next week another of Pelor&rsquo;s followers will wind up chasing down some Drow to avenge their old friend and companion, that foolish cleric Gretzyln.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/play-report/total-party-kill-at-dd-encounters/"/>
    <published>2012-06-06T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/dd-encounters/</id>
    <title>D&amp;D Encounters</title>
    <updated>2012-05-31T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p>I played in my first <a href="http://www.wizards.com/dnd/event.aspx?x=dnd/4new/event/dndencounters">D&amp;D encounters</a> session last week.  These are pickup games run by people at your local games or comic book shop, using episodic adventures published by Wizards of the Coast. Each adventure runs for 12 or so weeks. Wizards of the Coast set up the Encounters program to introduce new gamers to D&amp;D, and to get people who might have stopped playing back into D&amp;D. It&rsquo;s been going on for a few years now, so I&rsquo;m going to assume Wizards has decided it is a success.</p>
<p>The Encounters adventures usually tie into the current set of books Wizards is pushing. The adventure I am playing in is about <a href="http://www.wizards.com/dnd/drow.aspx">The Underdark and the Drow</a>. Conveniently there are a couple books about these very things out right now.</p>
<p>It&rsquo;s been an interesting experience participating in the games. The groups are a strange mix of people. At <a href="http://www.dueling-grounds.com/">my local gaming store</a> there are a bunch of little children and a bunch of adults. They split the two groups up for the most part, though both games I&rsquo;ve played in have included kids. The first game included a quiet girl who I assume was the daughter of one of the other players, while the second game included a boy who was full on into D&amp;D. (He played a <a href="http://en.wikipedia.org/wiki/Thri-kreen">Thri-kreen</a> whose family&rsquo;s knees were all broken by raiders when he was young, so now he is evil and goes around destroying other people&rsquo;s knees: seriously.) Kids are the best. (Though I suspect playing with a whole table of them would be tiring.)</p>
<p>One of the dungeon masters from <a href="http://dungeonsmaster.com/">Dungeons Master</a> is a player in the game I participate in. He has <a href="http://dungeonsmaster.com/dd-encounters/">write ups</a> for the game he runs at another gaming storing in the city, if you&rsquo;re curious about the specifics of the adventures and how they play out. I&rsquo;ve enjoyed both games I&rsquo;ve played in thus far.</p>
<p>Encounters really distils 4th Edition down to its core. So far there has been a little bit of role playing followed up with some full on tactical combat. I suspect depending on the group you play with you&rsquo;d end up with a different experience week to week. The great thing about D&amp;D is that everyone can approach the same situation very differently. When I read about other Encounters sessions they are nothing like my own.</p>
<p>If you are looking to satiate your urge to play role-playing games D&amp;D Encounters is certainly worth a look. (<a href="http://dungeonsdonuts.blogspot.ca/2012/05/dnd-eo-and-updated-schedule.html?zx=3f7ee57ad35597ac">You can even play online!</a>)</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/dd-encounters/"/>
    <published>2012-05-31T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/blog/the-random-dungeon-generator-as-a-dungeon-map/</id>
    <title>The Random Dungeon Generator as a Dungeon Map</title>
    <updated>2012-05-30T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/random-dungeon-poster.jpg" alt="Random Dungeon Generator as a Dungeon Map"></p>
<p>The <a href="http://www.kickstarter.com/projects/2040314005/random-dungeon-generator-as-a-dungeon-map">Random Dungeon Generator as a Dungeon Map</a> by <a href="http://bagofholding.com">Paul Hughes</a> was the first D&amp;D product I backed on Kickstarter. It&rsquo;s really through this project that I ended up discovering the community that surrounds old-school D&amp;D. I have since spent far more than I ever thought I would on other D&amp;D crowd funded projects. There is something so earnest about these projects I just can&rsquo;t resist.</p>
<p>The poster arrived today and it looks really great. It&rsquo;s massive, so I&rsquo;m not sure how well it would actually function as a game aid, but as a piece of art is is definitely cool. I really need to frame it so my wife tell me I can&rsquo;t hang it up on our walls.</p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/blog/the-random-dungeon-generator-as-a-dungeon-map/"/>
    <published>2012-05-30T00:00:00Z</published>
  </entry>
  <entry>
    <id>https://save.vs.totalpartykill.ca/review/the-inaugural-issue-of-emcrawl/em-a-dungeon-crawl-classics-fanzine/</id>
    <title>The Inaugural Issue of &lt;em&gt;Crawl!&lt;/em&gt;, a Dungeon Crawl Classics Fanzine</title>
    <updated>2012-05-29T00:00:00Z</updated>
    <author>
      <name>Ramanan Sivaranjan</name>
      <uri>https://save.vs.totalpartykill.ca/</uri>
    </author>
    <content type="html"><![CDATA[<p><img src="/assets/img/crawl-fanzine-issue-1.jpg" alt="DCC RPG and the First Issue of Crawl"></p>
<p>Yesterday I received my copy of <a href="http://crawlfanzine.blogspot.ca/"><em>Crawl!</em></a>, a fanzine for <a href="http://www.goodman-games.com/dccrpg.html"><em>Dungeon Crawl Classics RPG</em></a>. In a surprise move the fellow behind the zine, <a href="http://dakdm.straycouches.com/">Dak Ultimak</a>, mailed out limited edition copies of the zine to people like myself who pre-ordered. The cover of the zine mimics the cover of the <a href="http://www.goodman-games.com/5070Fpreview.html">limited edition DCC RPG book</a>: it&rsquo;s black on black, with a little gold foil sticker. It was a pleasant surprise.</p>
<p>The zine is 20 pages long, and features 4 articles filled with new ’crunch’ for your DCC RPG game. The opening article discusses tweaks to the character creation rules that will help create a more traditional sword and sorcery feel for your DCC RPG campaign: dropping demi-human classes, and moving the skills and features of the cleric and thief classes elsewhere. This article is followed by one about a new patron for wizards. Apparently this character came about from Dak&rsquo;s actual home game. The third article presents rules for variable DC: easy ways to randomly make a mundane task difficult or a difficult task easy. The zine ends with some rules on converting OSR material to the DCC RPG system. Subsequent issues will expand on some of the material presented in this issue. I thought the articles were all quite enjoyable. The article about the new patron really stood out. It features a great backstory along with some humorous wizard corruption descriptions.</p>
<p>For a bunch of paper and cardboard, the zine&rsquo;s actually very well put together. Running contrary to the classic zine aesthetic, <em>Crawl!</em> is a well designed little book. The layout is quite well done. The articles are laid out neatly, and there are lots of great little illustrations throughout the issue. For a DIY publication it feels pretty professional. Well, except for the fact it&rsquo;s cardboard and folded paper, I suppose.</p>
<p>The zine is $3.50. <a href="http://crawlfanzine.blogspot.ca/p/buy-now.html">How have you not ordered it already?</a></p>
]]></content>
    <link type="text/html" rel="alternate" href="https://save.vs.totalpartykill.ca/review/the-inaugural-issue-of-emcrawl/em-a-dungeon-crawl-classics-fanzine/"/>
    <published>2012-05-29T00:00:00Z</published>
  </entry>
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