Had a great session of our new Mythras campaign which Mason is GM’ing on Thursdays. The heroes were dispatched to deal with bandits.
Photo album here: https://goo.gl/photos/ZURLfTf2BZnjot269
Tabletop RPG Podcast and Roleplaying Resources
Had a great session of our new Mythras campaign which Mason is GM’ing on Thursdays. The heroes were dispatched to deal with bandits.
Photo album here: https://goo.gl/photos/ZURLfTf2BZnjot269
Marcus Almost Becomes Mr. Jabbanana
When last we left our heroes, Marcus had been offered Chief Dugabungaloo’s daughter, Jabbanana. Now, all eyes are on Marcus as the tribe awaits his decision. Jabbanana’s enormous belly quivers in anticipation. Marcus kneels before the king of the island and delivers a speech that convinces the King that the greatest honor he could give Marcus is to learn more about the culture’s deities. The King is perplexed, but not offended. Jabbanana stomps off angry and insulted, but everyone else throws a luau for the heroes who dispatched the giant crocodiles that had been eating all the pearl divers.
Wanna Nana…Hubba, Hubba!
Jabbanana’s sister, the much-demeaned servant girl Wannamona , considered wretchedly ugly by her culture, is smokin’ hot in the heroes’ culture. Immediately Quintos bets Ghost he’ll “attune” to her first.
Ghost [protesting]: “But you’re already attuned to three women.”
Quintos [grinning]: “Hey. We’re on another plane.”
Meanwhile, Wannamona quietly warns Marcus that her sister Jabbanana is a dangerous foe.
Wannamona [in a fearful whisper]: “Jabbanana is at her most powerful after midnight.”
Marcus [in terrified disbelief]: “You mean she gets bigger?”
Marcus then invites Wannamona to escape with the heroes on the morrow. Afterwards, Marcus hears from the tribal elders about the legend of the two-headed eagle.
Leomund’s Tiny Hut
Ghost conjures his tiny hut (remember, it’s not the size of one’s hut…), and the intrepid adventurers take watches, anticipating an encounter with a hideous, lycanthropic Jabbanana. All the adventurers except one: Quintos, who spends the evening debauching himself with hot twins. (The horrifying howls of Quintos and the babes our heroes shall not soon forget.) But Jabbanana does not appear.
Human Trafficking…But in a Good Way
Wannamona approaches Marcus in the morning. She wants to run away with the heroes to get away from Jabbanana. Ghost Dancer turns Wanna invisible, and they smuggle her out to Kat’s Claw. They sail away toward the village by the famed giant wall—a 3-day journey. Marcus and Ghost Dancer keep Wannamona away from woman-stealing Quintos. They spend the hours “teaching her Common.” She’s a hot—er, smart—pupil.
Scry, Scry Again
Quintos scries Jabbanana. He sees her in an outrigger canoe with 4 warriors paddling in chase to get Wanna Nana back. Quintos tries to suggest something to her, but she detects his magic, stares into the scrying eye, and zaps Quintos, ending the scry and causing some damage to Quintos.
Kat’s Claw sails into a heavy mist. The ship slows. Lundie and Quintos’s Owl hear a woman crying for help. It sounds like the Mermaids who befriended the heroes a few days earlier! The adventurers hurry to rescue their topless, scaly friends, but alas, it is not the Mermaids, but Jabbanana! She has set a trap!
Hideous Jabbanana and her spider-beast friends attack. Jabbanana launches a wall of fire at the heroes, burning them—even Ghost who is flying 20 feet above the battle. From there, it’s a mayhem of swords and spells. Ivamel kindly absorbs much damage on behalf of the group. Lundie wields his holy hammer. Marcus does some crazy Roman stuff. Quintos makes out with Jabbanana. (Wait. Sorry. That didn’t happen.) Quintos rains his sorceries down upon Nana and the Spiders. The so-called Duke of Dorn, or “Dookie” as we call him, started singing David Bowie songs about spiders. Then he stealthily backstabbed an enemy before fooling Jabbanana into thinking that he was her father. The distraction was enough for the heroes’ combined powers to win the day and defeat the foul enemies.
No loot plundered or received.
Having safely navigated the unnatural vortex to the very mysteriously alien world that purportedly holds the Fountain of Immortal Life, party and crew have an encounter like something straight out of The Iliad. Gloriously beautiful mermaids. Well… If you’re into half fish women, they were gloriously beautiful. But if that’s not your thing, dear reader, they were just some rather “fishy” women.
LanalakanaThese mermaids, who were especially friendly, much to the rejoicing of a particular first mate, seem to have been led by a redheaded one named Lanalakana. After a brief but interesting dialogue with said mermaid a quest was given. Or rather a difficult situation a nearby village was facing was mentioned and the party, being the heroic individuals they are, made it a quest. And who could blame them. If you had the chance to impress a beautiful redheaded water tart, wouldn’t you take it? Just imagine the plethora of possibilities in that mutually beneficial relationship. So off they set.
Now for your typical party of heroes arriving to save the day, in and of itself, is enough. But for this group… Well they prefer to do things in a much more grandiose fashion. I mean, was there a rowboat? Yes. But how boring would that have been? Instead, like some kind of group of freaking Rockstar gods, they chose to disembark and walk across the surface of the ocean with thunderous booms echoing from each passing step. And it was extremely impressive. I’m talking slow motion walk, jaws dropping, and the whole nine yards, Right up until a gigantic monster of a crocodile ruined the whole show. What a jerk. Of course, what was thought to be the big one turned out to be the mate of the big one. The ensuing battle was something that I’m sure their scantily-clad Bard will compose great songs about.
As a reward for their victory, Marcus was given the opportunity to marry the Chiefs eldest daughter. The catch was, by Redmark standards, she was less then becoming. So now Marcus has to make a decision. Accept the offer and marry not for love or politely reject and potentially anger the chief.
Been thinking about the ‘stuff I’m itching to run someday’ so thought I’d jot it down. Interesting how things evolve: see my post in 2016 and my post in 2014 of things I was itching to run in prior years.
Grimspace 2112
Reich America
Gaslight Heroes reboot
There are a lot of setting-specific RPGs (D&D for Fantasy, Shadowrun for Cyberpunk, Traveller for Galactic Sci Fi) which are very cool. Many of the campaigns I’d like to run though are custom settings that in many cases are genre-mashups (Sci Fi Horror, Steampunk Supers, etc.). What systems currently on the market are best that support multiple genres?
Here are my thoughts (personal opinions will vary of course). For our game club, I think the systems that will work best for us are in-print, have some mechanical depth (not complex math or rules per se, but deep character options to keep players interested as they level up). This then would exclude games like GURPs and WEG d6 (out of print) as well as Apocalypse World Systems (small community hacks but no universal system in print).
Here then are my top choices for multi-genre games :
Here is a summary someone did on the differences between The Strange, Numenera, and The Cypher System
When it comes to comparing the three games:
Numenera – This was the first Cypher System game. It’s set in a far, far distant future where there have been many previous civilisations that have risen and gone over billions of years – some have fallen, some have moved on, some have transcended flesh in one way or another. Not all of the previous civilisations were even human. The Earth has been so thoroughly and repeatedly terraformed that the air and soil are full of nanotechnology and the place is full of the artefacts and sites of lost eras, the function of most of which is completely beyond the understanding of its current inhabitants. Unfortunately the setting doesn’t live up to the promise of that description I’ve just given. The central premise of the game is exploration and discovering the world’s wonders, but the game takes a firm line that nothing should ever be explained and things should always stay mysterious. This, unfortunately, makes the setting feel rather arbitrary and all style over substance. What little substance there is ends up being Generic Fantasy World #37, just with “ancient technology of unknowable purpose” standing in for “ancient magic”.
The Strange – The mechanics of this game are pretty much identical to those of Numenera, although the setting is very different. This is a game of parallel worlds. There’s a lot of background info about the extinct alien races and hypertechnology that caused things to be as they are, but when it comes down to it little of that is relevant to the average game, which is about exploring alternate worlds and dealing with the things that might come out of alternate worlds to threaten or invade ours. The idea is that most of these worlds are created from our fiction, so you can literally visit Middle Earth or Star Trek or Lovecraft Country or Jane Austen world – and, of course, inhabitants of those worlds can (temporarily) visit ours. Of course, the problem with fictional worlds is that they’re mostly copyrighted so the book can’t give you details about them. They get round this by having a couple of worlds that didn’t originate in fiction and most of the NPCs and organisations are related to those worlds instead of fiction-based ones. The game also has a neat mechanic where one aspect of your character (usually) changes to fit the world you’re currently in; so a scientist visiting the World of Warcraft might find that while there they have magical powers. As you can probably tell from my description, I much prefer this setting to the Numenera setting.
The Cypher System Rulebook – The third big product released for the Cypher System was this stand-alone rulebook. This uses the same rules as Numenera and The Strange, but presents them as a generic rule set without either of those settings. They actually have more options than either of the previous products, so I prefer to play in the setting of The Strange but using the rules from this book. Although this book doesn’t have a specific setting, it contains rules for adapting the Cypher System to a variety of genres; including horror, fantasy, sci-fi, and even superheroes. I’ve not tried the superhero options, but I’m told they work quite well for a particular level of superhero power. If you were only going to get one of the three books, I’d advise getting this one.
I have yet to play it, and I’ve been turned off by their restrictive licensing (I’m a publisher) and costs (would my players buy $60 rulebooks?), but Jeff is running a mini-campaign which I’m unbelievably excited to try out. If it plays well and can be GM’d by mere mortals, I could see it fitting a great niche for some campaigns our game club wants to run!
And of course, I’m going to come out with my own multi-genre RPG at some point, but that won’t be robust and in-print until next year.
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