Ambushed train
Ross, of 2-minute table-top provides maps, and assets to his patreons, and on his shop. And Dungeondraft packs of those assets. Including a train.
I like trains.
🚂
Ross, of 2-minute table-top provides maps, and assets to his patreons, and on his shop. And Dungeondraft packs of those assets. Including a train.
I like trains.
🚂
Well, I bought Dungeondraft. I regret it only in the sense that drawing maps is now my life. Roughly, the workflow:
Tried having a quick game of The Quiet Year due to a last minute cancellation in a regular game. I normally like planning ahead, even a “no prep” game, so this is a big deal for me. Can I actually just set up a game and go?
Well, yes! 😌
Player: Is this game dark and miserable?
Me: No, someone told me they played as meerkats in a zoo. It’s as light or as dark as you want.
Behold the tale of the brutal religious civil war of the penguins… 🐧🐧🐧
This post is just spoilers for Witchburner. You probably meant to read this one.
LOOK NO FURTHER. YE HAVE BEEN WERRRNNED!
🧙♀🧙
I ran Luka Rejec’s Witchburner in Old School Essentials over Discord for my wife and a few friends, back at the height of lockdown. None of them had played OSE before, but as this is a pretty social-based story, it didn’t matter too much.
The Mayor pats down her forehead with a napkin and looks left, then right. The councilors arranged around her in their finery nod assent. She looks down at the motley witchfinders, spoken for by the Lord Rightmaker. “Our request is simple. Find the witch before All Saints’ Night, before the month ends, and we shall pay you 3,000 cash.” The shadow-skinned councilor smiles, “And the council will cover your stay at my inn.” The bushy-haired priest looks uncomfortable, “Now go, find that witch, before she brings Winterwhite’s hunger on us all!”
The idea is that the rural town of Bridge is plagued by evil portents, caused by witches, and the party is brought in as Witchburners to find the Witch, and Burn them.
Minor spoilers below the break.
The Quiet Year is a sort-of-coop map-drawing and story-telling game. You use a deck of cards (special printed deck or there’s a lookup table for a normal playing card deck) to draw events, and use them to tell a story. I say sort-of-coop, in that it’s more like Roman consuls where each day/month it would swap who was “in charge” rather than agree or compromise on a single coherent course of action. In fact you’re explicitly not supposed to actually talk through each event together and agree it. You draw on the map the result of each event to build a recording of the story, and you can start building projects to fix the problems beset by your tiny community.
The events are things like:
An old piece of machinery is discovered, broken but perhaps repairable. What is it? What would it be useful for?
As the seasons turn towards Winter, they get darker:
The weakest among you dies. Who’s to blame for their death?
There are other better reviews, and I don’t really want to do that here. Although I suppose this is a small review of the roll20 module that I used.
I make maps for my games. And sometimes, I just make maps because I like them. Hex Kit is a tool I use for that, because it’s so easy to get started! Now, I’ve not tried any other software, so I daresay Wonderdraft or some other mapper is better, but if you’re drawing hex tile maps, at a relatively large scale, you can do something easy very quickly indeed.
Here’s a small starmap I made for a SWN game I was playing in. I think I spent about as long looking up the existing names as I did drawing it.
The site’s changed name. Welcome to the Source of Entropy! 🎉 There’s still few images and no logo, but I’d rather get content right first. It’s good for a couple of reasons:
I wanted something a better more memorable than a nickname I only use on half the social networks around.
One of the rumours about Quake level design is that id Software required all levels to be impossible to write in Doom. Leverage your USP, right? That Unique Selling Point was the game being properly 3D and allowing multiple things to exist in the third dimension. Doom was basically 2D with a height map.
Vertical space isn’t something I think about at all for dungeon design, I’d literally do “a level” or “a room” at a time! So, how can I learn from Quake and make more interesting levels?
Worth noting, a lot of this isn’t unique to Quake, before someone says “platforms existed before Quake”.
OK the last two are more set-piece/flavour things.
I want to make rooms more memorable in SGCP as at the moment I’m describing “YoU Are iN a pREttY/UGly roOM” and I want to do better. One thing is to add more stuff than just hostiles. There’s already rules in the game for generating those.
I thought about the hazards I’ve encountered in Quake, both in a few hours of playing it here in good old 1985 2020, and also my memories of playing it in the 90s.
Turns out it didn’t take very long at all.