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. š 70px for roll20 ...
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. š 70px for roll20 ...
Well, I bought Dungeondraft. I regret it only in the sense that drawing maps is now my life. Roughly, the workflow: Paint the terrain (and water) Paint the cave Plot the dungeon walls Draw the cliff-tops as a path that can be edited Drop on lights, tables, torches, mushrooms, rocks Export ...
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 āno prepā game, so this is a big deal for me. Can I actually just set up a game and go? Well, yes! š Player: Is this game dark and miserable? Me: No, someone told me they played as meerkats in a zoo. Itās as light or as dark as you want. Behold the tale of the brutal religious civil war of the penguinsā¦ š§š§š§ ...
This post is just spoilers for Witchburner. You probably meant to read this one. LOOK NO FURTHER. YE HAVE BEEN WERRRNNED! š§āāš§ ...
I ran Luka Rejecās 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 didnāt matter too much. The plot 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. āOur request is simple. Find the witch before All Saintsā Night, before the month ends, and we shall pay you 3,000 cash.ā The shadow-skinned councilor smiles, āAnd the council will cover your stay at my inn.ā The bushy-haired priest looks uncomfortable, āNow go, find that witch, before she brings Winterwhiteās hunger on us all!ā 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 thereās 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 itās more like Roman consuls where each day/month it would swap who was āin chargeā rather than agree or compromise on a single coherent course of action. In fact youāre 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. Whoās to blame for their death? There are other better reviews, and I donāt 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 itās so easy to get started! Now, Iāve not tried any other software, so I daresay Wonderdraft or some other mapper is better, but if youāre drawing hex tile maps, at a relatively large scale, you can do something easy very quickly indeed. Hereās 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 siteās changed name. Welcome to the Source of Entropy! š Thereās still few images and no logo, but Iād rather get content right first. Itās good for a couple of reasons: Entropy is used for getting good random numbers in computers Random numbers are good for playing games like RPGs Doesnāt show up on Google already (other search engines available) Iām a source of entropy as I donāt tidy up to my wifeās standards 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 isnāt something I think about at all for dungeon design, Iād literally do āa levelā or āa roomā at a time! So, how can I learn from Quake and make more interesting levels? Worth noting, a lot of this isnāt unique to Quake, before someone says āplatforms existed before Quakeā. Vertical space in Quake I canāt remember how to reach the Quad Damage in Gloom Keep any more Pretty architecture - Gloom Keep is a lovely castle you see on arrival Falls - no guardrail is a bit of a hazard Height differences can be barriers Chasms you need to cross Platforms that are narrow/move Scrags hiding above you in EVERY DAMN NEW ROOM ARCANE DIMENSIONS š” Stairs Elevators Slipgates OK the last two are more set-piece/flavour things. ...
I want to make rooms more memorable in SGCP as at the moment Iām describing āYoU Are iN a pREttY/UGly roOMā and I want to do better. One thing is to add more stuff than just hostiles. Thereās already rules in the game for generating those. I thought about the hazards Iāve 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 didnāt take very long at all. ...