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Saturday, March 28, 2015

Expeditionary Campaigns: Getting Started



Ingredients... (At least the first five)

Multiple Game Masters all local. At least three to start. Have to be really good to excellent Game masters! 


So you have to go out and look for these. You may already know who you want. Make sure and exclude anyone who is a negative ninny. They will come begging to join later. You can start out like a council having the originator of the idea the Leader or more like Project Manager to keep things going.  No end of the world scenerios unless everyone agrees. Keep threats fairly local. 

Multiple Maps that connect between the Game Masters.


Start with one map. Everyone who is a Game Master needs to work on it. Keep it small like one 8.5 x 11 with one inch equaling 20 miles is a suggestion. As Game Masters are added so are single page maps. Start from inside and go outward. Never try and make a whole world and then back fill it! Each Game Master gets the other to help fill the different maps. Multiple maps, stories, campaigns!     

Make competition between players and parties!

Very important as the games progress that each Game Master has different parties between them. Use the in game calendar  for travel times and such to see if a character can even be in certain areas if not using teleportation gates. Be strict on encumbrance and food rules.

Video Game like awards and trophies! 


Be creative and make up many awards and such. Steal from video games and any other source. Awards can also be weapons and titles as well as lands.  

Multiple groups of players that can interlock. 


At first keep them somewhat separated and only hear tales of these other adventurers.  As time progresses have grande adventurers where the heroes meet to work together or against each other. Warning hard feelings can occur so coaching is suggested.  

Tuesday, March 17, 2015

Expeditionary Campaigns: Introduction

Expeditionary Campaigns like they used to do in the old days. Like the Ryth Chronicle (1975-1977)  and the West Marches and of course the original Blackmoor and Greyhawk interlocking campaigns.

People in my area keep saying that it cannot be done in this modern world.

I say bullpucky!



Ingredients...

Multiple Game Masters all local. At least three to start. Have to be really good to excellent Game masters!

Multiple Maps that connect between the Game Masters.

Make competition between players and parties!

Video Game like awards and trophies!

Multiple groups of players that can interlock.

Main Event Games at local convention.

In Game calendar rules.

Message Board or Facebook Page

Zine made to PDF and Print. Make sure and mention any player that plays by character name!

A set of rules conducive to quick play and ease to create. Stick with one set of rules. Steal ideas from other rules!

Plans for economics and politics.

Plans for warfare!


So in our modern day can we still have great games of old? Is that time passed to never happen that way again?


Sunday, December 28, 2014

The First Module for Back to the Dungeon RPG AW1 THE HILLS OF DEATH

https://drive.google.com/file/d/0BzYaSvmA-OpUUEw3UlVfRm5JOFU/view?usp=sharing

The first adventure AW1 THE HILLS OF DEATH is in the folder.

Survive if you can!

Sunday, December 14, 2014

Once upon a time: "The game was centered around the referee, and the idea of the game was to explore the referee's world."

Here is a concept (that HE noticed) Michael Mornard Played in the original Blackmoor, Greyhawk, and EPT Campaigns
"Gronan of Simmerya" aka "Old Geezer" aka "LORD Grumpy"

IS THIS

Inspired by the other thread in this subforum, I've been thinking about the question of how D&D has changed, and I think I've come up with what seems the biggest change to me.
When Dave started "Blackmoor", which I've been told was a team vs team game, it was his invention... he wanted to RUN a game, and got players. When it morphed into more of what we now call an RPG, it was still "Dave's game" about "Dave's world".
Likewise when Gary started running Greyhawk, it was "Gary's got this cool new game called Greyhawk. You're a bunch of guys exploring an old abandoned wizard's castle." Again, Gary created a world, and found players for it... somewhere around 20 players in the early 70s in the cow's anus that was Lake Geneva, Wisconsin.
And that was the first year or so of how the game grew... "Hey, who wants to explore MY dungeon?" The game was centered around the referee, and the idea of the game was to explore the referee's world.
At some point this changed. The mindset became, "We want play being a bunch of heroes, who can we talk into refereeing?" The game became centered on the idea of the players' adventures rather than the referee's world. That's actually a pretty phenomanal paradigmatic shift, and I think it's the core change beneath all the other changes made to the game.

SO Early RPGs were CENTERED around each DM was the artist and maker of a world and players PLAYED in the DMs WORLD!  At some point this changed. The mindset became, "We want play being a bunch of heroes, who can we talk into refereeing?" The game became centered on the idea of the players' adventures rather than the referee's world.


That's actually a pretty phenomanal paradigmatic shift, and I think it's the core change beneath all the other changes made to the game.

AND it has been that way ever since kinda for the most part. VERY profound. PUTS the early DMs into another light...


JDN2006 noticed that: Gary Gygax was designing the sort of game and adventures he liked playing and he seemed to have simple tastes, with a bent towards adventure and "anyone and everyone can play" concepts. I don't know if that is true, but it's the image I get from his work. 

THORSWULF wrote this profound statement: Sadly, so many DM's I know really didn't get into the exploration of creation- they missed the point. I too have been guilty of this. Sometimes the rules seemed to be the master, not the guide. I have to wonder if the very words like handbook, guide, and manual stifle creativity?

Fantastic thread. A few gems of great wisdom and "how we did it back then"! 

HERE is the original thread. 

http://odd74.proboards.com/thread/6104/which-gronan-muses-changed

BOOK 5 of Back to the Dungeon RPG has been released.

 Here is the FOLDER with all of the updated books as well as BOOK 5 which has material written by Charlie Warren.

Without his support and contributions to the BttDRPG project it would still be in it's most primitive stage.

Wait it still is in a primitive stage!

Print these out and enjoy!

Give a few copies to poor kids with some dice.

Saturday, November 15, 2014

SO here is my most recent edit of Back to the Dungeon RPG.

SO here is my most recent edit of Back to the Dungeon RPG

The cover files are designed to be printed out with cardstock covers. 

https://drive.google.com/folderview?id=0BzYaSvmA-OpUWHBNR3FhMFU5Sk0&usp=sharing

You print the files out in booklet form like a Zine. 

Will be working on decals file for a white box. 

For those wanting something simpler to run. 

Don't know if this will be my "final" edit, but I won't be working on any more rules for awhile, just adventures. 

Thursday, November 6, 2014

Yes Eldrad is a F¥©£ing MORON!

Hey guess what! I am a moron!

My first printing of Basic BttDRPG with four races and four classes is a waste of paper!

This MORON forgot the Wizard!

Yay! I am so brilliant!

I was about to place this first of many BttDRPG Zines in my FLGS but I am a moron and the universe is a cunt.

I need to realise that the entire world and universe is against my game.