Sunday, December 16, 2018

Old School 5E Without Changing the Rules

Old School 5E Without Changing the Rules

The way I see it is the OSR pretty much won the battle. 

5E is so very much a rules light, at least 50% inspired by the OSR mixed with a stripped down D20 unified system. 

Now what it lacks, according to old school hacks, old ancient Lords, know as grognards is the easy death rate. 


I hear the complaint that it's too hard to die because by of the healing rules. 

Guess they have not played in any of my games?

Is that so? I say bullshit! I mean it's easy if the DM just gives them everything for free and offers them no challenge. 





In a more brutal styles of an Old School type world, monsters are everywhere, who says you can get a short rest? A bunch of clanking armored bumbling fools making all kinds of noise attract all kinds of Beast. You have to make sure and make the area safe that you are resting in or you don't get to rest. 

You also need to be real strict on encumbrance and on supplies. You can't carry everything. Trying to carry a heavy load will tire you out quickly and sometimes you can navigate small areas unless you take your backpack and sometimes armor off.  







 Did you bring enough water to drink? If you didn't then is there going to even be clean water to drink? The party won't do so well if they all have the shits and vomiting from drinking bad water. You can't heal to well either. 

Now did you bring enough to eat as well? If you didn't then will what you find to eat be enough to sustain you? What if you eat something toxic? 

Make sure and track food and water consumption. It seems boring but it can help bring a new sense of urgency if you realize that you are in danger of starving and dying of thirst. Plus it's a reason to go back to town. 

When the party is in civilization, there are consequences for acting like fools. If a player punches or stabs a town guard, the guards will call their fellow guards and attack the party. 






The next thing is the sandbox approach. Have encounters that are there that are too powerful for the party. They will have to run away or they will die. If they are not clever enough the monster will pursue them when the run away. Give the players nothing. Give the players and their characters a sense of danger. 

What this does is give the players a sense of accomplishment that they had to WORK for their XP and not have it handed to them. 

Hope these few tips help the DM and the players to have a more rewarding experience.

Eldrad

Sunday, October 7, 2018

The Halfling's Kitchen Part 1

Cabbage, Tasso, and Sausage



Take a head of cabbage and chop it up. Put it in the pot. Add some water just below the surface.


Add some portabella mushrooms,  tasso, smoked sausage, onions, garlic, bell peppers, green onions, parsley, thyme, a tick of butter and a bit of sour cream. 

Season with cracked black pepper, red pepper, a bit of salt to taste, and any other seasonings that you want.


Cook it slow and low, a crock pot will do.

This is a classic halfling gamer food.

For every 5 people add a head of cabbage.

Farting contest will happen late in the evening.

Saturday, September 1, 2018

Shade's LARPLIST Memorial...


SHADE'S LARPLIST MEMORIAL


To all those who getto LARP and their rules, information, and Values came from Shade's LARPLIST or pretty much the internet back in the 90 and early 2000s: You're Welcome!

Shade's LARPLIST was the main site for all things LARP.

It was the early days of the internet and we RULED the entire LARP world.

Friday, August 31, 2018

It's called Axis Mundi and it's a Virtual World. Post 2.0

It's called Axis Mundi and it's a Virtual World.

The world is not pay to play. One can go far without ever spending a dime. One can actually make items and sell them in  transactions. Any sell, the Axis Mundi corporation gets a percentage. One can also do pretty well if they spend.

Obviously one gets far more if they actually pay but the VR world has to be worth paying for.

Avatar Builder - You can build your Avatar, pick one, randomize one, or buy one.  You can put your Avatar up for sale if you wish.

Your Base Life of 100
Your Base Armor of 0
When you go to 0 Life you are Xed.
In some worlds there is a RESERVED Xed status where you respawn after taking X amount of damage. That way you don't have to loose all your COIN.
You heal  slowly.
Stim/ Potion/ Bandage heals 10 and they pop up as well. There are also Coin based heal stations. You respawn in your last spot you slept in or at Spawn Point.
You have an ID card that you can show if you want.
There are no floating names above the heads of the other players. You won't know if it's an NPC, Mob, or Player.

You also have Karma. Doing good deeds gives you positive Karma and doing bad deeds gives you negative Karma. No limit to how high or how low your Karma can go. The lower the Karma, the less places you can go. Positive/Negative Karma may allow you special permission to do certain things.

Everyone starts off in the Nexus. The Nexus is like a giant convention center and hotel. Here you get your first room. It's free but you can get upgraded apartments. A group can pool resources and get a gaint apartment. You can also build you a home in the Build Worlds as well as buy prebuilt houses. You can decorate the place with your spoils. Lock your doors. From the Nexus you can go to any number of worlds. You better not start trouble here as the Sentinels will instakill you and leave you and your stuff in a pile. They will give you warning.

You can start off by going to a mine world and getting some stuff to sell. You can get a loan and get into debt. You can buy coin with real world money.

Axis Coins - Everything you kill or mine gives you coins.  You can make stuff and get coins.
You can X another player and get the coins amount of damage that you have done to them. Run away if you can. If you are totally Xed, you respawn at 100 Hit Points.
You can stash equipment and coins in Banks or in your Home.
The Axis Mundi coin is an actual cryptocurrency. You can loan another player Axis Coins.  You can buy Axis Coins as an investment.

Inventory Slots - All starting players have an inventory. It's small but you can expand it with Coin.
Basic Weapons
Fist and Foot 5 everybody has this.
Club 10
Staff 15
Bow and Arrows 15
Slings and Stones 10
Pistol 10
Revolver 15
Rifle 20
Shotgun 25
SMG 10
AR 20

The weapons list can be huge. One can create their own weapons.

Devices and Powers Examples:
Stealth - Allows one to sneak and blend in.
Teleport - Allows one to instantly travel from one place to another.
Fly - Allows one to fly.
Swim - Allows one to travel underwater.
You have to buy a Mana Pool if you want to use Powers.

Vehicles and Ships:
If you got the Axis Mundi Coin then you can build what you want.  There will be of course generic cars.  Here is a list and Hits
Car 300
Cycle 100
Boat 200
Jet 300
Zepplin 500
Starship 200-10000+

Of course one can put weapons onto the vehicles.

Different Worlds

Mine Worlds - you can mine these to get material to build.  IT would not have as many options of material as some games but the basics would be there. A few Artifacts hidden about.  Watch out for claim jumpers and robbers.
Day/Night
Mobs

View Worlds - World's that looks good and you can just hang out in them. Many of them are reproductions of real world places, such as clubs, churches, ECT. You can't mine or destroy View Worlds.  Some have no PVP or PVP Arenas but you don't actually get Xed. You can bet on each other. 
Day/Night
Mobs Possible.

Build Worlds - Empty world's that one can claim and build.  One must defend their claims.  Some are flat plains, others are wilderness. One can build cities and form nations.
Day/Night
Mobs Possible

MARKET Worlds - Worlds where you can buy, sell, and trade anything.  One can also set up shops and factories. You will need NPCs to work them. There are Sentinels in the controlled areas. Don't wander off into the Slums unless you can really take care of yourself.

War Worlds - Various worlds that are at a constant state of war 24 hours a day. Full of Artifacts. One can build on them as well. Can be ground, water, sky, and space.

Mega Dungeon World- A giant neverending dungeon of death.
Full of monsters and traps. Lots of crawling and ducking. The deeper you go, the more difficult it is. The lower levels go into hell itself! Full of Artifacts and Coin. There will also be areas to build your own.

Themed Worlds - World's that have different themes and some weapons and/or powers won't work in those worlds.  Different themes such as Fantasy, Steampunk, Horror, Science Fiction, Modern, Ancient, Post Apocalyptic.

Forbidden Worlds - World's for 18 and older content. Nothing is forbidden. All scum and slum and full of danger.  All functions and features work here but one can be Xed. Only go in large groups and/or with lots of weapons.

Day/Night
Mobs Galore

Mobs
Different Types - These are the generic stats of minor monsters that lurk the different worlds. They can be different creatures in different worlds.  They are listed with Hit points and damage. Damage may be ranged. If it has +Ranged, it can attack physical and ranged.  If you encounter more powerful Mobs, run away until you can handle them.  If you Karma is at -2000, they consider you friendly.

Minions 10/1
Thugs 20/2
Stealers 20/1 plus steal coins.
Drainers 30/5
Zappers 30/5 Ranged
Soldiers 40/5
Healers 30/1 Heal 1 a second.
Strikers 30/10 Sealthy
Exploders 50/ 30
Titans 100/20
Blasters 50/10 Ranged
Destroyers 200/30 + Ranged
Devastator 500/50 +Ranged
Master 1000/50 +Ranged

Each one of these above will look different on different themed Worlds and may have different powers and effects.

Fantasy
Steampunk
Horror
Science Fiction
Modern
Ancient
Post Apocalyptic

NPCs

They go along with their lives, multiply, and grow old and die. An average NPC lives only about 5 years if not killed before that.  NPCs must be treated well. They can fix your buildings and produce items in factories. They can be sent to gather material if on a mine world.

Commoner 20/1
Teen 10/1
Kids 5/1
Elderly 10/1

Combat NPC
Guards - Weak security. 40/5
Ranged - Ranged attack 30/5
Troop - Powerful security.  50/10
Medic - Will heal the wounded. 30/1
Merchant - Will sell you stuff.  100/20
A.I.  Girlfriend/Boyfriend - Can meet with them and start a relationship. Becomes A.I. if you raise relationship to that level and buy a promise ring.  They may have A.I. Children. Be sure to protect them as they can be kidnapped and ransomed. They can live up to 10 years.  50/5

Have cards one can buy instead of just online sales. Have free to play but also different levels of membership.

Keep it simple for the player.

Friday, August 10, 2018

Axis Mundi VR

I am enjoying the virtual worlds such as Sanzar, High Fidelity, and VR Chat but they are missing so much. 

THEY ARE ALL LACKING! 


AFTER watching Ready Player One I thought I would come up with some suggestions for virtual world creators. These notes will be updated in future post. 


It's called Axis Mundi and it's a Virtual World. 

The world is not pay to play. One can go far without ever spending a dime. One can actually make items and sell them in  transactions. Any sell, the Axis Mundi corporation gets a percentage. One can also do pretty well if they spend.

Avatar Builder - You can build your Avatar, pick one, randomize one, or buy one.  You can put your Avatar up for sale if you wish. 

Your Base Life of 100

Your Base Armor of 0

When you go to 0 Life you are Xed. 

You heal slowly.

Stim/ Potion/ Bandage heals 10 and they pop up as well. There are also Coin based heal stations. You respawn in your last spot you slept in. 

You have an ID card that you can show if you want. 
There are no floating names above the heads of the other players. 

Karma

You also have Karma. Doing good deeds gives you positive Karma and doing bad deeds gives you negative Karma. No limit to how high or how low your Karma can go. The lower the Karma, the less places you can go. Positive/Negative Karma may allow you special permission to do certain things. 

Everyone starts off in the Nexus. The Nexus is like a giant convention center and hotel. Here you get your first room. It's free but you can get upgraded apartments. You can also build you a home in the Build Worlds.  From the Nexus you can go to any number of worlds. You better not start trouble here as the Sentinels will instakill you and leave you and your stuff in a pile. They will give you warning. 

You can start off by going to a mine world and getting some stuff to sell. You can get a loan and get into debt. 

Axis Coins - Everything you kill or mine gives you coins.  You can make stuff and get coins.
You can X another player and get the coins amount of damage that you have done to them. Run away if you can. If you are totally Xed, you respawn at 100 Hit Points. 
You can stash equipment and coins in Banks or in your Home. 

The Axis Mundi coin is an actual cryptocurrency. You can loan another player Axis Coins. 

Inventory Slots
Basic Weapons
Fist and Foot 5
Club 10
Staff 15
Bow and Arrows 15
Slings and Stones 10
Pistol 10
Revolver 15
Rifle 20
Shotgun 25
SMG 10
AR 20

Devices and Powers
Stealth
Teleport
Fly
Swim
You have to buy a Mana Pool if you want to use Powers. 

Vehicles and Ships
If you got the Axis Mundi Coin then you can build what you want. 
Car
Cycle
Boat
Jet
Zepplin
Starship

MORE ON STUFF LATER!

Different Worlds
Keep them low polygon until the technology catches up. 

Mine Worlds - you can mine these to get material to build.  IT would not have as many options of material as some games but the basics would be there. A few Artifacts hidden about.  Watch out for claim jumpers and robbers. 
Day/Night
Mobs

View Worlds - World's that looks good and you can just hang out in them. Many of them are reproductions of real world places, such as clubs, churches, ECT. You can't mine or destroy View Worlds.  Some have no PVP or PVP Arenas but you don't actually get Xed. You can bet on each other.  
Day/Night
Mobs Possible. 

Build Worlds - Empty world's that one can claim and build.  One must defend their claims.  Some are flat plains, others are wilderness. One can build cities and form nations. 
Day/Night
Mobs Possible

MARKET Worlds - Worlds where you can buy, sell, and trade anything.  One can also set up shop.  There are Sentinels in the controlled areas. Don't wander off into the Slums unless you can really take care of yourself. 
A STOCK MARKET! GAMBLING DENS!

War Worlds - Various worlds that are at a constant state of war 24 hours a day. Full of Artifacts. One can build on them as well. Can be ground, water, sky, and space. 

Mega Dungeon World- A giant neverending dungeon of death.
Full of monsters and traps. Lots of crawling and ducking. The deeper you go, the more difficult it is. The lower levels go into hell itself! Full of Artifacts and Coin.

Themed Worlds - World's that have different themes and some weapons and/or powers won't work in those worlds.  Different themes such as Fantasy, Steampunk, Horror, Science Fiction, Modern, Ancient, Post Apocalyptic. 

Forbidden Worlds - World's for 18 and older content. Nothing is forbidden. All scum and slum and full of danger.  All functions and features work here but one can be Xed. Only go in large groups and/or with lots of weapons. 

Day/Night
Mobs Galore

Mobs
Different Types

Minions
Thugs
Stealers
Drainers
Zappers
Soldiers
Healers
Strikers
Exploders
Titans
Blasters
Destroyers
Devastator
Master


MOB THEMES
Fantasy
Steampunk
Horror
Science Fiction
Modern
Ancient
Post Apocalyptic

NPCs 

They go along with their lives, multiply, and grow old and die. 

Commoner
Teen
Kids
Elderly

Combat NPC
Guards - Weak security.
Troop - Powerful security. 
Medic - Will heal the wounded.
Merchant - Will sell you stuff. 
A.I.  Girlfriend/Boyfriend - Can get with them and start a relationship. Becomes A.I. if you raise relationship to that level and buy a promise ring.  They may have A.I. Children. Be sure to protect them as they can be kidnapped and ransomed.

IF you are a VR company, I want a cut of this idea. I got more. 

Saturday, July 21, 2018

Dungeons and Dragons TV: https://www.twitch.tv/dnd

This is like a dream came true.

There is a D&D Network.

It's at it's infancy on TWITCH TV. 

WHAT WE Like and what we do is being broadcast and it's now really cool.

GO and broadcast YOUR games if you have the technology!

IF you can't then go watch OTHERS who can!

https://www.twitch.tv/dnd

The pathfinders of this as far as I can tell were the PAX guys and THEN Critical Role took off!

I will try and find all of these going on.

THERE is also a huge Podcast Movement and I will be covering a few from time to time AS WELL as ACTUAL PLAY videos from time to time.


Sunday, July 1, 2018

STARCLADS RPG




Note: This is a play test version! 
V.5 coming soon. 
STARCLADS
Rules for Science Fiction Adventures
Version 0.358
Role Playing Adventures in Science Fiction
The story so far…
There has been a terrible war that has left the systems in turmoil. There are many dead planets out in the galaxy that no side won as the war itself ruined the planets.
The year is guessed at somewhere around 21,777 give or take 20 years either way. Much of the records of the 10 million inhabitable planets and the 300 billion stars are lost as well as most of past history. The planet Terra is a lost legend from long ago although some of its churches and cultures still do exist in much evolved forms. It was found that humans were all over the galaxy and even in some other galaxies that have been explored. Many of these humans have changed or been modified into very strange sub-races.
There are many sections of the universe that are suited for different styles of play and one can feel free to add another section as much of the STARCLADS universe is unexplored or undocumented due to the great collapse.

This game is first and foremost a Space Opera styled RPG. It also has the features of an economic game with fortunes being made and lost.

STARCLADS is also a very dramatic Tactical Space Combat War Game.  
I hope you enjoy creating your own section of the universe as these rules are toolkits that allow for character development, Colonies, Exploration, and huge space battles! 
You can create any character or race you want. You can design any starship of any size or scale. 
You can randomly explore space with a complete star system generator that creates the planet type, what vaulable natural resources that can be harvested, alien life forms and races. 
All in a very simple rules light system. 

Friday, April 13, 2018

Eldrad's Review of Dungeons and Dragons 5th Edition


Well I finally started running 5E and I am so far, very impressed. Yeah I know, I am late to the party but I was trying to push my own Level Based D20 Fantasy RPG, but now I am done with that. 
It was something I wanted to do. 
I did it. 
Fantasy Heart Breaker. 
Boo Hoo!

I kept seeing everyone else having fun at the party so I gave it a second look. 

So let's get started with the review! Let's start at the beginning. 
Characters! 

It's the standard 4D6 take away the lowest, standard array, or point buy. Myself being old school, prefer the rolling method.
The standard SDCIWC attributes of the D20 system with the standard modifiers.  Pick a difficulty and roll a D20 and add the attribute bonus. If you are proficient then add the proficiency bonus. It's all time tested and works very well.

The races have been streamlined and simplified and they work very well. There is a great selection of races and subraces. Elf, Dwarf, Halfling, Gnome, Half-Elf, Half-Orc and Humans from the standard old school cannon  are the selection of races. Tieflings and Dragonborn are included as well.

The classes all have the simplified aspects and all serve their functions and the system allows for the blurring of the classes through backgrounds. The classes all work very well. It's just simple and fun to play. 

Backgrounds allow for one to coustomize their characters to help form a personal story. 

The skills and weapon proficiencies all work the same. Proficiency Bonuses stack onto the attribute rolls the same in skills and in attacks. If you are not proficient then you don't add a proficiency bonus. The proficiency bonus is awlays the same and depends on the level, with +6 being the highest. Yes the math had been gotten rid of for the most part.

They make making a character for the inexperienced players totally easy and understandable.

Magic is a semi-Vanician but with a twist. You memorize a small list and then have spell slots (basically spell points) to select between the memorized spells. You have useful zero level spells that actually can cause some damage. It's more fun to play a caster now.  Characters seem more powerful now until you start looking at the monsters. 

The monsters in 5E are back to being scary. If you go against many of the monsters of the past, blindly attacking, you might have some problems. The monsters can be easier to hit but now they have lots of hit points and do a lot of damage.  Combat is really fun once again with no more of the +27/+25/+20/+12 to hit multiple attacks versus an AC of 36. Whomever designed the new system realized that it wasn't necessary to always have inflation of of to hit and AC to have a good game. It's the same with the skill and attribute checks, all simplified. 

I can see the OSR influence on 5E. It's the game that an old school gamer and a new school gamer could be at the table and both have a good time. 

Although the monster stats blocks are longer than I like, they work. They are perfectly organized and make running monsters easy.

The DM's guide is a great guide for starting DMs as well as a great source of inspiration for we DMs who may not have the youthful free time. 

Most of your rules are there to run the game and the magic items. Very well organized. 
Made to be easy to run.

Very simply, 5E just flows very well in play, promotes hack and slash deep role playing, and had brought the game back to it's old school roots with the innovations of the new rules.  It has fixed many of the problems of the past editions and is the perfect  hybrid of the game. Now everyone has an edition that all gamers can sit at the table and play.

I can see the age of the retroclone possibly becoming a fading fad as this edition satisfies the itch for all styles of play and gets rid of the more asinine restrictions of the past rules that the OSR holds on to. 
It also does change the fantasy death gore festival of the old school but unlike most newer games, in 5E you still have  a pretty good mortality rate. 
It seems that many of the OSR have converted. Still, many will hold onto their systems that they love. More power to them. You might want to find a game that everyone else is playing or at least that has always been my problem in a smaller gaming community. 
Nevertheless, I will still keep playing 5E in the brutal OSR style. 
Do I mean that the OSR community is over? Not hardly. The "do it yourself" spirit is always going to come through. 
I can't wait to see the OSR inspired products through the DM's Guild! 

The other Mathfinder system is going to be in trouble as well if it's not already. It's become or always was a bloated monster. A really fun to play bloated monster but it can't compare to the new 5E that has taken D20 to the "just right"place. 
They have done a White Wolf to some of their players with their 2nd edition according to may of their players. 
They are going to change what made the Mathfinder game what these power gamer and min-maxers love as far as I can tell. The point of the game was to keep the system that all these people were hanging on to. Maybe the world is ready for a 2nd edition Mathfinder. 

I love that this will also invigorate the RPG industry and hobby!
What I am seeing a new BOOM of people playing in my area and the game that they are playing and having fun with is 5E. 

I would rather join then die. Maybe I can get some of my goals I wanted with BttDRPG. A huge multi DM campaign of old. We shall see. 


Sunday, March 25, 2018

Effective Immediately: BttDRPG is on Hiatius




Well there are times in life where you have to just stop what you are doing are reexamine what RPG Projects you are working on and if they are even viable anymore. 

Purpose of BttDRPG and Why it was  Written


I started writing BttDRPG during the D20 WTF age. The D20 craze had brought back the RPG industry. It also brought a level of complexity that crushed many a future gamer and crushed games. With the OGL one could create their own D20 content and people did. Some Gamers started wanting something without the unnecessary bloat of rules started making their own stuff. The OSR (indies, story games, ect) was born out of that or some say that they have been and always will be playing the more nostalgic versions of the game. At that time I discovered the OSR Blogs, OSRIC, and C&C. I saw the creative closed door policy of C&C on outsiders as well as the system was not what I was looking for. I saw many of the same old systems retold anew but still the same systems. I saw level limits and class restrictions come back as sacred cows and it kept coming back. I saw many a post on many a forums wanting a system with the simplicity of old and the innovation of the new. I saw it was my time to write my own version of the rules for The Fantasy RPG!I just wanted to save the gaming world!

The Long and Horrible Trail


If any of you have ever tried to write and RPG, it's fun and exciting! It also can give you great agitation, heartache and pain. Work on something and it never gets played, or even worse nobody even wants to play it. If you have been gaming as long as I have and have written as many unpublished RPGs as I have before and after the Advent of the PC and printers, you find it's a passion and curse, it's enjoyable and taxing! You also end up with huge piles and files of unfinished shit.

The Universe Strikes 5E


Well the announcement of 5E and it's plan to do what I was going to do kinda made me say damnit! I was going to throw in the towel until I saw what their final product was going to be. Not as Simplified as I and the world want. Still really good though. I kept on going and started a local group of BttDRPG. Plus 5E had a year or two before it came out.


The Local Plan: The Gathering of the Game Master's FAIL.


Well I started a group and things we're going pretty good. A gathering of old friends. I started to look at the history of old expeditionary campaigns of old and how they did it and I got excited!
I decided to branch out to another few GMs and groups to get a real multiple GM campaigns going and many of them were really good players. 


THE Entire Universe is Against Me. 


Then my job for at least 6-8 months went full retard and we started working 13 days on and one off. When the job calmed down, everything that could and would break broke.  My dad needed some surgery. 

I spoke my Oracle (The Wizard of the South) and he said that it was in the cards to make this decision. He let me know that I could continue on but just more failure and more of the same. Real good there. SHit I already knew. BTW the Oracle TWOTS is really good at advice but very few people can contact him. 


So it's over until...

We here at LFR Game Studios have decided to put BttDRPG on a hiatus to begin working on other projects.
Lord Eldrad Wolfsbane of LFR Studios.



So I started writing Classic Fantasy RPG and then changed the name to Back to the Dungeon RPG. I wrote the game that most of the discontented people of the OSR talked about and supposedly wanted. I also read about people complaining about he modern versions having too many  rules. I saw an opening for something that people supposedly wanted. I sent it around to a few friends with a few good reactions so I kept going. 

This was in the age of 4E and the group I was playing with was 4E only, play nothing else so we broke up. 

I finally released BttDRPG to the world with the answer to all gaming for both the old school and the new school, heck I might even just make a few bucks! The game table would once again not be divided by editions. 

THE GREAT VOID

The reaction was incredible! Absolutely nobody reacted! Well maybe a few. Crickets! Reshashes of various older version with almost verbatim copies of the old rules came out with hundreds of thousands of likes and hits. My "Neoclone" in it's B&W primitive zine form just ripened like a tomato in summer. Still I kept writing and tweaking the system. Hell, 4E was bombing. I am in the perfect place.


What if I could get a few of the most skilled GMs in the area to join with me? One of my group members was formally (or supposedly) one of the best GMs in the area so I tried to recruit him and tell him my grand plan! He sadly now is mostly an online gamer and only wanted to use older editions of the rules because he already had all the books. 

I made him copies of my game and explained how it was far Simplified compared to his favorite edition. I noticed that months after the booklets were sitting where they were laid and he had not even looked at the rules or even tried to create anything but an old map for his favorite edition but never even finished that. After quite a few months I just gave up on him and just kept chugging my way towards GM burnout. 

Even though I ran and wrote some of the best Adventures of my gaming life but over cautious party of played make a game not as fun as it could be. It may have been some of my fault as the struggle was real and maybe I wanted it too much. 

A few of the GMs were also some of the best in the area. Sadly one of them who is a fantastic GM would not even look at my rules.  

They did play and that game went pretty well. We had a successful romp back to the dungeon. It just might work.

My gaming group has began to try other rule systems in my absence and are as far away from my plan as possible. Even playing way more painful and complicated systems instead of mine. Switching systems and RPGs every few months. Guess my plan for a multiple GM mega campaign failed.   

In my very rare spare time I edited, wrote and improved Back to the Dungeon RPG. Wrote a few modules. 


We think you are being a DICK Eldrad!



In between all of this I made a few blurbs or advertisements. I have seen a few other people put out their blurbs one after another and everyone celebrates. I put out a few MORE than the invisible rulebook says I am allowed and now I get accused of spamming. A few say a few rude things but at least they have failed ( I like to watch and follow my critics online to see i they can saty in the kitchen) at even barely getting anything done. A few people download the PWYW basic version but sales are slow. 

Even a local FB group who is gaming group decided to have a few choice words about my blurbs. It was all mostly in jest but it was the final straw. 

So what am I even doing wasting my time with my system? I am a gamer who creates, writes, and thinks games but I don't get to game. I am going to start clearing my slate and just make time to play. I ain't running or offering to do shit. 

The secret behind the scenes stuff that I have been and trying to do for the TTRPG community around here is not even noticed. I am just going to study 5E and go along with the flow.      

Feel free to use the BttDRPG rules to make your own modules and settings. 

For for now I am going still screw with with DUNGEONPUNK RPG, some 5E stuff, and some other weird projects but at a very limited capacity.

What I am going to do is start to just simply play and have fun. 





Friday, February 23, 2018

BLOG SPOTLIGHT: The RPG Tinkerage

http://rpg-tinker.blogspot.com/

About the Tinkerage

This blog is dedicated to the author's inveterate tinkering with tabletop role-playing games (RPGs) and scenarios. That's it. Really. A place to tinker and post ideas about rules, adventures, and worlds.
Readers are free to use anything they find here for personal, that is non-commercial, use (but it would be nice that if you like or use something, you leave a comment to say so).

AND so the Tinkerage does just what he says, tinker with rules. It's how he does it that is so invigorating. Examples of very rules light, narrative systems. SO much so that he inspire me to make a hack from one of his post. See for yourself how good this Blog is. 

Tales from the Green Dragon Inn


Saturday, February 3, 2018

Vanadorn's D&D Campaign.



Vanadorn's D&D Campaign


IF you can't play then it's good to read about people's campaigns who are ongoing. Vanadorn doesn't beat around the bush. The tales from these two different groups is really some great stuff. It's one of those obscure blogs with a few followers that deserves to have a look taken at it.  I would suggest having a few pictures from the sessions and possibly a character profile or two and some art. Give his site a like and follow! One day I will take a longer look with a good bourbon on a rainy day. 

Sunday, January 28, 2018

BACK to the DUNGEON Role Playing Game: The Races: A few Examples and the Old School/New School Combat System...

A few Races...

Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.





Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.




Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.



Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep




The Old School/New School Combat System

7.0 COMBAT

1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.


2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.


3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.


4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.


5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.


6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.


7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC


8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless

otherwise noted.


Next Post will be over the Monster Rules.