Showing posts with label #DCCRPG. Show all posts
Showing posts with label #DCCRPG. Show all posts

Tuesday, December 17, 2019

State of Meanderings

If you're still watching this blog...

Meanderings #4 is imminent, final piece of art for the Midaes patron is done, all that remains is wrapping up the sheet numbers, creating the PDFs, and finishing the cover text.

It should be finalized before the New Year.

In other news, I'm proceeding full speed ahead with a Kaer Crawl Classics design document, and to help me with the design between Earthdawn and Dungeon Crawl Classics, I'm running a full-blown rapid advancement campaign for Earthdawn.

After the 4th sessions, the players are all training for 3rd circle now. The bold heroes have made it to Haven after fighting some nasty horror constructs known as Mind-weavers.

Check out the progress over at the Edge of Ruin campaign journal

Thursday, June 15, 2017

FREE RPG DAY 6/17/17

FREE RPG DAY is COMING!!!!

I will be at Villainous Lair running DCC RPG playtests for my upcoming releases.

I'm really looking forward to the DCC and Conan releases.  I'm intrigued by the Lamentations, Numenera, and TORG releases.

I suspect Morgan will want the 13th Age release, Not sure which Ian will want.






Tuesday, May 9, 2017

Epic Meanderings Patreon

https://www.patreon.com/EPICMEANDERINGS

I just launched my Epic RPG Blog support Patreon.If you dig what I do, consider backing me. I spend a lot of time creating content, and this has cost me more money than I've gotten back. Currently the only momentary reimbursement I sort of get is the drivethru affiliate cash.I never earned money through the adverts that were on this page, even before I removed them.

If you love DCC there will be lots of content.

Depending upon the desires of the Patrons, other game content from Savage Rifts or Paranoia, etc, could be forthcoming as well.

thanks!

Wednesday, November 20, 2013

DCC RPG WORLDTOUR #6


So, I got over to Pair-a-Dice Games to play the first part of the conversion of my favorite old-school module: The Sinister Secret of Saltmarsh. Now having had architectural training, I looked at the original map and thought, wow...fireplaces going up into the floor and stopping...so I updated it in AutoCAD, quite a lot.

How these Floorplans aren't perfect, as I rushed them the first day I tried to run the adventure, but they're close. There should be a door between the scullery and the kitchen, and there's a bit of overlapping hatching...but not too bad.








Here's some pictures of us actually playing
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My next door neightbor was at the store, and he brought his almost 5 year old over to watch!!
Before Sean and Ian actually made it inside, they waited for morning outside the walls of the garden...and we best by goblins at 4AM, the fight ended with back to back crits from Ian's halfling, and a critical hit from Sean's wizard as well!!!
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The two mighty level 1 heroes stand over the poor goblins, slain before they could give insult or injury (3 crits in 2 turns will do that.)

Monday, November 18, 2013

New DCCRPG Houserule

So after playing through the entrance to my modification of Sinister Secret of Saltmarsh, the boys and I were talking on the way home, and through that discussion, I came up with a modification to the non-proficient weapon rules. (Though I re-read the rules and realized half of the rule was already done...too many funnels without penalty.)

Alternate Improvised Weapons/Non-proficiency Rules
Attacks with improvised weapons do not use a lower die on the dice chain but still may not score a critical however, they so fumble on a 1 OR 2, and increase the die used in the dice chain, so the fumble die is a bit more spectacular.

I haven't play tested these rules yet, let me know if you try them and they work for you.

Tuesday, October 22, 2013

Pair-a-Dice Halloween Event

Pair-a-Dice will once again be hosting their Halloween event, run by Fanatical Gamer's Society.

Where?
Pair-a-Dice Games
2020 Hacienda Dr
Vista, CA
pairadicegames.com

When?
26 October 2013 from Noon to 9pm 

I will be there running some fun games.

Conan-Cthulhu Munchkin (with some prize support)
Robert E. Howard and H.P. Lovecraft were friends and contemporaries, therefore the Conan and Cthulhu sets are perfect mixture.

Join Sean, Ian, and I; we will be running Munchkin, Zombie Dice, Munchkin Zombies etc. 

MegaCity One Zom-Pocalypse - Judge Dredd Miniatures Game
Judge Dredd is occupied with the Dark Judges so it's up to Judge Giant and some cadets to take on a Sabbat wannabe, dozens of citizens have been killed already, a execution order has been given for the psychic Sabbat wannabe, kill or be killed. Oh, these zombies are infectious as well...

Dungeon Crawl Classics - Mystery of Greyshield Manor.
Revisit a classic adventure, with Dungeon Crawl Classics, a new take on my personal favorite adventure, Sinister Secret of Saltmarsh.

Monday, October 14, 2013

Gam3Day in review

We had a very small turnout for the Gam3day, but we all still had fun. Ran a FRAG/ZOMBIES!!! crossover game, FRAG is typically pretty fast (unless people are playing VERY cautious.) ZOMBIES doesn't run very quickly.

 Look HERE for the basic rules.

We made the following tweaks to it.

FRAG ZOMBIES!!!

1. Zombies move into a player's square to attack, not adjacent. (This was a mistake on my part at first, but makes more sense.)

2. Ranged weapons damage dice can be split against multiple targets.
In a normal game of Zombies, each time you move you can kill a zombie in every square you move into.
We modded this for the FRAG rules by allowing splitting damage dice from FRAG weapons, since it's pretty silly to unload an entire Heavy Assault Cannon on a single zombie. Example: Take your 7D, and split them against 3 zombies within range, less likely to kill each but, not overkill.

3.  Zombies attack as a horde at the end of a phase.

If more than one zombie is in a player's square at the end of the turn, add an additional die for each zombie.
ex: 2 zombies: 3 dice, 3 zombies: 4 dice, 4 zombies: 5 dice, and so on.

4. Weapons which affect adjacent creatures. Adjacent in this case; means all the zombies in that square, not adjacent squares.

 additional rules I will try next time.


5. Zombies sense living creatures, they will not move away from players in the same tile.

6. If a player's health roll doubles a zombie attack, they kill those attacking zombies.
Not play tested, but makes sense.

7. Movement Speedx2 (moving 1-3 squares is ludicrous). Move 2 squares per point of speed.
Ran 2 hours of Judge Dredd, Zombies fall really quickly under the hail of Lawgiver execution rounds at 3 per shot, but the Zombie Master with Animate Dead is REALLY fun to raise the fallen minions, as new zombies. The opening advantage goes to the Justice Department, but as long as the Zombie Master isn't killed (which is harder to do with Shroud of Death.)


Played in Mario's Tomb of Horrors, we didn't finish, but man that was an extremely fun adventure. Playing at 7th level is insanely different. The spells typically get the upper results. I think I will convert the White Plume Mountain adventure to DCC and run it soon.





Thursday, September 12, 2013

DCCRPG at the 10th!

So here's what I'm cooking up for the Gam3Day at the 10th on Sunday.

Before the Light from Below...there was

Vanished Under the Harbinger Moon
It was well past day break when you woke, the sun climbing beaming through your window, when the Town Bell began its keening wail. The rapidly ringing bell calling everyone to the town hall for an emergency meeting...you rose to wake the children, but they were gone...Vanished under the Harbinger Moon, the portent of doom, the Murderer's Moon, the Sacrificial Moon...

So A Blue Moon is the 2nd Full Moon in a month, I figured the second New Moon in a month would be the Harbinger Moon...