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A Night On The Town

There are dozens of ways to build and travel through cities for your RPG games that are concrete, solid, and have a decent amount of crunch. I'm too much of an idiot to use these kinds of methods, so here's my really subjective way, based on a popular earlier post, without needing maps but still having a physical representation to keep track of player location.

1.
 Choose a die. A D4 represents a village, a D6 represents a town, a D8 represents a city.
2. Choose at least two faces on your die. Mark down these faces as gates. These are areas that the players can freely enter and exit the village/town/city grounds through this location.
3. Start writing down the contents of each face. Each face represents a major landmark or general district. Generally, you should do the Last Gasp method of describing districts/landmarks/other locations by giving each place a wealth rating (Poor/Middling/Rich) along with descriptions of sights, smells, buildings, what goes on during the day, what go…
Recent posts

Blackguards At The Gate

I've done it, I think.

I've joined the bandwagon of homebrew rulesets. It seems like everybody in the OSR-o-sphere has one, and sometimes it seems pointless to make your own because people are already writing their own. But then, I came to a crossroads with 3 systems that don't seem too compatible that I absolutely love, and saw it as a challenge to awfully amateur my design skills. The three systems are Knave, Into The Odd, and GLOG, and I think I've done an okay job at melding the good parts of them together.

I'm not going to harp on much longer, have my hack, along with a character sheet:


Just kidding, there is a bit more pitter-patter from me. I'm pretty content with my hack, just keep in mind that it hasn't been tested to any giant extent like Knave. The main thing I am uncertain about is the Hit Dice, and if I should change them to D8s, but that's about it. I think it's kinda funny how I treat PCs like items, with luck basically being quality …

A Deal With God

So, I've given you some background about The Ashen Age, but many things still wait to be defined. Among the things that wait to be defined is magic, which is a particularly hard topic due to its weird nature. This relationship only gets more complicated due to the events that have happened to make the Ashen Age what it is today. Now, let's chat and try to decipher the splendor and misery that our characters may discover. Let's chat about the fall of the gods and their new brood. Let's chat about the lost art of magic and the secrets of godhood...

The petrification of the gods was a catastrophe in all ways, a perfect disaster. The initial shock of the god's petrified body parts crashing with the world and killing almost all surface dwellers was felt heavily among the survivors. Of course, there were other implications to this disaster as well. Clerical magic ceased to work, as no god could supply miracles anymore. Due to this, medical aid regressed to barbaric surge…

Welcome To The Ashen Age

I once had a particularly solemn dream, a dream that seems like it would only appear during a fever or restless nights. There was a towering door before me, then came a voice that blew out all the candles. It was the scream of a beast, screeching about how merciless strength is the most powerful virtue of all. I smashed my pulse against my pillow, but I couldn't help but wonder what would happen if the beast's words were heeded.

I'm not above joining the bandwagon of creating homebrew settings. It seems like everybody has one, and I have seen some great things come out of them. So, I'm going to create a setting, one with dragons and gods and heroism in the face of suffering, hopefully one that you all and my players will enjoy.

Once the basilisk ascended to godhood, the people of the world thought that this was the end of everything. It had been a good run. Their lives had been uneventful, simple yet sustainable, free of inconvenience from fabled monsters. Once the bas…

Crawlspace

At the moment I run a very dungeon-crawl-y type of "campaign", if you even want to call it that. The players see, they delve, they conquer (most of the time). It's simple, I love it and everybody has a fun time. Now, prepping full-blown dungeons in a more normal campaign is a bit harder if that isn't your specialty. What I've found especially hard is prepping a small, dungeon-like location when there are only 30 minutes until the session starts. I've recently found a fun little trick/take/whateveryouwanttocallit in making simple dungeons without needing maps, while still having a fun physical representation. Just keep in mind, without maps this is going to be a bit more subjective in description than objective.

1. Grab your nearest D6. On the D6, choose a start and an end on the dice, if you're indecisive just choose 1 as the start and 6 as the end, or roll for both. Just keep in mind that the start and end must be different numbers on the die. The end isn…

We Forgot We Were Human

I recently ran a fun game for a few younger players, it was their first time playing anything close to an RPG and they loved it, but I thought the session might go awry during character creation once one player was adamant about being an elf. I was a tad panicked at first because the system I use, Into The Odd, doesn't have any races and everybody is assumed to be human. At first I just assumed that I would treat her character like a human, like everybody else, but I decided that would be boring. Here is the quick hack I implemented to add races in Into The Odd.
Every race starts like your standard human: Roll 3D6 for each stat, begin with an extra item.
Now, from here you can do a few things to make the race interesting: Enhance a stat at the cost of impairing another stat. (For instance, the ogre race now rolls 2D6 + 6 for their STR but only rolls 2D6 for their WIL)Gain an ability at the cost of impairing a stat. (For instance, the dwarf race now rolls 2D6 for their DEX, but can …

The Inheritance

This post itself isn't particularly brilliant or groundbreaking, it's just a collection of magic items for you to "inherit" for your D&D, Knave, Into The Odd, or other RPG games. I'm sure you will find at least some of these items interesting, most are dedicated to either make a situation more interesting or embrace the spirit of the OSR. Hell, maybe you can even start some of the PCs off with an item by rolling 2D6, one for the category of item they get and one for the actual item under that category. If you are using a 6-stat-system, replace WIL with Charisma, Intelligence, or Wisdom, whichever you find most appropriate for the item. Just a note, quite a few entries are inspired by this excellent post from a new blog with lots of potential, check them out! Without further ado:


Light:
1. Sprite Lamp. A lantern with gold foil inlaid on it, it emits an amber light up to 60' for 4 hours on 1 flask of oil. Once per day, it can be shaken wildly to act as a fla…