Wednesday, August 28, 2019

Evil or Something Like It


Without turning this into a big metaphysical or moral debate I just want to state for the purpose of the your mindset as you continue to read is that Evil is relative. Simple as that. 

A common practice (and GM Belief) is that certain races are bad, evil, or to monstrous to be a part of the party. This trope is common with fantasy games but bleeds over into other genres as well (I will focus on the fantasy genre). The prominent examples that spring to mind are the Orcs, Goblins, and Dark Elves. I can blame the literature of Tolkien (and the writings that have followed in his footsteps) and blame the stagnant writings of TSR for the Dark Elves.

I understand the need for adversies and the like but why are all orcs inherently evil (unless it serves a specific campiagn purpose)? These things are considered evil across the board for no other reasons then that is the way it has always been done. 

I cannot can't the times that I have had an awesome character concept but that concept was shot down becuase of the race or in rarer circumstances becuase the rules in question handicapped the said race to much. I remember that I had this great idea for a Ratkin pirate for a pathfinder game but the GM said people will think your shaven and all. How hard would it have been to hand wave it and give me a penalty on social interactions and through some difficult social interactions my way becuase I was a Ratkin? What's really baffling is that Tieflings are considered a standard staple now and have been for sometime but other races are still bad...


This brings me to the point of Necromancers* and undead. I have always had a habit of thinking outside of the box when it comes to characters and have circled the ideas of Necromancers and playing undead in some form or another. Both of these suffer from the usual evil for evils sake trap but there is so much grey in that area that it can be easily done. Another problem is that most rules do not have offerings for Necromancers (if they do they fall flat either mechanically or thematically though some of the decent examples have been the True Necrmance, The Animator, and the Pale Master but even these take some serious heavy investment with diminishing returns) or undead (outside of powerful intelligent undead - though Eberron had a stroke of genius with their positive energy powered undead culture). I think if the dialog between the GM and the player is there having a PC necromancer or undead of some from can be really rewarding. I remember I great game I played in where one of the players was allowed to play a necromancer (he hailed from some nation that necromancer was the norm and honestly didnt see anything evil with it and let me tell you, he played that to a t) and it was a blast. It really made the whole campiagn more memorable and the role play that came out of certain situations was off the charts. I remember one time after we killed an ogre he resurrected it as a zombie and it followed us around and it was all good until we had to go to town and the townspeople would not take kindly to an zombie ogre shambling around. So, our resident necromancer tied it to a tree and throwing some blankets over it and we retrieved the zombie ogre later. 


My whole point with this is that I urge all GMs to start thinking outside of the box when it comes to the more exotic character concepts, races, and their interactions with society. If some race is going to be evil or some concept/race isn't acceptable then have a good role play or setting reason in stead of the usual mentality of that is the way it has always been. When in doubt, ask yourself why are orcs inherently evil?

As for players, I challenge you to do the same thing with your characters. Think outside the box and use the system and setting (with GM help as needed) to fit your concept, not the other way around.

*Disclaimer: My ideas and theories about Necromancers/nature of undead have been strongly influenced by the Diablo II/Diablo III games, Death Knights of Dragonlance fame, metaphysics, the Scarred Lands supplement Hollowfaust: City of Necromancers, the nation of Geb from the Pathfinder cosmos,  the Deathless and their society from the Eberron setting, The Curst from from Forgotten Realms,  the Baelnorn Lich from Forgotten Realms, Mary Shelly's Frankenstein, Washington Irvine's The Legend of Sleeping Hollow, of course the comic and movie The Crow, the ghost concept/mechanics from White Hack 2nd Edition, and Wraith: The Oblivion.

Thursday, August 22, 2019

Review: Pathfinder 2nd Edition


When this was originally announced I was excited for it as I had a lot of good experiences playing the first edition of pathfinder and into the playtest because if they were really doing a true second edition I wanted to be involved in changing a lot of the bloat, fiddly nuts and bolts, and getting rid of the over complication that is inherit in the d20 3.x systems. Due to life circumstances I had to back away from the play test in its infancy but I still followed it on forums and what have you. After seeing people viciously argue over various points on social media I took a step back and forgot about it until my pre-order showed up on my door.


Presentation: This is a hardback bullet stopping tome of 638 color pages is crammed with charts, tables, and the classic vibrant Pathfinder art style. Regardless of the page count the book is really well played out and organized. There is a table of contents and a combined glossary and index which I have never seen done before and I think it is a great idea. In addition, they took a design note from their 1e Equipment Guide and each page has a section toolbar showing you what section you are in and it makes flipping through the book a breeze. I am very impressed with the level of organization and the ease it creates when tracking down specific information.


Character Creation: This has been completely overhauled and I think is an enjoyable process in which your character feels more alive instead of just a random collection of numbers. I will walk you through the steps:

1. Create a Concept 

2. Start Building Ability Scores*: The six ability scores all start out at 10 and as you move through character creation (choosing your Ancestry, Background, and Class) you get Ability Boosts (which increase a specific ability by 2) and Ablity Flaws (which decrease a specific ability by 2). There see instances of free choices and at the end of the day, you end up with a set of Abilities between the ranges of 8-18. 

*This solves a lot of the swingyness of rolling for Ablities and makes more sense thematically when adding the character creation process together.

3. Select an Ancestry*: This is the classic choosing a race and record the stats etc. Your options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, Half Elf, and Half Orc. Each race has sub "bloodlines" to choose from and racial feats.


* I am happy and impressed that they decided to include the Goblin as a "core" race. I think Pathfinder Goblins are rad on multiple levels.

4. Pick a Background: Each background has a little blurb and things to add to your character. The choices are Acoyte, Acrobat, Aninal Whisperer, Artisian, Artist, Barkeep, Barrister, Bounty Hunter, Charlatan, Criminal, Detective, Emissary, Entertainer, Farmhand, Field Medic, Fortune Teller, Gambler, Gladiator, Guard, Herbalist, Hermit, Hunter, Laborer, Martial Discipline, Merchant, Miner, Noble, Nomad, Prisoner, Sailor, Scholar, Scout, Street Urchin, Tinker, and Warrior.

5. Choose a Class*: Pretty self explanatory. The choices are Alchemist, Barbarian, Bard, Champion, Cleric, Druid, Fighter, Monk, Ranger, Rogue, Sorcerer, and Wizard. Each class has class specific feats. 


*It is great that they included the Alchemist as a "core" class and they also renamed the Paladin the Champion. The Champion can now be Lawful Good, Neutral Good, and Chaotic Good. I am glad they renamed the Paladin but it bugs me to no end that they are still afflicted by The Plague of 9 Alignments - why cant it be a Champion of whatever cause/God you want? Ugh...

6. Determine Ability Scores: Add everything up to get your totals and record the totals and their related ability modifiers. 

7. Record Class Details: Put the pieces together. 

8. Buy Equipment*: At 1st level your character gets 15 gold pieces to buy gear.

*The math has been cleaned up here and the prices and everything gold related have been reduced for easier tracking and house keeping which I think is a good call.

Resolution System: It uses the d20 system found on all 3.x style games which breaks down to most rolls being d20 + Modifiers -penalties vs. Target Number. There are damage rolls that include using different polyhedral dice + bonuses - penalties. Common rolls found in Pathfinder 2nd Edition are:

Melee Attack Roll: d20 + Strength Modifier (or optional Dexterity Modifier for a finesse weapon) + Proficiency Bonus + Other Bonuses - Penalties.

Ranged Attack Roll: d20 + Dexterity Modifier + Proficiency Bonus + Other Bonuses - Penalties.

Spell Attack Roll: d20 + Ability Modifier used for Spellcasting + Proficiency Bonus + Other Bonuses - Penalties.

Perception Check: d20 + Wisdom Modifier + Proficiency Bonus + Other Bonuses - Penalties.

Fortitude Save: d20 + Constitution Modifier + Proficiency Bonus + Other Bonuses - Penalties.

Reflex Save: d20 + Dexterity Modifier + Proficiency Bonus + Other Bonuses - Penalties.

Will Save: d20 + Wisdom Modifier + Proficiency Bonus + Other Bonuses - Penalties.

Skill Check: d20 + Modifier of the Skills Key Ability Score + Proficiency Bonus + Other Bonuses - Penalties.

Melee Damage: damage die of weapon/unarmed attack + Strength Modifier + Other Bonuses - Penalties.

Ranged Damage: damage die of weapon/unarmed attack + Strength Modifier for Thrown Weapons + Other Bonuses - Penalties.

Spell Damage (and similar effects): damage die of effect + Other Bonuses - Penalties.


Crunch: I could write a dissertation paper on all the crunch but instead I'll note the core differences from Pathfinder 1e. 
  • Character creation has been overhauled and there is a different system for determining Ability Scores. This has been discussed above.
  • There is a three action economy and you spend those three action points anyway you want. Certain actions cost more and their are classes they have unique things they can do with their action points. You also get a one reaction per encounter turn and an unlimited number of free actions. 

  • Math has been tightened up considerably across the board. Bonuses to attacks, saves, and defenses are calculated based on level of proficiency (2/4/6/8 + level) and there is very little that modifies this. The gold, spells, and the experience/leveling system have all been scaled down.
  • There are now four degrees of succes. Critical failure (achieving a die result of 10 and under the target number), failure, success, and critical success (achieving a die result of 10 or more above the target number). 
  • Ancestries and Classes are now modular by way of making everything a feat. There are Ancestry Feats, Class Feats, and General Feats. Even proficiencies are feats. You start with a certain number of feats per the character creation process and each level you get a feat in one category or another.
  • Multi-Classing is done via taking another classes feat chain instead of your chosen class. 
  • Everyone can multi-attack via the three point action economy. The second attack I'd done at a -5 and the third attack is at a -10. There are some abilities that modify this. 
  • The new monster design has made the monsters more interesting and fun to use. Each monster had their own unique actions they can employ like the Sketon being able to take of its head and throw it. 

Final Thoughts: I feel like the game as a whole is a huge improvement over Pathfinder 1e. Some of the best and most positive changes are character creation, the action economy, streamlining the math (especially the proficiency system), and the degrees of success. 

An interesting thing to note is the design philosophy behind the proficiency system. As stated before it sits at a +2/4/6/8 (depending on your level of training in said proficiency) + level. This makes encounter building and challenge degree of said encounter different because monsters use the same proficiency system and coupled with the degrees of success makes it very dynamic. This also goes as far as putting monsters on a more even playing field as a 20th level character still had a good chance of getting hit by monsters. A finally cool thing this does is making unarmored characters more viable as armor class is calculated by proficiency bonus + armor bonus + shield bonus + other modifiers (obviously armored characters are going to have a better armor class but this really puts unarmored characters on a more even playing field). 

With that being said, I am disappointed that Paizo really missed the mark becuase it did not go far enough in streamlining and creating the second edition. To me it feel like Pathfinder 1.75 instead of 2.0. It is still a tactical focused (minis and map) , heavy prep, lots of things to track (conditions, ranges, etc.), and rule for everything game. I would play it but I would never run it.


You can find it at your local gaming store, Barnes and NobleAmazon, and Paizo.

Don't forget the character sheets.


Wednesday, August 14, 2019

The Game That Saved My Gaming

 

There was a dark time during my disillusion with gaming era that I almost turned my back on gaming. It was one sleepless night that I decided to purview some of the forums I frequent and in one of those threads a role playing game called Risus by S. John Ross was mentioned off handily - it wasn't even what the thread was about. Well, this quickly lead me to ye olde google and I found Risus with little effort.

After reading through the handful of pages I was inspired and instantly my love of gaming was reinvigorated. I cannot stress enough how the game itself and the community was a breath of fresh air. Everyone in the community always offered support or advice for hacking Risus and using it in anyway, shape or form. There is really no wrong way to do Risus.

I have used it to run a zombie survival game/campaign, a Star Wars game/campaign, a sword and sorcery game/campaign, super heroes (it really shines with that genre), beer and pretzel one shots, and even Bunnies and Burrows. Plus, it is just fun to hack and play in general.

You also cannot go wrong with the art either...


Risus: The Anything RPG can run any genre of game you want and even whatever insane multi-universe game you have always wanted to run but never found a system that would do it without a P.H.D. in mathematics.

I do not want to turn this into a review but the game clocks in at a whopping four pages and uses a single pool of d6's vs. a target number. At character creation you get 10 dice to allocate into cliche's and no starting cliche can be more then 4. Risus describes a cliche as shorthand for the kind of person, implying their skills, background, social role, and more. There are other additional ways you can spend the starting cliche dice such as Lucky Shots, Quest Dice, Hooks and Tales, and Shield Mates/Sidekicks (these are actual all optional rules). This may sound really simple but you can create very detailed and well rounded characters with lots of personality. Here is an example;


In addition to the awesome community, there is a fan club, The International Order of Risus and I am proud member #635. There is even a charter and everything. The secret to getting in is getting your hands on the Risus Companion - which is a 64 page companion for a 4 page game. The Risus Companion has some of the best GM advice and player advice I have ever came across. It is a true diamond in the rough. 


I really cannot say enough good things about this game and even attempt to convey how much it has helped me in the past. Do yourself a favor forget to pick up the The Risus Companion (IT'S FREE!) and The Risus Companion. There is also Toast of the Town which is a FREE fantasy pulp adventure and if you want to get crazy there is A Kringle in Time. The entire Risus catalog can be found here from BIG DICE GAMES!

Don't forget the character sheets and this sweet custom character sheet along with its form fillable version made by Mr. Gone.

As far as the community goes, here are some links to help you down the rabbit hole;

MAY IT BE PRINTED AT HOME




Wednesday, August 7, 2019

Review: Blood Dark Thirst


I am and have always been a huge fan of the World of Darkness. Especially the World of Darkness Vampire and Werewolf lines. Masquerade always had the best flavor but mechanically it did some wonky things and Requiem 2nd Edition is mechanically far superior but lacks the flavor. Because Gothic vampire horror has been my jam I am always on the look out few new games in that ballpark and all of them I have always felt fell short until I discovered Blood Dark Thirst.

I was actually part of the early play test and I received a review pdf  from Vengar As'Nas Satanis. The final game was released some time ago uses an iteration of Vengar's VSd6 system instead of the early play test that used a single d10 system.

One of my favorite things about this game is that there is a fresh take on the vamperic origins and what a vampire is. It is basically summed up by this;


I KNOW WHAT YOU'RE THINKING, THAT IS METAL AS HELL! ACTUALLY - YOU DON'T GET MORE METAL THAN THAT...

Presentation: To be completely honest, I am blown away by this game and the presentation of it. The layout (which is done by Glynn Seall) and art is gorgeous and in book that is only twenty five pages long there is at least 7 pages of full art! The blood splatters and everything else just makes this product stand out.

Character Creation: This is simple and straight forward. Your character gets three things that its good at which are rated at 3d6, two things that you are bad at which is rated at 1d6, and everything else outside of these traits your character decides to do is considered average at 2d6. You also choose three flaws, a quirk, gender/name, year you were turned into a vampire (within the last 100 years), characters apparent age, consider who turned you into a vampire, and what you look like. There are tables if you want to randomize some of this stuff. There are other things the character gets access to such as Willpower, a Blood Pool, and health.

Resolution System: It uses the VSd6 system which means you roll 2d6 for most tasks, with advantages and disadvantages reducing or increasing the numbers rolled. 0d6 means rolling 2d6 twice and taking the lesser result. The system then is about interpreting what happens. 1 is a critical failure, 6 a critical success - "Yes, and"... or "No, and..." are the key words here. 2 is a failure, 5 a success, and 3 and 4 are partial failure and success, respectively. These are the base rules; they're very simple and easy to grasp and can be explained in less than a minute

The Crunch: Each character starts out with 6 Humanity and doing evil things decreases your humanity and doing good things increase your humanity. The less humanity you have the more feral and monstrous you appear which  makes it harder to interact with the general public. Vampires can have up to 6 Willpower and spend a maximum of 3 per scene but no more then one per turn (new characters begin play with 0 willpower and gain willpower points by role playing their flaws). Willpower is spent to gain bonus dice, making a new vampire, resist supernatural effects, and resist frenzy.

As far as the blood pool goes, vampires have a maximum blood pool of 6 and using a supernatural ability, waking up at night, and healing all cost one. Humans have 6 blood points and vampires can eat three of them without the human needing medical attention. At 3 blood points the player rolls an addition red d6, at 2 blood points the player rolls 2 addition red d6s, and at 1 blood point the player rolls three additional red d6s when an action is attempted. If any of these red dice come up a 1, the vampire goes into a frenzy and becomes a tool of the GM.

Vampires start with 25 health and can only be killed with fire and decapitation so vampire tough as hell (literally) and can keep coming back from the dead again and again.

As for the vamperic powers, all vampires can influence minds, conduct acts of super strength and super speed. The game has a good list of other vamperic powers that you get to choose from and are unique enough that each PC can be very unique. They can also form blood bonds and all of that.

The pdf comes with an basic introductory adventure that includes a handout. It also includes a badass character sheet as well;



Final Thoughts: The system, the flavor, even the crunchy bits, and especially the presentation make this game simply amazing. It has become my go to vampire game (YES, you heard right) and I cannot talk about it or recommend it enough. The setting and the way the mechanics reinforce certain things really bring to light the monster and survival aspect of the genre but it is balanced with everything else so the monster/feeding/etc is not the sole purpose (the frenzy/blood dice mechanic can be scaled down to 1 red d6 at blood pool 2 and 2 red d6s at blood pool 1 to gently tip the scales without losing the original flavor.). It would also take minimal effort to house rule other things.

The only downside about Blood Dark Thirst is that it is only 25 pages. I wish there was so much more content and I hope there is more content on its way. I would also really want to see at least a mortal and a werewolf expansions as well.

You can find it at drivethrurpg and amazon.

Sunday, August 4, 2019

LotFP 2nd Edition Playtest Rules




I have finally had time to really chew on and experiment with the play test notes for an eventual Lamentations of the Flame Princess Second Edition. We probably won't see the second edition for some time because they recently have done a reprint of the core book which is great because it gives the community a lot of time to play test and make sure the second edition is the best it can be. Anyway, I have found most of the play test rules genius and they are things that can be ported over into other games. I will talk about the playtest rules and then add my opinion in italics. 

First up is the Ability scores (you still roll the usual 3d6 and all of that jazz) and each ability plays a bigger roll in the game instead of just being a means to get modifier bonuses. 

CHARISMA: Determines how many d6's the player gets to roll for magical saving throws. The logic behind this is that magic is a force of personality.  

CONSTITUTION: Determines the characters Hit Die size instead of your class.  

DEXTERITY: Determines what size of dice the player gets for the initiative roll. This means that initiative will go to an individual based resolution instead of steam base. Also, Dexterity no longer modifiers Armor Class or Ranged to hit rolls.  

INTELLIGENCE: Modifies the skill points. There is an updated skill point system that will be discussed later.  

STRENGTH: Determines how many items make up one encumbrance point. This replaces the old encumbrance calculations and Strength no longer modifies Melee to hit rolls.  

WISDOM: Determines how many d6's the player gets to roll for non magical saving throws.

Unless otherwise specified all NPCs are considered to have ability scores in the 9-12 range.  

This is a solid and fresh take on ability scores and I am a huge fan of this. It really makes each score feel important and eliminates the idea of a dump stat.  

Second section up is Character Classes and Gaining Levels. The following changes are;

  • Only Fighters, Magic Users, and Specialists will be available. No Clerics and no Demi-Humans. 
  • All classes have the same XP tree.
  • At first level fighters toll two hit dice as determines by their constitution and keep the best result. 
  • Hit dice are rolled every level and if the score is higher you change your total. 
I am actually fine giving the axe to the demi-human races and it is more thematically to the weird, dark, and just insane alternate history flare that Lamentations of the Flame Princess has going for it. I think getting rid of the Cleric does not make sense given the historical prevalence of religion in the setting and all of the old Gods that are running around. Plus on of their flagship characters is Alice, the Cleric. I hope they keep them around because I feel like they are needed for flavor/setting purposes and for party livability. 

Third up are the Attack Bonuses which are split into Melee, Ranged, Firearms, and Guard.  Fighters get a +2 in all areas and gain an additional +1 in all areas every level. Other classes start with a +1 in Firearms and an addition +1 in an random area.

At first, I did not like this very much but it grew on me quickly. I am not a fan of random determining the second +1 bonus as it takes away player agency in character design/concept. 

Fourth up are the New Combat Rules;


I love the Guard action. I think it is way more dynamic then the original Parry rules and now is more open ended for a dodge action. I think Holding an Action as written is over complicated and will bog down combat. I am also not a fan of the Weapon Damage and Armor rules as it over complicates combat. I can understand the reasoning behind this and if you want to make all weapons do d8 then shooting from the hip Armor Class against minor and small weapons gets an +2 bonus and armor class against great weapons and polearms suffer a -2 penalty (as written, in is way to close to the firearm rules regarding armor and makes carrying around polearms and great weapons more beneficial the using a firearm). 

Fourth up are the new Skill rules. The updates skill list are as follows;
  • Architecture
  • Bushcraft
  • Climb
  • Languages 
  • Leadership
  • Luck
  • Medicine
  • Seamanship
  • Search
  • Sleight of Hand
  • Stealth 
  • Tinkering

All skills start at zero and all classes at first level get a +2 and a +3 (this one is random) bonus to put into two different skills. The Specialist gains an additional four +1 bonus to distribute and +2 skill points per level. When using a skill the GM or the player rolls a d6 + skill bonus. If it equals 6 or more the attempt is a success. There are rules for skills with negative modifiers and rules with skills at a +5 bonus. The Luck skill offers the player rerolls, Seamanship is like Buschcraft but for the sea, and the Medicine skill helps increase first aid/healing.

This new skill system is a great evolution of the x in 6 system which I have always been a fan of but I think this a lot better. As I have mentioned before, I Am not a fan of the random element due to I feel like it takes away from the player agency and character design. The Backstab skill is missing so I hope specialists would get an x3 damage ability if attacking in that fashion but this is easy to house rule. One of those things salt to taste.

And Finally, the new Saving Throw System is up. As stated above, Charisma determines how many d6s you get to roll for magical saving throws and Wisdom determines how many d6's you get to roll for non magical saving throws. If none of the dice come up a 6 the save is failed and the character takes the full effect. If one 6 is gained then the character suffers a partial effect and if two 6's show up on the roll then the character is not affected at all. 

I think this really simplifies the saving throw mechanic and I like it so much better then the classic split saves, the WILL/FORT/REF method, and even the single save found in White Box (which has been my favorite). In addition, the math has been shown that this saving system is actually in the players favor, especially at low levels which I think is a huge plus. 

Except where I have noted, the changes are positive and really improve the system. 

The full play test rules can be found in Eldritch Cock that was their 2018 Free RPG Day hardback and full color release. 

Saturday, August 3, 2019

The Simple Life


I remember there was a time when complicated systems for role playing games did not bother me at all. I enjoyed the countless supplements and would spend hours writing up scenarios, possible combat situations, and stat blocks. During this time I enjoyed games that had a rule for everything and I considered it a personal challenge to come up with a concept for a character and then figure out a way how to make that concept work in said system. I played a lot of Palladium Games (Rifts), GURPS, and of course anything 3.x (all of the d20 craze). 

I am not sure when it happened but sometime ago I started to become disillusioned with all of the crunch. It really started to bug me when a GM would have to stop to look up one of the those rules for everything or when some rules lawyer would bring the game to a screeching halt to argue some minor point. Another thing that added to this disillusion there were times when I could not get the system to work with the concept I had dreamed up or the GM would not let me adjust something because it was not in the rules (even if it was completely fair/balanced/logical/etc). Then all the time it would take to prep a game, create a character, crunching the numbers, and reading through rule books dense enough to stop bullets got tedious.

At the same time I was really over the crunch I was becoming pretty active in the local gaming community so I started to look for games that were more rules light that I could run as demos or one shots because I wanted to dust off the ye olde GM skills. I ended up running some AD&D 2nd Edition, Savage Worlds, D6, and a few others. I also got to play in some games like Swords and Wizardry. 

In my experience the more rules light games really helps the game flow and keeps everything more organic. The characters personalities and their interactions with each other, NPC's, and the world come through a lot more. It also helps the GM keep the game flowing (even when a players asks to do something out of left field because there are no rules to look up. It is usually either yes or roll X, Y, or Z) and really makes the players think outside of the box instead of the standard, "I hit it with my axe" response. To be honest, games that are rules light are a lot easier on the GM. 

There is also a fine line to games that are rules light though because I think there needs to be some type of skeleton for a system or it just becomes corroborative storytelling. If you want to do that then do that (I have had some great experiences doing it with the classic pass the notebook around) but don't try to disguise it as a role playing game. 

Do not get my wrong, I do not hate on games that are crunchy enough to satisfy a dragons appetite or the people that play them (hell, I even ordered Pathfinder 2e). I am a firm believer in play whatever the hell you want. It is just not my preference and I would never run anything that I feel is to rules heavy. Though, I still enjoy being a player in some of those games and I have had some recent fantastic experiences in a Pathfinder game.



Friday, August 2, 2019

So, it begins...


I have been meaning to create a blog for sometime but I have never gotten around to it. I have been recently encouraged by some friends that I have enough thoughts, content, or general BS that I should just pull the trigger, and the blog from Cave-Girl gave me my final push. So, here we are. One of my motley crew was even trying to convince to do a Patreon but I do not have the content or the time for something that intense but I appreciated the encouragement. 

This is going to be a random mix of reviews, ideas, opinions, games I am playing in or running, my personal projects, games I want to play in or run, a few rants, and all kinds of shenanigans.

Sit back, enjoy, and drop a comment if you feel inspired.