A New Start for 2024:  #Lore24

Well, after some setbacks on the later half of 2023, mostly due to ongoing issues with my eyes, I had to step away from writing and limit my screen time to a couple hours or so a day for a while there.  Though I’m still experiencing some issues, I think the worst of it has passed now that I’ve figured out what was causing the problems the last couple months.  I’ve still been making handwritten notes and such using good old #2 pencils, so there’s been something rather pleasing about that experience in and of itself, but with the new year officially underway, I’ve decided to begin a new TTRPG year-long challenge, namely Lore24.

 

You can find the details of this challenge here.

 

I’ve had all kinds of lore entries floating around in my head for years that I’ve never written down, and plenty of others that I’ve never fleshed out in detail.  I figure since I’m not getting any younger, I should probably start getting these recorded somewhere before they’re gone, and this seems like a much more enjoyable kind of challenge for me personally.  I’ve always enjoyed writing, and this will just help build up my world even more.

 

Now, unlike the suggested focus on building up one world, I’m probably going to be recording various details about the entirety of my “UrbanVerse” overarching setting, which is something of an entire galaxy and its history through different time periods, which would encompass both fantasy and science fiction gaming, along with more niche settings found on other planets, like post-apocalyptic and western areas.  So, my entries should be rather varied through the course of this project.

 

And, should I find myself at a loss for a particular entry on a given day, I’m going to have this handy random chart to get me started:

 

Random Lore Entry Chart

Roll 1d8

1 – Place
2 – Person
3 – Creature
4 – Organization
5 – Spell / Magic
6 – Event
7 – Technology
8 – Custom (culturally speaking)

 

Stay tuned for the first entry, coming later today!

The Time, where does it go?

I swear, this year is just flying by.  It’s been an eventful year, with a slant toward the frustrating rather than the good or bad.  Have had a lot of weather-related damage to the house and have had to have the roof and front porch replaced entirely, have been fighting the lawn mower pretty much all summer to figure out why it keeps breaking belts, and have had various other things come up to fill in the gaps, but I won’t go into details here.

I’d rather focus on how my RPG projects are faring since it’s been four or five months since I last updated here.  I’ve not been idle, though my focuses have changed and evolved…or my brain has just jumped around like a cat chasing a laser pointer, take your pick.

01

The I-89 Megadungeon Project

I had to put this project on hold back in June.  I still like the idea, but I kept running into the same problem:  lack of excitement.  By this time, I was making progress into the sixth level of the dungeon, but my excitement began to wane.  I realized this was due to lack of development for the setting and a lack of inspiration for the design of the level itself.  

For the setting, I had never really delved too deep into it, my focus being more on my science-fantasy setting at the time, along with my actual tabletop gameplay being fantasy-focused.  So, the post-apocalyptic vibes just weren’t flowing.  I began to lose interest in the level as I’d had it originally planned, because things just started to seem far too similar to previous levels.

Basically, I was working on a secret underground military base, but it felt a lot more like the hidden government facility I’d just finished the month before, basically more office-like and less top-secret military project.  This was during the height of the Great Lawnmower Saga of 2023, so I had been feeling a little drained in general, and just decided to shelve the project for the time being and focus elsewhere, and pick it back up later once the ideas started flowing that way again, and likely with a complete redesign of that level.

02

My TTRGP Games, and A PF2e Rant

I’ve kept up with my actual tabletop games pretty consistently thus far.  The Abomination Vaults game I’ve been running is still moving along at a steady pace.  The players just finished level 4 during the last session, and are beginning some additional content relating to the town’s Founder’s Day festival, which is tying in with the need to retrieve four items that once belonged to the founders.  I’ve been keeping track of the players’ progress daily in game, and it has proven very useful in providing additional ideas for new encounters and enemies outside what the AP itself offers.

For example, just last session, the players came across a message scrawled on the door of their home talking about the “New Blood awakening”.  I’m making things a little more exciting by not having the denizens of the dungeon be entirely cut off from the outside world with new allies that share their goals.

As far as my playing experiences, I’ve been in an Age of Ashes game for a while now as well, and have been having fun with that, though it is proving to be quite the challenge since we’ve only got three players.  Even though we’re dual-classed characters with a free archetype, it’s not enough to make up for the lack of a fourth person and those three extra actions in each combat.  We just hit level 11, and after scouting out the dungeon we have to tackle next, I’ve got doubts about our chances at success.  There are some encounters in there that will be rough for us on their own, and it’s very easy to have encounters multiply there from what I’ve heard (it’s the Quarry dungeon for anyone familiar with the AP).  Thus far, we’re considering our options for a commando-style strike, teleporting into the room with a particular boss and taking them down hopefully without alerting the rest of the dungeon, grabbing the artifact we need to progress the story, and then getting out again; since we’re using milestone experience for that game, it’s really the smartest play.  However…due to one character having a very strict anti-slavery stance, and there being quite a few slaves being held captive in the first chamber of the dungeon…our plan has been complicated immensely.  Likely we will have to try two strikes, but we’ll see how it goes next session.  TPK is always an option, lol.

The two games mentioned here have both been Pathfinder 2e games, and since we started with the system earlier in the year, I’ve had my opinions shift a bit on the system.  While initially it seemed pretty fun, I’d heard repeatedly from one particular player that being a caster was just not fun in the game; he’d played multiple casters in these games and others I’m not part of, and had nothing good to say about them.  I thought he was just bitching to be bitching, as he’s been known to do that before.  Having seen casters in action from both sides of the GM Screen, however, I’m leaning toward the camp of “casters suck” in PF2e. 

To put it simply…it’s not a lot of fun if you’re expecting your magic to be effective against enemies.  If you’re playing mostly a support caster buffing the party, yeah, you’re probably going to be having a blast, but the way these APs are setup, don’t expect to feel the same if you’re trying to damage or debuff enemies.  The way the numbers work, you’ll be lucky if most enemies only Succeed on their saves against your spells and debuff attempts.  For example, in the upcoming dungeon, most of the encounters are on the high side of the difficulty scale, and thanks to the numbers, most of the monsters will be able to get a Success on their saves by rolling 5 or better, and most of the time, that means half damage, or they get no effect from the spell at all.  If they Critically Succeed, well, it’s just no fun at all.  I feel like my spells succeed maybe 1/3 of the time at best, whereas the martial characters are hitting enemies successfully at least half the time, if not more.  I’ve dove into the debate and researched what I’m “doing wrong”, but no matter what explanations I’ve seen to the contrary, it just isn’t fun when a system that is so tight in the math, where every +1 modifier can make a difference, is so geared against me as a caster.  My numbers are behind the martials on my spell attack rolls, and I have no way of increasing those numbers through item bonuses like they do.  I can try to debuff monsters through skills, sure, but it’s usually not enough to matter in my experience (true, I guess the dice rolls are just against me most of the time), and trying to affect them with magical debuffs is just an exercise in futility most of the time.

Take a fight against a golem during one of the earlier games in the Age of Ashes for example:  all of us failed our Recall Knowledge checks on the golem, so we had no idea what spells would affect it at all.  This led to me hitting the martials with a buff or two, the cleric/champion trying desperately to keep himself and the fighter alive while they were getting pounded, and my summoner pet doing everything it could just to keep the golem knocked down and flank, because it could barely hurt the thing.  To put it mildly, the fight was a slog.  The second golem fight not so much, since we made our checks, but then the last golem fight was another slog, because we failed our checks again and had no idea of its weaknesses, and nothing I did affected them until I hit them with a cold spell.  This didn’t damage them at all, but did slow them, so I just spammed Ray of Frost the majority of the fight while knocking them over with my pet, until I had to pull the pet back, because, even though all summoners are masochists, they have limits, namely their shared HP pools.

I’m enjoying the game, but I’m growing very frustrated at how my experience as a spellcaster has been going, and everyone I’ve spoken to in my circle who has played the game feels the same way, and has similar experiences to share.  And yet I keep hearing that I’m doing casters wrong because I’m not supporting enough or debuffing enough, and that casters are super fun to play.  Well, I’m not seeing it.  Maybe it wouldn’t be so noticeable if we’d actually encounter some lower-level threats from time to time, but pretty much everything we encounter is close enough to our level that at best it’s 50-50 on my success rate or worse.  But even that isn’t a guarantee; one of the fights last game had a group of enemies using stats from another enemy we’d encountered 4-5 levels earlier fighting alongside a pair of golems we’d failed our knowledge checks on…these supposed “mooks” either got Successes on their saves or Critical Success when I tossed out a big AoE spell to start that fight, so across five or six enemies, I got a total of about 12 damage.  Yeah, really not feeling too great about that…  

03

NEW TTRPG Developments

Though I’ve been playing mostly Pathfinder 2e (and one lingering D&D 5e game which is…meh; I don’t care for 5e), my developments on my own TTRPG projects continue in other directions.  I’ve renewed my interest in a custom version of the Star Wars Saga Edition system.  I feel like this is a great option for a more cinematic-action styled sci-fantasy game, and after having played PF2e for several months now, I have changed my course a bit on revamping the system for my own needs.  Basically, I’m implementing PF2e’s Three Action Economy.  Since both PF2e and Saga Edition are rooted in D&D 4e mechanics, they mesh really well.  I’ll be reworking the SE Force powers into spell effects, and removing the condition track, replacing them with PF2e-styled conditions.  Overall, I don’t think it’ll be too difficult to do at the core level, but will take a bit more work to tweak spells and certain abilities to replace mentions of the condition track.  I’m hoping to try a play test in the next few weeks to see how it performs at an early stage.

I’ve also been developing with an eye to the Old School as well.  With my apathy toward D&D 5e already high when the Great OGL Kerfuffle of 2023 happened back in January, and my faith in PF2e as a viable replacement waning based on my experience as a caster, I’ve been looking hungrily toward trying an OSR campaign using Castles & Crusades.  The more I read into the system, the more I like what I’m seeing.  Things are just so simple.  It really does feel like an evolution of AD&D 2e (which is where my group started way back in the late 90s, though it was only a year or two before we jumped to 3e and stayed there for ages).  After seeing how PF2e has so many rules dictating exactly what you can do, it’s refreshing to see a minimal character sheet that isn’t filled with practically no restrictions.  You can try anything you want, and might even succeed if you describe it well enough or roll high enough; that simplicity is what really sells the OSR games to me.

As such, I’ve taken a renewed interest in evolving my fantasy setting over the last few months.  I’m working on some new characters and ideas to try some solo hexploration gameplay to help develop the actual campaign setting areas for the players, and have been working on renewing some old characters from my previous games and stories to work them into the newly evolving setting, while putting my own flavor into the classic fantasy staples (elves are more like vampires from the classic Vampire: The Masquerade setting, for example, in which they tend toward grand, long-running schemes to control everything behind the scenes the older they get).  Thus far, I’ve got the groundwork in place for the Curse of Cypress Isle (a hex-crawl island exploration adventure in the style of the classic Isle of Dread adventure, flavored with aspects of the real-world Oak Island treasure mythology), the Muckenmyre (a new area of the world, a massive swamp area with some interesting characters in the costal town of Grimbridge), a newly started northern area with some flavor of Skyrim (I’m using my Skyrim gameplay to try out building up an adventure using inspiration from various sidequests and moments in my current playthrough), and of course, the city of Arcavarlon, which I will continue development on as I further expand my campaign setting.

I’ve got a lot of ideas, and I just have to get them out of my head and onto the screen!

04

Onward to the Future

Well, I think I’ve gone on long enough for now.  That covers the major updates on my gaming projects.  From here, I’ll say that I’m going to attempt to get back to posting updates here more often as I go, detailing the various settings and locations within them, as well as my continued experiences as a player and GM.  

The best of luck to you on your adventures!  Thanks for reading, and keep your eyes peel for more soon!

 

Goodbye D&D 5e!  At Long Last!

Well, this certainly took a lot longer to happen than I’d hoped, but at last it seems that we’re starting to leave 5e behind at the local table.  I’m still playing in a 5e campaign, a conversion of the Reign of Winter AP, but I’m having my doubts that it’s going to last.  The DM honestly doesn’t seem to be that into it, and is easily distracted more often than not.  We had one recent session in which we gamed about two hours and spent the rest of the evening discussing tangential topics, not to mention that the guy running it seems to be getting later and later starting.  

The last 5e campaign I actually finished was the Savage Tide adventure, which, admittedly, was enjoyable, just not from a gameplay standpoint.  Interacting with the guys around the table and seeing what craziness our characters could pull off is always the meat of a campaign, and the story wasn’t bad at all, I just could not get into the mechanics.  I played a bugbear rune-knight fighter, and while it was rather amusing to grab targets from a distance and “tank from behind” for most of the campaign, I was soon feeling like I’d done it all before.  Because 5e just felt so very much the same in this campaign as the last few I’d been involved in.  The casters were flinging the same spells, the archer was using the same feats to deal massive damage, and we were speed-running dungeons like the superheroes we were (or villains in mine and another player’s case, lol), because we simply couldn’t be bothered to stop and smell the viscera.  After a fairly early point, I think we only had problems in one fight, and that was because we got ambushed by Demogorgon’s son.  During the rematch, we had time to prep and wiped the floor with him.  Even the final fight, while longer and admittedly more nail-biting than others, felt lacking in threat.  

And thanks to the great WotC OGL Fiasco of January 2023 (because honestly, I’m not convinced their done screwing themselves over just yet, and there’s plenty of time left for them to do it again this year), I got motivated to run another fantasy game in a different system.  I’d stopped GMing for a while last year when my 5e campaign ran out of steam.  I had intended to run the mind flayer trilogy of adventures from the 2e days, converted to 5e, but even my favorite D&D monster couldn’t keep my motivation up for running the game in 5e.  It just wasn’t fun to run the game.  So, I started looking around, and specifically focused on Castles & Crusades and Pathfinder 2e.  I picked PF2e to try out first mainly because half the players at the table were already familiar with it to some extent, having played a few games with another GM, but also because, after researching it more, it sounded really good.  The game balance and mechanics just sounded so much more exciting to play with than 5e ever had been (in all honesty, I was done with 5e a few months after it launched, and for a time, we did go back to Pathfinder 1e, but for whatever reason *cough Critical Role cough* the guys gravitated back to it).  

And so, to give PF2e a good tryout, I decided to run with the Abomination Vaults AP, and start things off with the Beginner Box, sprinkling in some of the Troubles in Otari adventures as well.  If a megagungeon can’t find the cracks in the system, then what will, right?  As of the time of this writing, I’ve GM’ed two games so far, and the PCs have almost finished the beginner box adventure.

 

Diving In With the Starter Adventures

I began my ill-fated 5e mind flayer campaign with The Lost Mines of Phandelver (LMoP) adventure, which is the 5e starter adventure, so it makes a good comparison with PF2e’s beginner box adventure, Menace Under Otari (MUO).  LMoP is much larger in scale, a sandbox adventure taking the PCs to 5th level, while MUO only takes them to 2nd level and consists of a two-floor mini dungeon below the town of Otari.  In both cases, I modified the adventures to suit my tastes and those of the players, though with MUO, I used some guidelines I’d found online to merge it with the larger Abomination Vaults campaign and using the Troubles in Otari adventures as sidequests.  

LMoP, while a good enough starting point, seems a bit unfocused at times, with sidequests that seem wholly unrelated to the town ‘s plight (looking at you random green dragon quest that sends the party nearly all the way to Neverwinter).  Granted, this isn’t exactly a bad thing, as its the NPCs in the town that set the players on these quests, but I would prefer that the quests stick closer to the town and its big finale in the cavern dungeon, and tie into the main quest somehow.  Easily enough done, but it did take a little work on my part to shift things around and integrate events into a more cohesive feeling game. 

The other big complaint I had with this one is the lack of threat to the party.  Granted, I had a group of seasoned veteran players with 25+ years of gaming experience each, but still, the encounters felt weak, even when I tweaked them for a couple extra players and played the creatures smarter than they were presented.  The only times my players actually felt threatened was when they encountered “ramborcs”, which used intelligent tactics and traps to combat and funnel the players, and when I introduced other creatures of my own design that wound up killing the thief (he got better) because they wanted revenge for him having killed one of theirs.  The original encounters, even with me placing the dragon in the final dungeon and setting it up as a two-stage boss (the drow wizard was also the dragon, just shapechanged, so when the wizard “died”, the dragon popped out to play), barely slowed down the players.

Now, switching gears to MUO, this felt like a much more cohesive starting point.  We didn’t use the player aids (again, I’ve got a very experienced group at the table), and I did change things up some, but even as written, this was a much more challenging opening.  The adventure is laid out with the intent of teaching the players the various game mechanics and play modes, and while it did feel a little ‘basic’ to me, I don’t think my players felt the same.  They were engaged with what was happening, and seemed far more interested in their surroundings than they ever were during the LMoP run.  T

Perhaps the most striking moment occurred after the party cleared (most of) the first level.  They had faced several kobolds by this point, and were feeling pretty good about themselves, having taken some damage, used a few of the cleric’s spells, but overall were doing good.  I got the feeling they were thinking it would go about like a 5e dungeon.  Then, the very first room of the second floor, they failed to detect a pair of kobolds laying in wait for them, and were ambushed.  This immediately dropped the summoner, and the following round dropped the thaumaturge NPC (one of the players couldn’t make it, so I threw together an NPC to assist so that I wouldn’t have to rebalance the encounters just yet).  The kobolds then focused on the monk, and while landing a hit, didn’t immediately manage to drop him, giving the cleric a chance to heal the thaumaturge…only for the kobolds to strike them again and drop them.  Getting the summoner up used the last of the cleric’s spells, and suddenly the party was ready to retreat and wait for the other player to continue (he was the fighter).  From this point, they did retreat for a time, picking up next game in the Otari Fishery and getting the fighter, and buying a few potions. The cleric wanted to rest, but the party (wisely) decided to venture back down and set up a defensible position inside the dungeon so that the kobolds wouldn’t be able to lay traps for them during a full rest.  They only encountered a small patrol, and a second larger trap-making group just starting their mission, instead of facing all the traps I’d intended to have set for them had they rested the full 8 hours aboveground. 

Good on them.

 

How Does it Feel to Play?

After the second game, with the party having cleared most of the starter dungeon now (there is a puzzle that I added from the beforementioned supplement, the room beyond, and the crypt on level 1 they haven’t delved into yet), I have to say that from a GM’s perspective, I had a lot more fun.  The Three-Action system in PF2e felt very good in play, and the way the game was balanced really started to click as the party got further along and began using more thought out tactics (for the most part, anyway). I was actually enjoying playing the monsters, too, forcing them to behave intelligently as they tried to take out the party and not just soak up damage and respond in kind as they tended to do in 5e.

I had gotten a little worried as they did a ‘speedrun’ maneuver in the last four areas of the dungeon, though.  This started with the mermaid statue trap, which the fighter activated when trying to draw the kobolds out of their warren to ambush them.  This caused the group to start beating on the trap until it shut off; I was kind of merciful here and didn’t have the kobolds notice until the device screeched loudly when it was broken.  After the party dealt with the kobolds, they had enough XP to level, but due to the cleric having cast Magic Weapon on the fighter, and only have the one casting, they didn’t waste time, rushing through the warren to face the kobold boss, who smartly retreated when attacked and called for its dragon pet.  I had heard that this dragon could be a dangerous foe on its own, and could potentially wipe the party even if they were level 2, but going in at level 1, I was worried.  

Thankfully, the players pulled off some amazing rolls.  The dragon took a crit from the fighter, and with him dealing double damage, was brought down to below half its hit points almost immediately.  It was technically finished off by the summoner’s pet, but I cheated a bit and gave it a ‘mutation’, which healed it for 15 hp when it dropped to 0, because I wanted it to actually have a round.  Not that it mattered, because I rolled like crap on its turn, and then went down on the following round by a flurry of blows from the monk.  

All in all, I was very happy with how things played out.  

Player Response

More interesting perhaps was the response I got from the players.  They were excited after taking down the dragon (though I hope they don’t get in the habit of their speedrun antics going forward…), as they should have been, and were having a great time.  I was most pleased with the response from the guy who had made it his mission to do everything game breaking in 5e, bringing out the worst in the system over the last few years.  As would be revealed in a message I got later, he was looking forward to my next game, having seen how impactful his support had been (he was playing the cleric) and how much of a difference his Magic Weapon spell had been in the final fight.  

Now that we’re basically done with the starter adventure, I’m looking forward to delving into the true dungeon for this campaign.

Onto the Abomination Vaults

The adventure path proper should be kicking off next session, once the party finishes with their exploration of the starter dungeon and finishes off a few stragglers in the rooms they haven’t explored yet.  As long as the players are all there, the NPC thaumaturge will probably be relegated to hanging out in the town’s library, but that depends on the players; if they want to continue having her along, then it’s going to be easy enough to adjust the encounters.  From my position as GM, seeing that PF2e has an encounter building system that actually works, and works well, is a godsend.  Plus, being able to throw a simple template on monsters to beef them up on the fly is great, especially considering the party is now a level higher than required for the first floor of the dungeon, and likely may be higher than needed in general for the game as I’m adding additional side quests.

Or, I can leave things as is, and let them feel awesome for a while, perhaps even giving them a false sense of security until later dungeon levels.  Either way, just looking at how much easier its going to be on me to make the encounters as tough or as easy as I want is going to be great. 

I’m excited to be running this game, and my players are excited to be playing it.  I might even be getting an additional player joining in the next game in fact.  We’ll see if that comes to pass, but for now, things are definitely looking up.  

I’ll keep you updated on how things go from here, but the future is looking good!  

Till next time, out!

 

So, in the great cluster-fuck that is the modern world, who would have thought that there would have been the equivalent of a nuke dropped on the tabletop RPG industry and the community around it?  I mean, I’m not surprised that it came from Wizards of the Coasts/Hasbro, but I was shocked when it actually happened.

The Great OGL Disaster of 2023

If you don’t know what I’m talking about, I’ll give you the quick version.  There’s this thing called the OGL 1.0a, the Open Gaming License, which has existed since the early 2000s as a part of the third edition of Dungeons & Dragons.  This license has literally been used for over 20 years by a vast majority of TTRPG creators, allowing their works to be referenced by other creators and to use the game systems created by WotC and others basically by just putting a copy of the OGL into the back of your product.  This is why there were so many d20 System games back in the early 2000s building off of the D&D 3e rules, and why you’ve seen a similar explosion in popularity of D&D 5e the last few years (and why Paizo created Pathfinder, though that’s a story entirely its own).  Without the OGL, the massive community would never have grown to what it is today, and D&D and other TTRPGs would be nowhere near as popular as they are.

So, late in 2022, like right before Christmas, WotC/Hasbro decided that they weren’t happy with this.  They wanted ALL THE MONEY, instead of just raking in a large portion of it with their subpar books and merch (the books in particular have been sliding in quality for years, not that I ever really liked 5e from the get go, but I digress).  So, they sneakily tried to force a new OGL on several larger creators with rather draconian requirements (like reporting your earnings to WotC, and if you make over a certain amount, they take 25%, and have the right to use your stuff without recourse to prevent them from doing so).  They wanted to strangle the community by revoking the OGL 1.0a and replacing it with this new version, which would basically have given them total control over the RPG space.

Needless to say, most of those involved in the initial attempt didn’t sign on, and thankfully, the details got leaked (cause nobody could discuss it due to NDAs), and a fire was ignited across the TTRPG space.  Not only was Youtube lit up, but the original creators of the OGL, such as Ryan S. Dancey, had come out and expressly stated that the original intention of the OGL was that it was irrevocable and intended to be that way, even though, 20+ years ago, the specific language was neither included nor considered as needed.  That’s the detail WotC/Hasbro’s lawyers latched onto, using a more modern interpretation, even though the 20+ years of common use by the community says otherwise.

That’s about as specific as I’m going to get on the matter.  There are tons and tons of videos all across Youtube if you want more details about what happened; just check your favorite TTRPGer’s vids from January this year and you’re sure to see something about it.

The short of it is:  Wizards of the Coast done fucked up (again), and this time it was seen as a personal attack on the TTRPG space.

The Fallout

With that having been said, the reaction was swift and loud.  People who had been using D&D 5e for years, including some who perhaps had never even known or considered that there were other RPGs out there, were suddenly looking to the OSR (Old School Renaissance/Revival) systems, or looking to Pathfinder 2e or Starfinder or Castles and Crusades or Call of Cthulhu, or any number of other systems.  Paizo came out almost immediately and announced that they were working on a new open gaming license, the ORC, which is intended to become the new standard license to replace the OGL, and which they would pass over to a third party to hold, keeping it open-source (similar to how Linux operates).  Kobold Press announced their Black Flag project, which seems to be on track to be D&D 5.5 currently.  WotC saw thousands of D&D Beyond subscriptions canceled in a matter of days.

I could go on, but I’d be here forever.

Personally, it did spark a new creative interest within me.  I have been playing TTRPGs since the late 90s when I first came across them in high school, literally at least once a week (up to three or four times a week in the early days) for most of the last 20+ years.  Even though I’m more the type to buy a rulebook then homebrew my own stuff, time doesn’t really permit that like it used to, especially the last few years, so my group had leaned more into published adventures.  I tried running an old school D&D 2nd edition campaign using the 5e rules (as that’s what we were using at the time), but it petered out as my interest in using the system steadily declined from its already low level to absolute disgust with it, even before WotC dropped the OGL bomb.   We recently finished up the Savage Tide AP, which another GM in the group had converted to 5e, and in his place I’ve stepped up and started running a Pathfinder 2e game (the Abomination Vaults AP).  There is currently only one other 5e game I’m involved in (a conversion of Reign of Winter), though I’m not sure how much further that one is going to make it as it seems to be limping along at a snail’s pace, but that’s another story.

In addition to getting the Pathfinder 2e core book, before the Pathfinder stuff became scarce due to Paizo selling like 8 months of inventory in SIX WEEKS (if that’s not a major backlash against WotC/Hasbro, I don’t know what is), I picked up the Castles & Crusades starter bundle from Troll Lord Games, and probably a dozen other games and dozens of other supplements through various OSR and non OGL bundles that suddenly appeared online.

Even before this, last year, I had been working on making my own homebrew system, using the Star Wars Saga Edition system as a base (I always enjoyed this one, even though the D&D 4e that came out of it was so very different, to the point I never wanted to play it and went to Pathfinder 1e), mixing in other ideas from various other games I’d been researching.  While that has been put on hold for the time being, in lieu of testing how other systems work, specifically Pathfinder 2e and the old-school feeling Castles & Crusades, it remains on my roadmap, just further down the line.

What I’m Working On

I’ve been working on several things the last couple months.  The biggest was getting myself familiar with the Pathfinder 2e rules.  My early impression of the game is good; it seems to be much more along the lines of what I enjoy in games, such as a more tactical combat system (most 5e fights devolve quickly into “beat with sword until dead” territory) with very tight mechanics, where +1 bonuses and -1 penalties actually make differences; saw it multiple times in the first game I ran, in fact.  There are so many character options with PF2e that you’d find it nearly impossible for two characters of the same class to be identical.  I’m starting off with the Abomination Vaults adventure path, and incorporating the Beginner Box adventure (which is where we’ve started) and the Troubles in Otari adventure book, since they’re all in the same area.  Though the AP is only 10 levels, this should provide several months of gameplay (since we alternate our weekly games) and give us all an honest test of the system.  I’ll be adding my own custom content and changes to the AP as we go and I get more familiar with the intricacies of PF2e.  If we enjoy how things go well enough, it’ll transition to the higher level Fists of the Ruby Phoenix AP later.

I have two secondary projects at the moment which keep me busy when I’m not prepping for the game I’m running.  

First off is the #Dungeon23 Challenge.  This is basically creating a megadungeon over the course of the entire year, with twelve different floors and a number of rooms on each floor corresponding to the number of days in the month.  The idea is to create a room a day, which should generally take like five minutes, though I’m bad to forget or get distracted by other things I’m working on and have to do a few days at a time to get caught up.  The concept I went with is for a post-apocalyptic setting, ala Fallout/Mad Max, but in a more fantasy world that went through its ‘modern’ times, so elves and orcs fighting mutants with machine guns and rocket launchers, basically.  The idea itself is that of a massive interstate, I-89, that had a very unique feature:  a fifty mile long tunnel through the mountains, with a tourist trap in the center.  The first floor of the megadungeon itself is this tourist trap, featuring a diner, clinic, gas station, and an amusement park.  Further levels will include things like the Firefly Caverns, the big draw to the tourist attraction, as well as secret government facilities hidden in the mountain above, as well as old mines and mutant-filled warrens going deeper into the earth. 

I have not yet decided on a system this will be using; initially the concept was to use the post-apocalyptic setting as the test bed for my homebrew SWSE system, but since that’s on hold, I’m just being very generic with certain things in the room entries for now.  If I don’t use the homebrew system, I’m considering creating the megadungeon using the Savage Worlds system, or maybe using an OSR game.  We’ll see how things develop over the coming months.

The second big project, and the one that I’m actually more excited about at the moment, is what I’m calling “The Curse of Cypress Isle”.  The concept for this one is an old-school island hexcrawl adventure, in the vein of the old D&D Isle of Dread adventure.  My intention is to have this ready to go by the time the Abomination Vaults game ends, so that I can then transition into trying out the Castles & Crusades system within this setting.  Castles & Crusades has a lot of similarities to the old 2nd edition AD&D rules, but modernized (no THAC0 for example), which really appeals to me.  I’m curious to see how some of our players will handle a wizard with d4 hit dice and only gaining a single hit point after 10th level.

This project is actually going to be part of a larger worldbuilding endeavor I’m doing relating to those two pieces I wrote a couple years ago about the city of Arcavarlon.  I want to more fully develop this world and setting in the ‘fantasy’ era; I’ve already done quite a bit of galactic development throughout my stories over on the main UrbanVerse page, but wanted to go back and focus on some of the original characters and stories I have to tell in what I’m tentatively calling the Age of Legends, which is when most of my fantasy stories involving the Kerryns take place.

I’ll get more into that later on, but for now, the main idea behind this adventure is based upon the legends and stories swirling around Oak Island (you’ve probably heard of it; they have a TV show that has been running for like TEN seasons now).  I’m in the midst of reading one of the books about the island’s history, and intend to incorporate some of its aspects into my own treasure-filled island, though mine is going to be filled with much more danger, many of which will have nasty big pointy teeth.  

So, stick around for future entries on these projects and updates on my setting in the coming days and weeks.  I’m tentatively scheduling the first major update and post on one of these projects for early next week, so keep your eyes peeled!

You can find me over on DeviantArt or on my Discord server if you’d like to chat.  I also have a Twitter I’m trying to actually use more often, though I’m not great with the social media stuff.

Till next time, Urban out!