DESTROY ALL MONSTERS: The Magic ofKing of Tokyo Is Magic For Kids

 


While on vacation, I had the opportunity to introduce the kids I was with to Richard Garfield King of Tokyo. The kids picked it up very fast and had a lot of fun (I was happy to see the other adults taking an interest in the game as well)!

Given it won a fair bit of awards, I'm not writing this to convince you of the game's value as Richard Garfield as worked his magic again, BUT I did want to highlight why I think this is a particularly good game for kids:

  1. Great theme- monsters punch other monsters! This isn't skipping though some candy land. Or collecting fish or apples. Or whatever other BS is peddled to kids. Monsters. Punch. Monsters. 
  2. Letting kids roll dice multiple times. Often in games for kids, rolling dice is fun but you only get to do it once. This game is a Yahtzee style where you roll 3 times before deciding what you want to keep. This also helps control grumpy feelings on not rolling the best on a turn.
  3. Symbols are easy for kids to understand because most likely they've encountered them in video games: hearts for health, lighting bolts for energy cubes, claw for attacks, and numbers for points; the procedure is easy to follow as well as roll x3, resolve, buy power-up cards with green cubes, and end your turn.
  4. You know who else likes big monsters punching each other? Adults. See also Pacific Rim. This is a great game for adults, teens, & kids to play because it features dice as a center of play. Dice always level the playing field because each player is equal chance of rolling something good. However, with two goals (victory points or being last monster standing) and power-up cards, there is ample strategy to be found in the game.
  5. The key which I think makes the game really sing for kids is the "king of the hill format". This removal of choice in who you deal damage to prevents kids (and teens) from ganging up on one monster the strong potential source of tears and hurt feelings which can quickly ruin the game. In the game, when a player rolls punches, they either deal deal damage to all other monsters outside of Tokyo or if they are outside of Tokyo they deal damage only to the monster inside Tokyo. After taking damage the monster inside Tokyo can decide to leave and effectively pulls a monster outside of Tokyo into the center.

I also have two suggestions for quick modifications. First, there is no difference between monsters. The card board counter is just to track health and victory points and the stand is just simply a picture. So DIY your own monsters from drawings or pictures from movies or lego-- just anything. Second, if you really want to differentiate, then give each monster a random 3 Energy Point "Keep" card as an individual power.

 

My favorite monster from the first edition

 

TORCHES (6): A RPG Microblog Collection 3


ONE MORE ROUND!
Luke Gearing mixes up a d100 Carousing table for his Whitehack game. I think Luke gets it right here in that the table not just serves as an XP gamble, but also as a tool to entangle the PCs with the greater world. Its something I tried to do with my Serpent Song Hymnal tables too.

GO SMALL OR GO HOME: I agree with James here that world-spanning (and plane-spanning) campaign building is a siren's song. Better to have a small area where a lot of relationships are built between the PCs and the local NPCs and institutions.

ALWAYS A METHOD TO THE (LAYOUT) MADNESS: Mork Borg does it right while the imitators often get it wrong. Clayton explains why

HGTV 40K: Eric's Hobby Workshop demonstrates how to make some terrain for 40K by simply cutting off the corners of a diaper box and cutting windows as a start. The whole process has a wonderful DIY feel. A raccoon makes an appearance.

THE LORD OF ALIGNMENT: The Wandering DM's interview Micheal Moorcock of Elric fame. Its a very pleasant conversation that spans both how he writes and his view on several questions about the Elric system-- including a hint of a possible movie/tv show!

WHAT'S THAT SMELL? d4 Caltrops is back with another of their fantastic d100 tables: Incense & Candles. I always feel dreamland campaigns should make strong use of those and since I am running a campaign involving a wicked abbey-- this table is highly relevent.



WHERE HELL COMES TO PREY 04: Running Nightwick Abbey 04

 


HAVE YOU SEEN THE (PURPLE) SIGN?

After 13 (!) sessions of Where Hell Comes To Prey, my campaign in Miranda Elkin’s Nightwick Abbey, a character has finally gone and gotten themselves inducted into one of the Abbey’s cults. How did that happen? Certainly not by DM planning, but instead as a result of the emergent play old-school games and megadungeons are famous for.I thought I would blog about this emergent result because while emergent play is often referenced, usually little is done to describe how it arises (other than “from play”) nor, IMO, how it is carried forward in subsequent sessions.


With that in mind, in the below blog post I will (1) review how we got to this point in the game and (2) show my DM notes on how I will be proceeding forward with incorporating this player’s choices into the greater game world.



PART I: NEOPHYTE NIGHT

This “neat” moment arose through the use of the multiple utilitarian mechanisms that spin under the hood of old-school games: random restocking, random treasure, encounter reaction roll, and finally hireling loyalty. Often by modern play standards, each is a vistigal organ of an earlier form of the game- quaint, but more likely to cause problems than provide solutions like wisdom teeth. Extraction is often best. However, I find this is not an apt description, so let me explain why and perhaps convince you to add these mechanisms back in your own D&D games.



Restocking Creates Opportunity: Cleared rooms don’t stay that way for long in megadungeons and Nightwick Abbey is no different. While stocking a room with features related to the Baroness, I ended up rolling “monster with treasure” and then “2d6 cultists”- I rolled an “8”. Okay so looking at the entry for cultists, it is noted that for cults related to the baroness, 6+ cultist are lead by a berserker. Great! Now we have the seed of an interesting encounter.



Random Treasure Creates Character: So what does this big group have? Cultist are listed as treasure type “U” and upon rolling I get “1200gp jewelry”. Hmm. Since we have a leader, why not signify that leader with the jewelry? But what kind of jewelry would stand out? Since we are prepping a sorta blood cult, how about a shroud-like executioner’s hood of garnet & ruby blood drops shaped like an executioner’s hood. Sorta like below, but with more red gleaming gems. That’s eye-catching!


Random Reaction Roll Creates Choice: Now that I have a shallow but serviceable group of cultists, the last bit is determining how they are going to act. Now certainly for four level 1 to 2 PCs a fight against these cultists would mean maybe 1 PC death, but worth it for the 1200xp treasure. However, the encounter reaction roll yielded “extort” which is my own house rules entry for a negative, but not combat, reaction that initiates a negotiation with the players. The leader, in a red-gem encrusted shroud, announces to the room that those who have arrived at the foral gate of the Baroness (Level 2) must have come “seeking admission into the cult and have brought sacrifices to bless their holy union to the Baroness!”

Random Hireling Roll Creates Action: As in most megadungeons, Nightwick Abbey has rules for hireling recruitment. Most are woodsmen and peasants, but few can be special. For this outing the PCs agreed to hire one of the special ones: a hooked-handed religious fantatic. So when this individual is confronted with the cult and their bargain I decided to test the loyalty of the hireling to remain in rank-and-file with the party or charge ahead. 


That check roll over their loyalty score, and the fanatic rushed before the party to stutter out a response! And this is where a great PC choice was made, one of the changelings, Maylay, brought down an ax to the back of the fanatic killing them in one blow! “This is our offering” the changeling stated with eerie calm and then proceeded to share in some of the flesh with the cult.


INTERLUDE: NOW WHAT?

I have an exciting climax to an adventure session with the players making very deliberate choices in unexpected ways. So how do I carry through this excitement?


The first thing that I wanted was the player to see a tangible change. They committed a terrible act inside a cursed abbey. So thinking back to my PSYCHOLOGICAL WEIGHT IN SLOT_BASED ENCUMBRANCE post, I had the player write “SIN” in capital letters in one of their open encumbrance slots.


Now thinking from the player’s point of view: so what? What does this act mean for the player? And what do I want this to mean for the Abbey/campaign? 


Helpfully Nightwick Abbey provides a section on “The Cult of the Baroness” which lists the cult's goals and compositions of their forces: berserkers, bats, and blood-cultist. Its a cult of blood, personality, and a “false” Mary-type.


But what does it mean to invest more into the cult? There are rules for “possession” which occur in 3 stages with the final one being a PC is completely taken over by the Abbey. I like the 3 stage approach, but I would like there to be continual “boons” at each stage of cult advancement that might tempt the player to continue forward, this will help naturalize the choices of the character in-game– that balance of power with ruin. If its all negative, then no one would ever try to be in a cult. I want to players to understand what the Abbey offers. Why would humans, raised in an environment that venerates LAW, start dealing with a well-known monument to hubris run by forces of the Pit.


So to that end, let’s create digetic cult advancement by linking boons to things the character has to do in the game world. And as a bonus, lets create a table to spice up blood cult encounters known that they are a more known faction to the PCs (see also: STRAIGHT UP VILLIAN)



PART II: CULT_URE


The Mark of The Beast

For each SIN collected fill an inventory slot


First Sin: You have eaten the flesh of man and it has changed you: cast Fear 1/day 

Transgression: Eat with a Berserker or eat at the Butcher’s table, but now NPCs generally do not like you or trust you, but can’t explain why


Second Sin: All are but lambs to the slaughter and you the wolf: cast Hold Person 1/day

Transgression: Remove your face and wear only one of those you have killed outside the Abbey or a wolf, all children of Law will shun you, hunt you and even “evil” beings feel uneasy in your presence


Third SIN: There is no other except HER: permanent Growth potion effect
Transgression: You must find the Baroness, survive the encounter, and lay with her as a lover and take from her as a babe; anytime you attempt to leave the Abbey make a save vs. spells if you fail you are POSESSED (as per Nightwick rules).



The Cult of the Baroness

I do think creating some variability in groups of enemies is a fun thing to do especially when those enemies are 1/2HD to 1HD. We can take the generic cultists found in Nightwick Abbey and add the flavoring suggested by the Cult of the Baroness write-up. I previously discussed a way to divide gang/mob/group forces by melee/range vs damage/special in the Grendel Mendal post, so let try to use some of that advice here too:

1-2 hp    Starved Wretches (melee, special) AC 9 collared and caged humans who’ve lost their minds and will scramble toward PCs with a manic zeal attempting to weight them down; bite for 1d4 dmg; on a hit, PC movement slows to 10’

3-4 hp Cult Nightkin (range, special) AC 10 cowled in white robes; a swarm of bats cling to their bare chests underneath their robes; they swarm around MU and clerics in particular; otherwise cultis attack with short swords

5-6 hp Blood Cultists (melee, dmg) AC 10 cowled with blood-streaked white robes; attack with a short sword 1d6 dmg

7-8 hp Berserkers (melee, dmg) AC 12 covered in leather of human skin; ferocious attack (+2 to-hit) with an axe 1d8 dmg (Only 1 per every 5 cultists)

How this works: So lets say a random encounter is for 2d6 cultists in a room/on a level with the Baroness’ cult. I roll 2d6 and get a “6”. So then I roll 1d8 for each HD and get “1, 2, 1, 1, 7, 4”. So our cultist band contains 4 starved wretches, 1 cult nightkin, and 1 berserker. May narrate as such:

The party turns the corner an see four pitiful naked people groveling on the ground before a fifth hooded figure prodding them with a barbed spear and tugging rope tied around each one’s neck. The hooded figure shouts an alarm, drops the leads, and raises its arms! At that moment a shadow, two heads taller than the “hounds-master” looms up… roll initiative as the four crazed emaciated human figures run toward you on four limbs!



SUNDAY SERVICE

We now have a PC neophyte cultist, a 3 step process to damnation, and a stronger cult identity. This should get us the next couple of sessions of play. For future play, I might should think of asks of the Baroness’ cult. What do they want and why should the PCs give it to them?



NIGHTWICK ABBEY: The Purple Eater of People Session 93

 


If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon!

Previously in Nightwick...

This week's adventurers:

Liminal Space (Changeling 4)
Krupe (Cleric 3)
Lump (Frogling 1)
Blossom (Rogue 6)
Mayfly (Magician 5)
Thekla (Magician 3)
Assman (Fighter 1)

AT THE MEDUSA'S HEAD...

The party assembled once again at the best bar in Nightwick Village. Thekla gains a new tattoo under her right eye- a square symbolizing devotion to the Zenopolian interpretation of god. Liminal jostles Mayfly as he runs in exclaiming about the most delicious venison (PC Edit: +4 hp permanently; whole additional HD). Before heading out, the party takes advantage of a surprising sale on blunt weapons at Rubert vanToad's emporium. Off to the Abbey. And commissions the blacksmith the frog-size some spare chain armor found in the Abbey.

...THEN DOWN TO THE ABBEY...



THE EVER-SHIFTING ABBEY: The party's goal lately has been recovery of the "book of the Master". A tome of magic that might have been used by the talking gold skull Mayfly has in his possession. It might contain helpful magics that could help the party on the 4th level.  However, again the PC has to deal with a rather large shift (party-induced). The PCs enter the Abbey on the map above at the door labled "LEVEL 3 (NEW)"

[PC NOTE: We are using owlbear.rodeo for our VTT. I really like its stripped-down nature. We assign marching order, use sticky notes for treasure and monsters, and, of course, we draw the map as we go.]

GOING FORWARD BY GOING BACKWARDS: The party decides to move backwards (map-east) to a T-interaction and discovers a staircase up most likely to LEVEL 2 (although it remains unconfirmed). The party turns map-north and encounter a large, shaggy hulking beast crouch over an open sarcophagus. 

Liminal, the realm's most beloved changeling, decides to open up a dialogue with the creature: "Hello! How can we help?" After a small exchange, the party is rudely rebuffeted ("jerk") and decides to continue map-north to see if there is an easier score without getting into a fight.

[PC NOTE: Since we lack our strongest fighter, Mectilde, it is easier to do an exploration of the Abbey than a search-and-destroy]

Going north, the PCs find little else, however, they do discover how this connects to the LEVEL 3 entrance and Mayfly is able to collect a spell component.

BREAKING WHEELS KEEP ON TURNING: After comparing older maps with this newer one, the party agrees that continuing map-south is the best way to proceed. Once map-south, the party takes time to investigate what could be a secret door. The Abbey seizes the moment to attack!

The grinding of wheels on stone heralds forthcoming monsters! Mayfly readies web to launch at the oncoming unseen foes while the rest of the party braces spears for the charge. As the wicked wheel round the corner, Mayfly is quick enough to get web to fill the hallway. The party descends and destroys the hapless fiends!

DOUBLE DOORS: The party continues map-south and come upon very familiar double doors. After taking a peek inside, they confirmed this was the location where they previously incinerated ~20 cultists using Liminal's hypnotism to group them together. This also resulted in the incineration fo their very fine robes.

A "DANTE" OF DEVILMEN: Still feeling a map-south direction is best, the party continues onward. Moments later, Blossom returns from scouting to report a room up ahead containing 15 devilmen bathed in a pale blue light (promising and deadly!). The party attempts to creep forward but there are too many keen eyes, pointy ears, and black hearts to escape notice.

With a wink at Mayfly, Liminal says, "Fireball" while making the motions for phantasmal force. This sends the devilmen in disarray and knocks a few of them out as they writh on the floor in the imaginary fire. With an indignant stamp of his foot, Mayfly quickly casts fireball on the remaining devilmen leaving piles of corpses and warm armor.

NO PATIENCE FOR ORACLES: The party now turns their attention to a tall statue of a robed figure, faceless, with two small flames flickering where the eyes should be. Above its head floats a crown. The party has encountered these before and has stolen the crown each time. This time was no different! 

Lump, with a mighty push from his back leg, pulls the crown from its floating position. With an indignant howl, the statue summons a mass of skeletal warriors from their graves. And a final fireball sends them back. The party grabs the crown, extra sets of armor, and makes off back to the surface.

...A RETURN TO NIGHTWICK VILLAGE
The party ends up collecting about 228sp/ea and 512xp/ea. Very successful!


LIGHT AND ALTERNATIVES TO DARKVISION: Revisiting An Old Topic

Darkvison Ruins The Fun Again

In my Where Hell Comes To Prey Nightwick campaign (latest on that campaign here), I have recently changed the way I track light from using an overloaded encounter die to using a "light dice pool" mechanic from DURF by Emiel Boven which represents the total light the party has among torches and lanterns. Every round this pool is rolled along with the encounter die and lose any die with a "1". Lose all of your light die and you have an encounter regardless of the encounter die-- now in the dark!

Now, combat in the dark in Nightwick Abbey would be a terrible proposition. But I started to wonder if I should ratchet up the tension of a depleting light pool further by requiring everyone to roll on an Escape The Dungeon table instead of combat (if you are unfamiliar here is an example).

This would ratchet the tension up and simplify the whole procedure to a "1" or "0" state: if you have light, keep exploring; if you don't have light, you run for your life. This sounded exciting! And certainly, keeps in the horror vein of Nightwick Abbey. And make the light spell and its cousins far more useful. 

But then my thoughts came to a skidding halt: what about dwarves and changelings with darkvision? Ugh. I expressed this lament in a Discord and Josh of Rise Up Comus suggested the dark vision should be taken out back and shot. I had to agree with another "ugh". 

The biggest problem for me with darkvision in old-school games is that for anything you do with light and sight in a dungeon a DM almost has to create two states for the party: one for the humans who can't see and then for the 2-3 demi-humans who can. But often both are present at the same table so you are giving "hidden" information in the open. Nothing is interesting here and a lot of DMing brain power goes toward maintaining these states.

Now, while complaining about darkvision is no doubt one of the 5 most common perennial discussions in the old-school scene, this one spurred a good discussion out and two tools useful for my game: 

  • darkvision as magic item
  • alternatives for darkvision that could be applied to different

Darkvision As A Magic Item

Azure Lotus Drops allow a character to have 6 exploration turns of darkvision with an additional 1d6 turns rolled in secret by the DM on the last turn. If use more than once a day, make a Save vs Spells or become blind for 6 exploration turns plus 1d6 additional turns.
  • They are commonly used by thieves so possession is suspect
  • Manufacture requires rare arcane components; the most widely known is azure lotus necter

Alternative Special Senses to Darkvision

Here is what I mean by "alternatives to darkvision". Its not necessarily a different type of sight, but instead different senses that could be used that are useful but not as "complete" as sight.
Last Note

So, I don't know if I'll end up enforcing the Escape the Dungeon roll, I'll have to see what my players think of that. Maybe if a few combats don't go well in the dark this is a good alternative and maybe I'll see how they feel about the light situation.

WHERE HELL COMES TO PREY: Running Nightwick Abbey 03

 


I have just completed DMing my 10th session of Nightwick Abbey, an OSE megadungeon authored by Miranda Elkins and illustrated by Chris Huth. These posts will be a continuing effort to document this campaign I dubbed Where Hell Comes To Prey. If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon!

WHERE HELL COMES TO PREY

Our Sunday Congregation:
Miriam Cleric 2
Froggie Frogling 1
Shiva Rogue 1
Grog Fighter 1
Hirelings: Hyme (barber)

Session 10 APRIL 28 Highlights: 

A DUEL!: The cleric Miriam was challenged by a fellow seminary student who believed he was wronged in the past. Miriam chose Grog as his second who then proceeded to kill the challenger in one blow.

HARTS WITH HEARTS: Down in the dungeon, a trio of deermen offered, for inexplicable reasons, a bowl of still-beating hearts and encouraged the PCs to eat them like apples. Scattered hearts and scattered deer heads resulted.

A TERRIBLE END IN EITHER DIRECTION: The probing of a dead body causes the irruption of gas which seems to paralyze Grog. As Miriam watches over the fallen fighter, Shiva and Froggie travel south until they stumble into a dining hall. They quickly leave as an impossibly large bulk squeezes itself into the hall. The party travels north and stumbles upon a room whose floor is covered in paper. Froggie leaps in to grab a few pages and also earns wounds as if some terrible invisible claws ranked his leg. 

POST-MORTEM

At session 10, how do I still feel about Nightwick? Love it! A player asked me if I still enjoy DMing it after playing in ~90+ sessions as a PC- (again) love it. It is fun to be on the other side of the screen and to be the master of the maligned forces.

Here is what I think I am doing right:

"100 Minutes of Megadungeon Madness": When I started this series, I discussed how I was going to attempt a 120-minute setup by starting 10 minutes after the hour, run 50 minutes, break 10 minutes, and run a final 50 minutes. Around sessions 7 and 8, I started doubting about this format. I wondered if I was cramming a megadungeon into too short of a time period mainly because the players were not covering much distance in the dungeon. If they had an encounter at the beginning of the session, it was possible to have a chunk of time gone. I mulled over if I needed to change combat or allow all weapons to do average damage or if I should shortcut (undercut) some part of the BX D&D system. 

But in the end, after playing 90+ sessions of Nightwick, I know the BX chassis and the dungeon crawling aspect works. There is no need to change that, but I did wonder if I could change some other aspects of how I run the game. Plus the players were having fun.

Pre-gen PCs/Hirelings: Gotta keep doing this. When I have new players join, rolling up characters takes the most time, especially since there are some delightfully unique takes on the character classes in Nightwick. Plus, pre-gen PCs help players that die due to vampire bats or blood puddings get back into the game quickly.

Treasure Maps: These maps are actually a staple of classic play. As evidenced by the presence of treasure maps in OD&D and under Scrolls in BX D&D (B46). These maps will help enhance exploration but will come at (1) a resource cost and/or (2) require some deciphering either because they will have incomplete information or perhaps some riddles.

Light Variation: Recently, I started to use the light rule found in DURF. In short, basically, the PC roller a pool of light dice, "1"s are removed, and if all dice are removed then an encounter happens in the dark. I like it. It actually touched off a meaningful discussion about light. If the pool is equal to or larger than the number of party members, they win initiative ties in the dungeon.

Here is what I think I can improve on:

Use The 5 Senses: I really need to bring more of these into play in Nightwick. Just to add a little bit more to the world that I'm painting. And often in horror, you know something is wrong before you see "it". Like realizing the yellow rush matts on the floor are woven out of human hair or that the sound of water trickling is accompanied by the smell of blood.

Combat Variety and Objectives: I have written two particularly good posts on how to vary bands of enemies and also on objectives in combat. I need to be better about implementing them in the Abbey. In terms of bands of enemies, variety not only keeps it interesting for me the DM, but also provides a tactical opportunity for the PCs as well. I kinda think back to Darkest Dungeon- it would be fun to have something that vomits on players. Variety can also act as a way to further describe the Abbey instead of skeletons with swords, cultists with...swords, or beastmen with...swor...axes! For instance, deermen could be something like:

  • (1-2 hp) Range x Special Deerman Caller Its piercing shrieks disorient enemies; the initiative die is a d4   
  • (3-5 hp) Range x Dmg Deerman Hunter Uses a bow
  • (6-7 hp) Melee x Dmg Deerman Stalker  Uses a battleaxe
  • (8 hp) Melee x Special Crown-o-Horn Charges into battle with head heavy with a tangle of antlers & tusks    

While the Abbey is murderous, in my mind it's also interested in capture, corruption, and contamination. All these things might require a target to be alive. I'd like to force myself to slow down and give each group of enemies an objective. And actually, since starting this post, I've actually run Session 11 of Nightwick and it worked great- I had horrible rat things go after the nearest NPC and a group of Devilmen demanded the cleric hand over their holy symbol to leave the Abbey. Interesting the cleric wouldn't do that, so the devilmen ended up slaying one NPC and breaking several bones of a PC-- then they handed over the holy symbol.

"Quests": While megadungeons are eternal, my time and my player's time is not so I'd like to avoid the campaign just having to stop dead in its tracks like a tv show that gets canceled mid-season. 

After seeking some advice from other DMs and consulting the blogs, the best solution is just to declare a set period of play. Since my players so far have really dug the little "quests" that organically pop-up, I decided to make some more. 

Nightwick Abbey has a lot of blank space where elements are present but not completely defined. This provides an excellent opportunity for the DM to carve some personalization out of the module. A case in point is the tome the players "decapitated" from its lectern, then spent the next few sessions trying to find a body to reattach it to by the request of Halfdan the Necromancer. Players loved it! And now it earns them rumors.

Again since starting this post, during Session 11, I had a shadowy group approach the group to recover several more pages from a particularly violent area of the Abbey for a reward 100sp per person if at least 3 pages were recovered. A great opportunity for role-play, negotiation, and the PC to get a sense that they could have a first crack at understanding the knowledge.

In all, the players are still really engaged and are enthusiastically plunging head-first into each delve, so that is the best feedback a DM can have!

I CAST FIST!: Brawl Arcane 28 A Perfect Intro To Kit Bashing And Skull Smashing


From the Gardens of Hecate


DIY28

"Inquisition 28" is a term for a family DIY-games in the wargaming scene and akin to "Moldvey Basic" in the dungeons with dragons scene. 

The Inq28 space, to me, is characterized by (1) a pamphlet 'zine of simple skirmish rules outlining battles between small groups (~4+ figures) with Warhammer-like stats and (2) a huge emphasis on kitbashing (i.e. frankensteining your existing miniatures into something that is your own). 

A fantastic example is the blog Gardens of HecateEven Chris McDowd got into the act with his DOOMED.  If you want an amazing magazine then look no further than 28 in particular I'd recommend this issue. One of the most delightful efforts in this scene is Turnip 28 (although its a little larger army size than I like). And this spirit doesn't have to be physical, Maleghast is initially oriented as a digital experience but lacks no less the punch of other games.

While poking around, I came upon Brawl Arcane 28 --a small skirmish game that pits one (1) wizard and their three (3) minions against a similar force. Each wizard band is individualized by generic but highly flexible templates that outline a wizard and minion's stats, abilities, and spells. I might have been drawn to Brawl Arcane 28 because I am a huge fan of Wiz-War.

FIGHT ON!

BA28 certainly carries the spirit of DIY28 I could easily just use the wraith figure below as my wizard and the three skeletons as the minions and combine them with the template "Necromancer". Easy, cheap, and low-effort. You could easily use dice or even chess pieces (bishop + 3 pawns). Or if you have an online app like Owlbear Rodeo, you could easily mark out a grid and use the included generic tokens.

You've seen these guys before maybe

And I just happened to have a random "cannibal" miniature and three dire rat minis so that makes a pretty good "Flesh Transmuter" band-- Necromancer vs. Cannibal is certainly a matchup with flavor!

Unpainted & maybe I should kitbash the rats
to have grub-heads (below)



WHY I LIKE BRAWL ARCANE 28 AMONG SOME FANTASTIC CONTENDERS

Its simple. You start with a wizard ("you") and each turn you roll 1d6 on a common pool of action- 2 of which are "Summon Minon" and 1 is essentially "Faction Spell". So, you slowly build up your band throughout the game (occasionally losing minions) and don't have to memorize a lot of moving parts all at once. Therefore it is also very easy to teach.

Its flexible. While a lot of the other systems have a very strong and delightful world, Brawl Arcane is pretty generic and could be adapted to anything. Several of the provided warbands are as adaptable as the word "wizard" itself. Wanna go post-apocalyptic? Easy enough to do with "Astral Warlock", "Blood Mage", or "Flesh Transmuter" bands. Want to use a Hieronymus Bosch painting to theme your warbands? Sure! Brawl Arcane can adapt to that. And again, its not that other systems couldn't- I just think its easier with a system not tied strongly to other IP. Plus units being more simple- you could most likely eyeball some homebrew powers.

Its focus on kit-bashing. Its a goal of mine to improve my painting capabilities so I'm gonna (hopefully) have a lot of miniatures sitting around- painted. Mini painting obviously blends well with D&D another focus of mine so there is synergy there. So Brawl seems to be more a system designed to show off your creative models and battlefields than a hardcore game itself. And that is exactly where I want it. Focus on my mini- not learning deeply another game. It matches the feel of the OSR and gets me excited creatively in a way that other games don't. 

Maybe its the focusing on self-expression. Turning something you craft into something you play. Into something you share.








WHAT'S IN A NAME? That Which We Call A D&D By Any Other Name Would Delve Just As Deep


The OSW: Old-School Wizardry

Like the rest of the greater D&D collective, I too have been reading, and then watching, the very good Delicious in Dungeon. And like many, I too, was struck at just how faithful it is to "old-school" dungeon-delving D&D. Dumb-struck when I learned the creator, Ryoko Kui, had no prior exposure to D&D, much less some old-school version like Moldvey BX.

It was actually hard for me to believe given how faithful the trappings (and traps) of Delicious in Dungeon are to AD&D in particular. Miranda of inplacesdeep suggested to me that the videogame Wizardry (1981), whose popularity outlasted Japan's introduction to Dungeons & Dragons*, could be one of the inspiration sources.

So I recently went looking for a Wizardry game manual PDF to see what commonality there was given that I have never played the game. Here is the link to the 1990 NES release of Wizardry: Proving Ground of the Mad Overlord. If I am correct after my 30 min of internet surfing, Wizardry was first released in Japan on the FM-7, PC-88, and PC-98 in 1985.

And wow... there is almost no substantive differences with AD&D. In fact, most differences I see had to have been made so that TSR wouldn't sue Sir-tech Software the publisher. So if you've not really mapped this particular rabbit hole with your 10-foot pole, here are some screen captures from the 1990 NES manual:

Character's Race: Those heathen humans... someone needs to bring them the word of CANT!

Six Abilities: Strength, I.Q., Piety, Vitality, Agility, Luck (which is not different from the word charisma because charisma origins meaning "gift from the gods")

Classes: Of particular note is that Lord, Samurai, Wizard, and Ninja require particularly good stats in multiple abilities similar the paladin, bard, monk, and ranger of AD&D.


Goal: Explore a vast labyrinth that you the player need to be mapping with help from a 0-19 x 0-19 grid system. What does this maze look like?

Magic: I won't take you through every single aspect, I do think you get the point and the links will take you directly to the PDF if you'd like to read the details. But the magic does offer another striking similarity.


In D&D terms you are starting with Magic Missle, Shield, Sleep, and a more novel "Locate" spell which is in a similar spirit, but more practical given the audience might need to check their mapping work.

Delicious in Dungeon Is Increasing Mega-Dungeon Appetites And Taste For Old-School D&D

Maybe that subtitle is a bit...more than I can chew (!), but I don't think its too far off the mark. I do love dungeons as both an excellent place to begin learning D&D and as a campaign environment for sustained play. Especially in our more busy, entertainment-competitive lives. Dungeons are imaginative spaces that both young and old can relate to and understand. And I am glad to see other media pick them up as environmental space to tell a compelling story. 

I think far too long the idea of dungeon crawling was just a boring, pedantic shuffle through grey corridors waiting for an ignoble death. Certainly, the past ~10+ years of the old-school scene as provided many counter-examples to that viewpoint**, but now Delicious provides a solid cross-generational reference to orient too. 

Delicious in Dungeon's first levels

EDIT: Here is the way better-illustrated game guide to Wizardry



* The most popular pen-and-paper RPG in Japan is Call of Cthulhu

** Some unfortunate reinforcement as well