Archive for the 'Crass Hucksterism' Category

17
May
13

Playing Domains at War and Papers & Paychecks

As a blogger and a signatory to the Joesky Accords I have a responsibility to talk about play. As a publisher I need to let you know that if you want to back the Domains at War Kickstarter but haven’t yet, you should do so soon because it closes tomorrow, May 18th at 3:32 pm.

These may boil down to the same thing. I’m helping create Domains at War because I enjoy playing it. If you’re also excited about what having a wargame integrated with a RPG system for mass combat and strategic campaigns will mean for your gaming, your Kickstarter pledge is part of that process of creation. Sharing excitement about D@W is good for Autarch as a publisher because it’s in our interests for people to get into the games we make, and it’s good for me as a gamer to learn from what other people are doing with the systems I’m interested in.

You might not share either of these interests, but as a reader of blogs I often find something of value even in reading posts about games that I feel no urge to play. In the case of posts about publishing with Kickstarter, that game is Papers and Paychecks. Here are some of the system-neutral insights it’s generated.

To be a publisher, one should first be a corporation. This is the difference between rolling up a player character to go adventuring and actually descending into a hole filled with deadly traps while wearing your own skin. One of the foundational mistakes in the Dwimmermount Kickstarter was that James didn’t incorporate Grognardia Games. Happily, the potentially dire consequences of doing business as an individual have been averted in this case. We’ve managed to warp the ship off the shoals, but even if it’s wrecked on some other obstacle having Autarch at the helm will mean that all the casualties among the crew will be purely fictional entities.

It is interesting to be running a player character in real life, although usually not in the ways you’d think. Playing a role that’s made distinct from your own by the rules of the game or the laws governing corporate entities gives you the chance to act as if it is you and is not you. I think it comes down to protection from risk. Doing business as a company means that you can always roll up a new character if the current one gets killed, which leads to the same kind of exploration-based, consequence-embracing play we celebrate in games that don’t implicitly require that your guy will survive until the final act.

Autarch is actually more like a chartered adventuring party, and I think that the robustness that comes from making this the fundamental unit of play is as useful in other games as it is in Papers & Paychecks. Original D&D is the story of the world rather than the story of the characters who explore it, but making the party the recurring lens through which this takes place focuses the cumulative actions of the players and makes it easy to bring new actors into the story.

One of the cool things about roleplaying games is that they’re not just an outlet for your DIY creativity, but a chance to participate in the creativity of folks who have talents you don’t. My Night of the Walking Wet game at this year’s Gary Con introduced me to Fred Liner, who had one of the original pieces of Jonathan Bingham’s art that the Adventurer Conqueror King Kickstarter made possible. For Domains at War, Fred pledged for a backer reward that let him choose the subject of an illustration for the book. His description nods to the Walking Wet party in which Mark’s hobbit has a special ability that makes him always appear to be a member of a group of 14:

The foreground of the picture is a small command group with a banner the banner bearer is a dwarf, Snorri One-eye, one of his eyes is a glittering black orb in the hand not holding the banner he carries an axe, his helmet is made of lizard skin. The headpiece of the banner is similar to a roman standard with “The XIV”, the banner, if it can be made out, is a griffon on a white field. The other members of the command group are 2 mages and a cleric. One of the mages specializes in fire magic and the other is a dark, necromancer. To the left and in the background are a of couple siege engines. To the right the rest of the company is in the middle distance advancing on an earthworks. There are 8 figures in this group all soldier types with various weapons with one exception. One of figures in this group should be a scout type in leathers and a cloak that is swirling around him as the cloak transforms into smoke.

Here’s Ryan’s compositional sketches for this idea:

Here’s the final piece:

I find it fascinating to be part of this process in the same way I’m amazed by people in my gaming groups who can do more than one funny voice. Of course, Ryan has a more than professional level of talent, and some of the people I’ve gamed with actually get paid as actors. Still, the personal involvement – the fact that it’s my character’s foolhardiness they’re talking about in that funny voice – means I value it much more than any exercise of skill I would appreciate as an outsider.

The last thing to say about Papers & Paychecks and other kinds of non-real-life gaming is that they fundamentally cross over. You can play Metamorphosis Alpha and you can play AD&D, but how much cooler is it to be transported from one to the other by a wish spell and realize that your campaign encompasses both of these multitudes? Likewise you could be a publisher and not play your games, or (more happily) a gamer who doesn’t feel the urge to aspire to what Gygax perhaps self-servingly saw as the ultimate level of player achievement in Master of the Game, but the greatest enjoyment comes from combining the two.

Here’s a game I ran in which the players led armies across the original outdoor map, seeking to be the first to extract the riches of Dwimmermount:

You can read more about the session from Tenkar’s perspective here. The thing I learned from it as a gamer is that I tend to make my scenarios front-loaded with choice. As a player I love the stage where we spend a long time coming up with a plan after considering all options and making elaborate preparations, and there’s a legitimate argument for including some of this even in a one-off game. Given a finite amount of time for play, though, spending more on these choices means having less room in which they can become meaningful by creating consequences at the table.

Something I’ve been doing with the character generation templates in the ACKS Player’s Companion might suggest a workable intermediary. You roll 3d6 for starting wealth, and this gives you the package of thematically-related equipment and proficiencies that your village elders or whoever have invested in providing for you. The option I give players if they don’t love that template is to swap it for any of the lower ones on the table and pocket the difference in gp value. This is awesome not just because it creates choice but because it immediately creates a context in which it can become meaningful. Why did your forefathers want your Dwarven Fury to be a Foehammer? How did you become a Vermin Hunter instead? These are juicy questions to launch directly into from character creation.

Here’s a snapshot of the final turn in my spur-of-the-moment recreation of the Battle of Arsuf with Paul, which you can read more about here.

The thing I learned here is about limits of attention rather than time. When I ran a Domains at War battle at Gary Con, it was the switch between playing a commander of units and zooming in to focus on your leader’s actions as an individual hero that I found most exciting and immersive. At that game, we had multiple players per side so each of us could manage the decisions about when to make that switch. When Paul and I played we were each running a general and three commanders, and the tactical decisions they were making for the divisions of thousands of troops each one led occupied our complete mental bandwidth.

One mark of a good game is that it can expand or collapse to meet the circumstances around the table. For me, Domains at War does this really well. I enjoyed the ebb and flow of battle lines seen entirely from an eagle-eyed commander’s view as much as I did the more heroism-focused game at Gary Con in which characters sometimes duked it out man to man. If we didn’t have enough attention for either we could have used the abstract resolution system in Domains at War: Campaigns, and the game was fun in the Dwimmermount session above even when no mass combat ensued at all!

This flexibility is one of the key features of Domains at War’s inspiration Chainmail – sometimes you use the man-to-man system, sometimes the fantasy combat table, sometimes it’s purely unit-based. In the afterschool class when we started out playing 4E, I saw the importance of collapsibility. I’ve had great times with 4E’s uber-tactical resource management, but it breaks down when you play it with a group of kids with the attention span of 8 to 12 year olds and in the confines of an 80 minute session. I’m eager to use D@W more in my life as a gamer because of the extra degrees of expansion and contraction it offers, letting the story of the world be told at a number of scales from player characters in nightmare mazes to rulers of mighty hordes.

17
Apr
13

Mass Combat as Sport, Mass Combat as War

D@WThe Kickstarter for Domains at War launched yesterday, and my fellow Autarch Greg Tito recommended it on Facebook by saying “Domains at War is probably the most versatile fantasy wargame I’ve played.”

Versatility is an important feature to have in something you’re going to use in a RPG campaign, because of what S. John Ross said

may be the most unique feature of RPGs: tactical infinity. In Chess, the White Queen can’t sweet-talk a Black Knight into leaving her be; in Squad Leader, a group of soldiers can’t sneak through an occupied village dressed as nuns. In an RPG, you really can try anything you can think of, and that’s a feature that thrives on anarchy.

Game systems cope better with this infinite possibility than stand-alone games. One of the first things the original D&D set tells you is that you should have several other games on hand before you start playing, which you’ll then glom together to make a Frankengame.

Dungeon! is a great game, deeply linked to D&D thematically and developmentally, but it’s not on the Recommended Equipment list. I think this is because it is the closest to what ordinary players would recognize as a game instead of a set of rules for making your own game: it’s immediately playable out of the box, no elaborate customization needed, which means that it can’t be easily incorporated into a RPG. It’s only useful for gaming out the outcome of dungeon-crawling this one dungeon represented on the board, with these specific heroes printed on these cards. As a result, Dungeon! manifests in OD&D not as itself but as an abstracted set of principles for dungeon-crawling activities like finding secret doors, gauging risk/reward by dungeon depth, and earning victory points by bringing treasure out of the dungeon.

Outdoor Survival fares little better. This one is more of a hobby game, and less of a mass-market ready-to-play boardgame: the rules provide for several different scenarios, each of which introduce variant rules. It makes the Recommended Equipment list mostly because its hex map is such a useful play aid for RPGs (which is why we’ve included a version of it an add-on reward for Domains at War). You’re not encouraged to actually play a game of Outdoor Survival to resolve your character’s wilderness travel, although doing so may help make sense of D&D procedures like getting lost that are abstracted from its rules.

Chainmail is the game that actually makes it whole into OD&D. With the exception of the “alternate combat system”, you are encouraged to set aside playing a RPG whenever your characters get into a fight, at which point you’ll translate the shared imaginative space from D&D into the setup conditions for a Chainmail battle. Not coincidentally, this is the one on the list that, to the uninitiated, looks least like a game and most like a self-help manual in some esoteric discipline.

Domains at War can be as versatile as Greg says because, like its inspiration Chainmail, it’s a game system rather than a game. This DIY element means you can use it to recreate ancient or medieval battles from real-world history as easily as you can use it to resolve mass combat situations from your favorite hit-point-and-armor-class RPG. Domains at War’s default scale is 1 unit = 120 foot soldiers, 60 cavalry, or 30 giants, but it’s simple to adjust this to play out engagements between a large adventuring party and its mercenaries vs. an orc lair, or titanic conflicts with thousands of troops on each side.

ACKS Afterschool

That said, the goal of Domains of War is to present a system that’s quick and easy to use to generate a game. It succeeds at this well enough that nine-year-olds all jumped up with having had to sit still all day can learn and play it in an afternoon, while still retaining enough complexity that their impulsive tactical decisions have consequences.

The kind of versatility that makes Domains at War most valuable when incorporated into a RPG is that you can use it for both combat as sport and combat as war. In the game at right, I set up the forces opposing the kids’ characters to give them a well-balanced challenge, because I wanted the process of playing out the battle to be enjoyable in its own right. It took a long time to get the system presented in Domains at War: Battles to the point where it can be used to set up a game that’s fun in itself rather than just an exercise in dice-based resolution. That’s what I wanted in that particular after-school class, and it made sense in the imaginary scenario of the campaign.

In this afternoon’s session, however, it’s entirely possible that the kids will choose to lead their surviving armies somewhere else on the hex map and run into a wilderness encounter that’s not at all balanced. In a game like D&D 4E that’s strongly designed for combat as sport, this would be a problem because every combat is a symphony of interlocking choices that takes a long time to play out even when the outcome is more or less pre-ordained. Using the detailed tactics in Domains at War: Battles to dice out the kids’ armies wiping out a tribe of goblins, or getting stomped by an entire ogre village, would be no fun for the same reason. Here’s where the abstract resolution system in Domains at War: Battles – or the Free Starter Edition which you can download at DTRPG right now – shines. It’s got just enough dice rolls to make squishing goblins feel satisfying without taking up the whole session, or to make having one’s troops exterminated by giants while the PCs run and hide feel like a misfortune instead of a lengthy ordeal. And the rules for armies attempting to avoid detection by enemy forces in Campaigns make even the attempt to run from enemies fun and gameable.

Even accepting that most players didn’t use both Chainmail (which itself encompasses three different resolution systems) and the “alternative” d20 system to handle OD&D combat, old-school games work well in sandbox play because they facilitate their own versions of this toggle between interesting, slow, and detailed and trivial, fast, and abstract. As a result, you can do sport and war with the same rules. When a major fight comes up in the White Sandbox, the pace of the game naturally goes into bullet time; I’m very careful with the initiative count, and each player’s turn takes a long time as they search their character sheet for the half-remembered magic item or special ability that might save the day. If it’s a random encounter with nothing more at stake than a few hit points here or there, everyone accepts that I drop the individual initiative count-down and ask everyone to roll to hit as one big volley; we all want to get back to the exploration or logistics or narrative-building which the combat is interrupting. To my mind, the way the overall Domains at War system can be used to mirror either of these modes is its single biggest asset to me in running a RPG campaign.

24
Jan
13

Gygax Magazine Unboxing and Beyond

If you’ll be in Brooklyn this Saturday I look forward to seeing you at the Gygax Magazine unboxing! If so be sure to RSVP via their website, if not there will be streaming video of the event and some other online goings-on that’ll make checking the site that day worth your while.

Gygax unboxing

To the right is the flyer from the event, reusing an illustration by Ryan Browning – the PCs to the right killing orcs with ventriloquism belong to him and Zak, plus my elf Locfir from the original Dwimmermount PbP. Here’s the text on the back:

GYGAX MAGAZINE

PREMIERE ISSUE RELEASE

Saturday, January 26th, 2013

1:30 PM

* Magazines available for purchase at 2:00 PM

Join us for a full day of gaming: D&D, Savage Worlds, Marvel RPG, and more

Plus 1st edition AD&D with Dwarven Forge!

I’ve had the pleasure of helping the rebirth of TSR from the start – I think only founder Jayson Elliott and Games Content Editor James Carpio are senior to me. For a while my title was Guy Who Introduces Jayson To Former TSR Employees which was a lot of fun, but around the time that the magazine emerged as the most promising thing TSR could do as its launch Jayson got sucked up actually making that happen and I became busy with other stuff too.

Once the magazine was thrust into the spotlight the title I chose for myself was Events Coordinator, although something with outreach in the name would probably be better. The reason I’m excited to be part of an ambitious, old-fashioned print magazine is the opportunities it affords to draw gamers together the way the letters column in wargaming zines did for guys on the magazine’s masthead like Tim Kask and Ernie Gygax, and to be the mystique-laden physical artifact that draws outsiders in the way zines like Factsheet Five did for the generation Jayson and I come from.

To be an Events Coordinator is well and good, except that I have twins on the way next week (I didn’t commit to running anything at the event in case they were early) and a day job and a hobby job with Autarch so I do not lack for interesting times. Thus if you want to see Gygax Magazine become a force for making cool events happen you should not expect me to do it all for you. Specific ways you can help:

  1. If there is something happening that you think the kind of people who’d dig Gygax Magazine would enjoy, let me know and I’ll add it to the calendar. Eventually we’ll have a more formal way to do so but for now you can comment here or email/G+ me at barnar.hammerhand@gmail.com.
  2. If you are in the tri-state area – which is the low-hanging fruit we can use to demonstrate “here are the kinds of things Gygax Magazine thinks its audience might enjoy” – is Bushwick outside your comfortable travel range?
silent barn

This shot from the DIY Dungeons @ Silent Barn is fan service for the kids in my afterschool class who’ll excited to see the Minecraft creeper. Also pictured: Inna from Butter the Children, who headlined the show later that night.

This Monday DIY Dungeons put on a successful event at Silent Barn, a DIY space that’s just opened in a bigger location, 603 Bushwick Avenue, at the beginning of the year. They’re also doing a Babycastles game jam so are clearly our kind of peeps.

The thing Jayson and I were thinking is missing from our local gaming scene is a purely social gathering. We’ve got convention gaming with nerdNYC’s quarterly Recess, Organized Play and the self-organized kind with the world’s biggest D&D Meetup group, plus groups predominantly focused on actual play like New York Red Box. The thing we don’t usually have (and NYRB always seems eager for more of) is a chance to hang out with one another and other gamers and our friends who maybe aren’t gamers yet but are open to having a good time. This kind of get-together is easy to organize when it’s nice outside, but in the winter a place like Silent Barn is ideal. However, nerdNYC’s Terry, for whom I have mad respect, thinks that Bushwick is one subway transfer too many for most of the folks who come to Recess.

If you have an informed opinion on these matters I am eager to hear it. If not, I encourage you to think about where you might want to get together with folks in the place where you live, and then make it happen and tell me about it so I can put it on Gygax’s calendar.

20
Jan
13

when is a PDF worth $1?

Question for our three readers:

I’ve got a convention-ready B/X adventure that includes a Dungeon, a Dragon, an Evil Wizard, a Castle, some Wilderness Environs, and, I suppose, a spare monster lair or two as one-pagers, along with a party of pre-generated characters.  It runs to completion in about 3-5 hours depending on whether parties take certain shortcuts or get incinerated by dragon-fire.  If you want all the Dungeons & Dragons stuff that Frank Mentzer promised you as a child, condensed into a four hour time slot, I’ve play-tested this thing 6 times and it’s solid.

It’s written for a party around 5,000 XP (approx 3rd level), but yesterday I ran it for a single character with 300,000 XP (approx 9th level) and it proved about as challenging.

I would gladly offer this thing for free, because the OSR provides so many awesome things for free just as part of the culture.  Except that the effort to typing up an explanation, design notes, suggestions, and so on would require taking time away from other things I would rather do, such as playing games, reading comics, and doing my real job.  (For all I care, I’m fine donating the money to a colon cancer charity; I just want to feel that my effort is accomplishing more than just providing an afternoon’s distraction.)

So I would like to charge a nominal fee for this thing to explain to my girlfriend why I am working on this instead doing the dishes, but the question is: if you are going to spend $1 on something, what’s the minimum level of professional production you’d expect?  New monsters, spells, character classes?  Art by someone who cannot draw?  Art by someone who can draw?  Layout by someone who understands the difference between Tahoma and Calibri, or just a slab of text?

To avoid failure, I’m not setting a date or promising anything.  I’m just wondering what the OSR’s expectations are regarding a producer’s ethical obligations when charging a nominal fee for (to be honest) meat & potatoes content.

27
Sep
12

Dolphins Rape People, Brooklyn 9/30/12

On my way to the Games that Can’t Be Named where I first saw people playing Everything is Dolphins, I came across a DOLPHINS RAPE PEOPLE sticker on Houston St. (This is apparently both true and part of a viral marketing campaign, in which I guess I am now complicit.)

The synchronicity was every bit as weird as the intrusion of rape culture into my daily life. I had to Google dickwolves, although I do run into prison rape jokes often enough that it’s my current go-to answer for “what aspect of contemporary life is like slavery in that we accept it as normal in a way future generations will be horrified by”. (In college the popular candidate was “eating meat,” but I say to hell with that. My grandkids will no doubt be freaked out when they realize that their dad grew up eating meat that came from killing animals instead of cells grown in a vat, but that’ll take a lot of figuring out.)

I bring this up because I’ll be playing Everything is Dolphins this Sunday at the game’s release party, which is being held at the Brooklyn DIY space confusingly called Shea Stadium. I have no fear that dolphins raping people will be part of the fictional events because I’ve played with many of the GMs who are listed as running Dolphins at the event and they are good-hearted folks, Ray’s Cyberpanky N.O.W. – an homage to R. Talsorian’s trying too hard to be edgy back in the day – notwithstanding.

As a rule we’re on the wrong continent for LARPing gang rape, which I also had to Google after Jason Morningstar opened my eyes to games that mess with the concept of “the bleed” during a highly enjoyable lunch at Durham’s Backyard BBQ Pit. I can well imagine a scenario in James’ proposed Watchmen campaign where Adrian Veight decided to invent Gang Rape to avert Armageddon between old-schoolers and story-gamers by giving them a common RPG enemy – although Jason and I are hardly our respective sides’ ideal cold warriors, and when I was in Oslo I had a great time hanging out with Matthijs whose description of We Eat Murder seems to me equally likely to have been a Veight Ent. fakery designed to unite Americans in nerd-rage.

Anyways reasons you might care about the Everything is Dolphins release party:

  1. If you are in the NYC area, or just like to know that gaming is happening in non-traditional spaces and reaching different audiences, this is Shea Stadium’s inaugural event of this kind. I hope that it’ll be successful enough to be the first of many. Come out and show your support! Tell your friends!
  2.  Dolphins publisher PlaGMaDA, the Play-Generated Maps and Documents Archive, continues to hatch stuff of interest to gamers everywhere. They’ve recently launched a Kickstarter to fund a book of ’80s fan-created D&D modules, The Habitition of the Stone Giant Lord & Other Adventures (which you can see in the archive here), and the Wired piece on it in their October issue also mentions that they’re raising money to make Dave Arneson’s papers available to the public through the archive:

Here’s the info on the event this Saturday – see you there!

We cordially invite you to a free party at Shea Stadium for the release of Ray Weiss’s first pen and paper role playing game, Everything is Dolphins. Here’s the list of activities.from 5 – 8, several dudes from bands (and otherwise) will be running games of EiD. Including:Eric Harm of Titus Andronicus

Brian Dudolevitch of The NuclearsHillary Livingston of Baby CastlesRay Weiss, author / of Butter The Children.(each table should be able to support 2-6 players)————————————————

At 8 begins a full fledged dance party featuring.

8PM DJ Mike Mckeever (Life Size Maps)

9PM DJ TBA

10PM DJ Zack Staggers (So So Glos)

11 DJ Baby Castles (Awesome DIY Video Games)

————————————————

Copies of the game will be on sale at the party.

Goodies like shirts, sample adventures, and other cool shit all on sale for cheap.

Free Admission.

All Ages

20 Meadow Street, L train to Grand.

__
_.-~ )
_..–~~~~,’ ,-/ _
.-‘. . . .’ ,-‘,’ ,’ )
,’. . . _ ,–~,-‘__..-‘ ,’
,’. . . (@)’ —~~~~ ,’
/. . . . ‘~~ ,-‘
/. . . . . ,-‘
; . . . . – . ,’
: . . . . _ /
. . . . . `-.:
. . . ./ – . )
. . . | _____..—.._/ ____
~—~~~~—-~~~~ ~~

16
Sep
12

The World’s First D&D Players and Dungeons & Dragons: A Documentary

The Kickstarter for Dungeons & Dragons: A Documentary is ending in nine hours. It’s a project deserving of support for a number of reasons, one of which is the quality and range of voices they’ve collected. Check out, for example, Atlantic editor Ta-Nehesi Coates on growing up with the Keep on the Borderlands:

I  met the filmmakers at last year’s Gen Con, was impressed by their passion and professionalism, and have enjoyed finding things to do to help the project along. One of these was to moderate the panel at Gen Con 2012 at which a preview of early footage was shown. A number of folks who were interviewed for the film were on hand, both on the panel and not. After watching the clip and talking about the parts of the D&D story each of us thought were the most important to be told, I took questions from the audience. The one I remember best was “Who were the players in the first ever session of D&D?”

Fortunately, I had a ringer in the audience to call on: Jon Peterson, author of Playing at the World. I figured Jon was the kind of person who could rattle this off, but he was able to do even better than that. “Actually, one of those original players is here in the audience. David Megarry, would you please stand up?”

After the applause died down, David started telling us about what he remembered about those earliest Blackmoor sessions (refereed by Dave Arneson) and the people he played them with. The thing I found fascinating – and wouldn’t have understood before Playing at the World – was that the groups entering the Blackmoor fantasy world were still segregated according to the nations they played in  Arneson’s prior Napoleonic campaign. David still remembered them as such – he was like “well at first it was just Russia and Spain, it wasn’t until later that the groups in the dungeon really started mingling.”

It’s now possible to know more than ever before about the earliest roots of gaming. The job now is to put these stories together and reveal what they mean, and I think that Dungeons & Dragons: A Documentary is going to be an invaluable part of that process. Go back it now before it’s too late!

26
Aug
12

mouse guard con scenario

somewhere deep in the wilderness

The weasels, distracted by the unexpected appearance of their look-out’s severed leg, left their captives unattended just long enough for Black Mariya, hidden on a ledge above, to hoist her two injured comrades out of the torture pit.  The survivors fled from the caverns and hobbled through the crumbling autumn leaves, struggling desperately to get back to Port Sumac.  A bitter squall of late October rain threatened to drench them to the bone.  As they huddled huddled around a hastily-constructed fire, they reminisced about their fallen patrol leader, Vidar Blue-Cloak, pierced through both eyes by two arrows.  “God, he was fat,” someone said.

mouse guard’s a lot of fun

(if you like it when mice suffer horribly)

Last night we finished up our three-session run of Mouse Guard, one of those RPG’s that calls out, “Run me more often!” from my shelf.  (Others who clamor: Shadow of Yesterday, Trollbabe, Primetime Adventures.)  Mouse Guard has been out long enough by now that it’s already found it’s audience, but damn if it isn’t an elegant, low-prep, easy-to-run game that (in my experience) always provides a session that is at the very least entertaining.  The thing is written in a way to put me to sleep, and they’re kidding themselves if they think the audience is children, but it’s a damn fine game.

the honeycomb dispatch

A one-shot Mouse Guard scenario, with pre-generated characters, that plays out in about three hours give or take.  Comes with character sheets, GM record forms, a map, and other stuff like that.  I think this link ought to lead straight to downloading a zipped file folder.   But I’m dumb with this stuff, so if it doesn’t work I apologize.




Past Adventures of the Mule

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