11 June 2013

A while back J.D. Barnes put a call out to the RPG blogosphere to take a look at his latest project, a megadungeon meets small press zine called The Ruined Fortress of the Evil Overlord.  Normally I only look at PDFs here at Impossible Boulder, but Barnes is going back to basics with his foray into megadungeonry and that interests me. You might be thinking OSR and you're right in that TRFotEO is ostensibly an old school dungeon; however, the goals and results are more in line with the artisanal movement. Indie publishing in the RPG industry almost always takes the form of PDF products or print on demand and Barnes is deliberately eschewing that in favour of product that is hand made and available only directly through him. 

The Thing Itself

The dungeon arrived in a manila envelope and I was eager to open it up and see exactly what an artisinal RPG product might look like. It turns out that takes the form of a small, stable-bound blue booklet with an unattached cover. The cover threw me off at first, but I soon discovered that it also doubles as a map and the reason it is unattached is for ease of use.

The cover is a very nice touch, if unusual. The hand drawn isometric map looks good, but between faded ink, spotty printing and crosshatching/shading that didn't make it through the scanning and printing process it was difficult to read. The map could do with some post scan work being done on it in image editor of some kinds. I think cleaning up and thickening the lines would go a long way for improving legibility of the map and a lighter shade of blue might make the lines pop more.

Moving on from the cover is the actual meat of the booklet, 28 pages of pure old school dungeon. The paper is of high quality but, as with the map, there are places where the ink is spotty. Future printings would benefit from experimenting with ink weights and print quality. I wouldn't say that this booklet hits the quality that the author is aiming for, but keep in mind that this is the first printing. Nobody can be expected to get things perfect on the first try and it is going to take a few tweaks before we start seeing the expected print quality.

Initial Reading & Alterations For Play

I took an initial read through the dungeon before throwing it out on the table for my players to clean out. I was pleased to see that the voice was casual while remaining concise and the text was free of any glaring errors as far as I could see.

Ruined Fortress is very much an old school dungeon with a great set of wandering monsters and encounters that could have been arranged more gracefully. The booklet uses several dice rolls to determine those encounters and the information is not communicated with a table and is instead spread out across enough paragraphs to slow a GM down during play. The dungeon layout is also quite old school and falls into the Paul Jaquays style of mapping. Not every room has anything of interest in it, but all of the larger rooms do and once you account for random encounters and patrolling monsters (such as the blue dragon) the ruined fortress should be a very lively place.

I should note that at least one room in the dungeon felt a little forced, as if the designer didn't really know what to put there. I am speaking of the shield room, a room filled with stacks of shields which happen to have the world's worst alarm system: a fragile glass bottle that has been precariously placed underneath a shield so that it falls when disturbed. I'm at a loss as to the purpose of this room. The trap was weird and seemingly ineffective (what good is a single such potion? There should at least be one on each stack of shields.) It also wouldn't have been detectable by a party in any way short of dumb luck, which places it in that Gygaxian class of traps which are unfair because nobody would ever think to do X. This was really the only room that sent me for a loop, but it still strikes me as bizarre a week later. Still, weird traps like this are part of the charm of old school dungeons and I can't bring myself to be mad at it.

After I had a feel for the dungeon I made a few alterations so that I could slide it into my current Dungeon World campaign.
  1. Since I only have the first level of the Ruined Fortress, I turned the place into a (mostly) single level ruined monastery.
  2. I moved it to a hill overlooking a ruined town.
  3. I changed the back story so that it fit with the monastery theme; however, it didn't end up being important for the adventure anyway.
  4. I ignored all of the monster stats since they don't carry over to the Dungeon World system. Note that I did use them as guidelines for my conversions.

Highlights From Play

I don't want to go through the entire dungeon here, if you want that then you should pick up a copy of the dungeon for yourself. Instead I will cover a few of the highlights from our run through the dungeon. I should note that all of these things happened very organically and at least two of them were generated in from encounter tables.

The Berbalang

Berbalangs are, to my knowledge, a new monster from the mind of Barnes and by pure serendipity the encounter surrounding the berbalang encounter fit into my game very well.

The hook I used to bring my players to this dungeon was that one of the players was trapped on the Astral Plane and the 'monastery' housed a point where the fabric between planes was weak. The PCs in the material plane would need to visit the monastery and perform a ritual in tandem with the Astral PC in order to bring him over.

Since berbalangs hunt via astral projection it was the perfect monster to have an encounter with which could involve both the astral and material PCs. The astral PC protected the other PCs from the berbalang while they explored the fortress and sought out the location for the ritual.

Goblin Tribe

My group of players managed to befriend some wandering goblins, which brought them back to Gooch. Upon learning that they had human prisoners and that Gooch was a nasty piece of work (what did they expect from Goblins?) one of the heroes challenged Gooch to a duel for leadership of the tribe, and won. This will surely be a problem for later on.

Rival Adventurers

While wandering through the dungeon, searching for the ritual location, the heroes stumbled upon a rival adventuring party. The meeting did not go well, especially not with several goblin in tow. The silver-tongued bard managed to smooth things over, but only if the party gave up looting rights in exchange for free passage to and from the ritual chamber. That turned out to be a mistake when the "heroes" used their newfound goblin tribe to ambush and mug the adventurers they had previously struck a deal with.

Avoiding the Blue Dragon

The blue dragon that wanders the halls of the ruined keep monastery showed up regularly on my encounter rolls, but always seemed to be a room or two a way. This lead to the players picking their way around him and sneaking by regularly. A mistake on my part was giving the dragon the wrong name, Saul, which lead to Breaking Bad jokes

Final Thoughts

This is a quirky dungeon that nails the old school, do-it-yourself adventures you used to see people pass around or share in zines. There are a few production kinks that I am confident will be worked out and none of those kinks render the final product any less usable. The dungeon won't appeal to everyone and especially not those interested in a cohesive, thematic dungeon like you would find in the pages of modern Dungeon Magazines or a Paizo product. This is a little more punk and a lot more old school, it's closer to what you would get before Desert of Desolation came along and changed the way dungeons and adventures were written. Odds are, you already know if that's what you want out of a dungeon. If not, you probably aren't in the target audience for this product.

If you want to take a look through the Ruined Fortress then you can get a copy for yourself from here.

7 June 2013

Game Chef 2013: Chroma Team reaches the finals!

The peer reviewing and nomination process for Game Chef 2013 is over and the finalists have been announced. The dust has settled and ten* games are going before the four expert judges and this year I am astounded to say that my entry is one of those ten.

My goofy little game, that was written stealthily in the middle of the night whilst my wife slept and in spurts as I moved around my home evading wet paint** and moving furniture, was deemed good enough to go to the next round. I'm surprised and honoured that my fellow designers liked the game enough to nominate it.

Whenever I finish a game for one of these contests (be it Game Chef, 24 Hour or something else) I am always left feeling sour. By the time I hit that 'submit' button I despise my game.  I'm always left thinking it's the worst thing ever committed to digital ink. As time passes I warm back up to it, but those first couple of weeks all I have is criticism for myself: This time around was no different and even as I write this I am still in that phase of my creative process. The positive (and constructive) feedback has been quite the shock to my post-design negativity bubble and learning that my game was nominated for the next round is the pinprick that burst it.

Somebody pinch me.

*All look to be interesting games and I will be reading my way through them while we all bide our time nervously until June 12th.
**Which in retrospect might have influenced my decision to use colour so heavily in the game.

31 May 2013

Obscure RPG Appreciation Day: Lone Wolf RPG (1989)

A little blog named Mesmerized By Sirens that focuses on obscure RPGs is running what they call Obscure RPG Appreciation Day and have challenged bloggers to post about a little known RPG. I have decided to join in the fun with this blog post.

Did you know that a Lone Wolf RPG was published way back in 1989? Yes, I do mean the Lone Wolf of choose-your-own-adventure gamebook fame. The name of the game was, unsurprisingly, Lone Wolf RPG and it was published in issue 15 of the Lone Wolf Club newsletter. Taking inspiration from the popular line of Lone Wolf game books a group of dedicated fans outlined a basic role playing system that could be played on a good old fashioned tabletop.

You're probably wondering what this game looked like and you are in luck. Project Aon has made a great deal of Lone Wolf content freely available, including game the gamebooks everyone knows and loves and every issue of the Lone Wolf Club newsletter. The RPG starts on pager 9 of Issue 15. Go give it a read, the author's managed to cram a great deal of content into just two pages.

The rules of Lone Wolf RPG are very simple. Players chose one of two classes and rolled 3d6 to determine a total of seven attributes. Despite the 3d6 character attributes, challenges are actually resolved with a percentile roll with the difficulty being a multiple of a character's related attribute set by the GM. I don't think I have seen that particular take on things before and it seems a bit weird to my eyes, what do you think?

Another interesting quirk of Lone Wolf RPG is that HP is divvied up across different hit locations on your character, so your head has 3 HP, each arm has 2 HP and so on. I really do find it interesting how much crunch and granularity was squeezed into so few words. Modern ultralight games take up just as many pages and aren't nearly so crunch as Lone Wolf is, yet Lone Wolf isn't any more difficult to play.

If you like reading about RPGs that got lost in the passage of time then be sure to spend a few minutes looking through Mesmerized by Sirens. The blog is all about those old games it is a lot of fun to look back on the games that got left behind.

29 May 2013

Campaign Pitch: Djinni Unchained

As May draws to a close I have decided to squeeze in a post for this month's RPG Blog Carnival, hosted over at the always entertaining Age of Ravens. This month's carnival topic is games that you would like to run, so now is as good a time as any for me to do another campaign pitch.

Al-Qadim was always one of WotC/TSR's more interesting settings and it has been heartbreaking to watch it get left to languish in a dusty old corner of the Forgotten Realms. I was happy to see that Paizo touched on the setting briefly with the off-brand Legacy of Fire, but they have since moved away from there to focus on other parts of Golarion. I bring this up because I have long wanted to do an Arabian Nights style fantasy campaign. Desert and middle eastern inspired settings have been overlooked in my gaming circles and I think it would be a lot of fun to play in my own spin on the setting and mix in some old published adventure modules.

Digital Art by João Paulo

Djinni Unchained

My Arabian Nights campaign would start with a bang or, rather, a puff of smoke (bang sold separately) when an old bottle falls off a shelf in a dungeon and shatters on the floor. This, of course, frees whatever was trapped inside the container. In this case the bottle contained our group of player characters which, due to a clumsily worded wish in the past, have been sitting in a bottle for a hundred years.

The PC's will need to climb their way out of the bottom of a dungeon and when they reach the surface they will find the world has radically changed in their absence. The Djinn they accidentally freed has been running rampant across the country, passing out twisted wishes left and right and freeing his magical brethren. Wishes are common place and feared by all. A wish uttered in exasperation could end in disaster and many avaricious men have tried to take advantage of unrestrained wishing, often to their own downfall.

 What will the heroes do in this new world? Will they journey the fantastic desert palace of the djinn they switched places with? Will they set out to explore the new world and right the twisted wishes along the way?

I don't know the answers to those questions, but I do want to find out.

How I'd Run It

This would be a sandbox game. 100 years of indiscriminate wish granting could make for a very unusual world for a group of heroes to explore. I also think there is a strong chance that the party would be motivated by revenge and will seek to take down the djinn that condemned them to a lifetime of prison. Even if they aren't, I think much of the game will involve recapturing djinni and saving people from their wishes.

This would definitely be a campaign with a heroic mood and I would pull a lot of from the source material that inspires an Arabian Nights setting. There would be a lot of magic, but it would be unpredictable and rarely in the control of the heroes.

What Game Would I Use?

Dungeon World, probably; however, any edition of D&D or D&D style game would do the trick. Maybe it would be fun to dust off AD&D 2e and go full Al-Qadim. I might also take the campaign as an opportunity to run one of the few RPGs designed for an Arabian Nights setting and I think Legend of the Burning Sands would be at the top of that list. I would be also be interested in trying 1001 Nights, but I don't think it is the right game for the style of play I imagine this campaign having.

28 May 2013

Game Chef 2013: Chroma Team vs. The Terrorlights

The design part of Game Chef 2013 is now complete and I am already hard at work on the the peer reviewing phase. I have already shared my initial brainstorming session as well as teased a character sheet, but now that my entry has been submitted it is time to actually share the fruits of my labour.

How's that for an ugly cover?

Chroma Team vs. The Terrorlights

I went with a goofy game this year and built a game about a team of brightly coloured super heroes fighting giant monsters. I named my super hero team the Chroma Team because Power Rangers was already taken and Rainbow Warriors sounded like it would be a game about gay rights activists.

The general premise of CTvT is that a mysterious force (Terrorlights) is sicking giant monsters on the most populated cities in the world. As members of Chroma Team, the players must kick some giant monster butt while also keeping innocents safe and their identities secret. I think I nailed the first two parts of that, but I don't think I really accomplished much on the secret identity front (at least not mechanically).

You can read/download the Game Chef 2013 copy of Chroma Team vs. The Terrorlights here. As always, I would love to hear from you if you read or play the game.

25 May 2013

Game Chef 2013: Character Sheet Teaser

The clock is ticking on Game Chef 2013 and submissions are due when it is no longer May 26th anywhere in the world. Naturally, with less than 48 hours left on the clock I have decided that my time is better spent updating my blog than actually working on the game. It's all part of the creative process, I swear!

I have stepped away from designing and proofreading to tease the character sheet for my entry and without further ado, here it is:
I could explain everything on this sheet to you, but I think it will be more fun to leave it up to your imagination until I do up a proper blog post on my entry to the competition. I've stuck fairly closely to my original vision in the brainstorming post and maybe you can glean some hints from there. I will also say that the name of the game has changed to Chroma Team VS The Terrorlights, make of that what you will.

18 May 2013

Game Chef 2013: Ingredients & Brainstorming

Game Chef is back for 2013 and I am already scratching my head and staring at the ingredients. I have participated in Game Chef twice before, 2010 and 2011, but have never won or placed as a finalist (historically I have done better with the 24/48 hour jams).

This year's ingredients come in the form of five images, the first of which is the theme.

I'm not really sure what to make of this image. The first thing that sprang to mind was an elevator, but the only thing I can thematically link to elevators is heaven/hell and business. I'm really not interested in doing another afterlife themed game for Game Chef as I did one back in 2010 with In Between.

Some other things: teleporting, grow/shrink, alien abduction, glowing eyes. If you turn it upside down it looks kind of like a sword

Brainfreeze, cold and calculating, elemental affinity, death/skeleton, train driving through snow, head cold, thinking about winter, paralysis/frozen in place. Upside down it looks like someone eating snow.


Worms, bad apples, parasitism, corruption, growth. Upside down the apple becomes a tree and the monstrous worm is still  a monstrous worm. The apple could refer to New York which would mean a giant worm is eating New York.


Armour/chainmail, diamonds, expensive clothing, status symbols. I guess it could be an anchor or some kind of weird pot if you look at it upside down.



Lanterns, shine light on/revealing, shadows, China, keep darkness away, hiding from light, film noir, beacons/being drawn to light.

I have done a game that used light/fire in the mechanics before, so I don't think I want to go that route again.






What am I Going to Do?

I have been staring at these images for about 24 hours now and a lot of the ideas I have been coming up with are too similar to games I have done in the past. I don't want to build mechanics around light or fire again and I don't want to do a game about the afterlife or death. I also don't really have much interest in doing a game around status, politics, castes or things of that ilk.

Looking back at the games I have made for competitions of the years it seems that I am often drawn to darker themes and horror. The same is true of this year's Game Chef. Most of my ideas involved dystopias, parasites, corruption, social climbing and so on. I am kind of sick of dark topics and this year I have decided that I am going to go in the opposite direction; I am going to interpret the ingredients and theme in the most off the wall and fun way that I can.

Attack of the Terrorlights

Glowing lights pulse in the night sky. They dance over the city until falling down and into the most ordinary of things. Destruction follows the lights. They are the Terrorlights, some kind of otherworldly force intent on the destruction of the earth. The creatures their light touches grow to massive size and become enraged, laying waste to everything around them.

Someone must stand up to the Terrorlights and their gargantuan creations and that someone is you. Players take on the role of members of the colorful Chroma Team, mighty defenders of earth with the power to grow (and shrink) in size to combat any threat.

 That's right, I am going Kaiju with this game which will be inspired by such classics as Kamen Rider and Power Rangers and the Terrorlights are a little bit like Mysterons.

I haven't put a lot of thought into mechanics for AotT yet, but I know that I want to include few core ideas.
  1. I want the colour/pattern of player clothing to matter. If you wear a plaid shirt then you get to play the Plaid Ranger. What I think this means is that there will be a kind of class system where players match up their clothing and it gives them some abilities or powers. This is then paired with a choice of title like 'Ranger', 'Warrior' or 'Defender' to get their full sentai member code name.
  2. I plan on using push your luck mechanics in this game. My thoughts are that the heroes can keep pushing forward when fighting giant monsters but if they push their luck too far they will damage the city or injure innocents.
  3. I want the game to be a balance between giant monster battles and slice of life for the heroes. My idea is that we get to see the heroes struggle with the fallout of their actions when they push their luck too far and I also want to have some fun with the players hiding their secret identities from friends and family.
I have just over a week to make something out of this and, luckily for me, this year Game Chef falls on a long weekend.

3 May 2013

Elven Name Generator

Today I round out my set of standard fantasy race name generators with an elven name generator. For this generator I took pieces of ancient celtic names and mashed them up with new age/hippy names. I am relatively pleased with the result, which gives a suitably elven first name paired with a cheesy surname.

26 April 2013

A Review of Mutants & Machine-guns



What Is It?

Mutants & Machine-guns is an eight page post-apocalyptic role playing game from Experimental Playground. EP has been around for quite a few years now making print and play board games, but this is their first attempt at an RPG. Like EP's many board games, Mutants & Machine-guns is a completely free download and available in multiple languages (English, French and Spanish).

How Does It Work?

As you would expect from a small game like M&Mg the rules are very basic. Character creation boils down to selecting one of different archetypes: Pure Human, Human Mutant and Evolved Animal.  The archetype choice determines HP, progression rate and number of mutations. Players then distribute four points between Might, Reflex, Wits and Influence. M&Mg is a little unusual in that it allows a character to have zero in one or more of their stats. There is a large list of mutations to round out character creation as well as an equipment list; however, there is no mention on how to decide starting equipment.

All non-combat conflicts in M&Mg are handled by a 2d6+attribute roll vs. target number. It isn't anything special, but it should be accessible to beginner and veteran alike. Combat in this game is strange and has more in common with JRPGs than tabletop RPGs. Characters roll for initiative and then select one action from a list to perform each round. From there it is a back and forth with very little tactical choice. Even escaping from combat is an action choice and it grants an attack of opportunity and then a guaranteed escape. Like I said, it's as if the designers copied a JRPG menu for this game and it makes combat feel  restrictive and repetitive. Luckily characters don't have much health and combat shouldn't normally last more than a few rounds.

The only other thing in the rulebook is a couple of example monsters. There are no survival or exploration sections and no example adventures despite the progression mechanic relying on completing adventures. For my purposes I assumed that an adventure was equal to one session, but since it is not defined it is open to interpretation.

Final Thoughts


Mutants & Machine-guns has nice a cover that belies the poor layout within. My number one complaint about this game isn't regarding the system, although that is also weak. My ire is directed at the font choice, a blocky faux-pixel affair used for heading and text alike. The rules are short and I was still fatigued after the first page thanks to the somewhat blurry font.

Layout problems aside, M&Mg isn't terrible. The author's successfully get the gonzo, post-apocalyptic feel right with what few details are in the game and the 2d6 vs. TN system is about as average as you can get in the tabletop RPG world. Where the game stumbles is with its combat system, which is clumsy and needlessly slows the game down. The game could be significantly improved by dropping the dedicated combat system and using the extra space to add survival, scavenging and exploration rules to the game.

A little more time in the oven is what Mutants & Machine-guns needs more than anything. I think it has the potential to become a very nice little RPG if the designers rethink combat and add a few more post-apocalyptic trappings. Oh, and the layout needs a second pass as well.

If you want to try Mutants & Machine-guns for yourself, it is available as a free download here.

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