Sunday, April 6, 2025

A Bit of the Pavonis Sector in My Basement

I have finally set up a permanent area in the basement for my Star Smuggler game. I fired up the laser and etched a ship diagram to use. The ship is creatively called the Antelope II. 

You can see I paired this with my White Box Set, so I have little dodads to count resources and Meeples for peoples. 

I also have old cardboard-mounted planetary tiles I made a few years back. I GIMP'ed the original files and flipped them so I don't have to mess with upside-down tiles. You can download them on Boardgame Geek

Zooming in a bit, you can see this poor man's map in green. Half of the map is for dispersed distances and the second half is for those in contact. The rules are super easy like that. Medics are white, pilots blue, engineers black, and gunners are yellow. The bad guys are red. 

You can see I have already gotten into trouble. 

The orange sheet is for common resource counting. I have fuel units, life support units, repair units, and two different types of robots, GM bots and Utility bots. The third kind of bots are Personal Bots which go on the character's sheets. 

This time through the game, I have a much improved Antelope II which requires changing the rules. A lot of rules. I shall share those tomorrow. 

Thursday, April 3, 2025

I feel a disturbance...

I have 6 items on DriveThruRPG and 2 in my Ko-Fi Store. A very interesting thing has happened this week. My newest offering, The Hex Pack is closing the sales numbers for my oldest offering, Zero to Hero: Uncommon Commoners. Both just crossed 400 downloads. 

These are 2020 and 2018 titles. I'd like to refresh Zero to Hero and make it compliant with OSE. I can't really refresh The Hex Pack unless someone has a need or suggestion. 

Hint, hint, the comments below.


Swashbuckler Character
Class for D&D and AD&D


Swashbucklers for D&D and AD&D
Zero to Hero:
Uncommon Heroes

Zero to Hero
Zero to Hero
Character Sheet
for AD&D

Character Sheet
Character Sheet for AD&D



Kobold’s Folly
Mini Setting

Kobold’s Folly
Kobold’s Folly
Compass Rose
Inn Mini Setting

Compass Rose Inn
Compass Rose Inn
The Hex Pack
The Hex Pack
The Hex Pack

You can also find 2 of my titles on my store on Ko-Fi.  I posted items that will never change*, my AD&D Character Sheets for Unearthed Arcana and The Hex Pack. 

These items are pay-what-you-want and are IDENTICAL to those offered on DriveThruRPG. There is no need to duplicate your efforts if you have already received them from DTRPG. This is simply a different shopping option.  

As a general statement of why I have two outlets: 

1. People don't like creating accounts. If I give you two options, I double my chances of you simply having one of them.
2. DriveThruRPG is a community-supporting outlet. Every time you buy something here, 35% of your purchase supports DriveThru in all its endeavors. Being a good-sized company, they can run sales, promotions, bundles, and charity options. I can't do any of this as a single content producer. I really love what they offer. 
3. Ko-Fi has different options. I will soon be selling physical goods that are not a good match for DriveThruRPG: Artwork, coasters, maps, etc. that I make myself. You will notice that some of my digital works are on there, only because I can offer the same PWYW terms AND these products are unlikely to ever change*.  

*Yeah, I've made changes to both of these titles in the past. I will give you the reason why I did this in a post later this week. 

Saturday, March 29, 2025

The Evil Ones

Back in 1980, Dragon magazine presented an Anti-Palidin. These guys were stereotypical black hat NPCs. The logic behind them was a Palidin pledged themselves to a dark god. The problem with the article was it presented a way to generate an Anti-Palidin. The same idea was repeated a year later with the Drow in Fiend Folio, character stats for monsters. 

The message was "These aren't exactly monsters, they are more like characters." 

People are going to generate evil characters for a lot of reasons. Giving them a tool to do so isn't always a great idea, but the genie is out of the bag. Having evil characters in the party is problematic. How can the party hold together if half the party is trying to kill the other half? 

I never exactly had this issue for a couple of reasons. I would allow mixed-alignment characters in the party. That is the players' problem to sort out. I have found that player characters tend to moderate themselves in a party. Somehow, people find an accord: 

"Out of the goodness of my heart, and 1,000 gold pieces, I can heal you."
"For a dirty thief, you keep good friends."  

The alignment system in D&D is wonky. It doesn't really mean anything. Good player characters can do bad things and evil player characters can do good things in the right circumstances. There aren't any consequences for being good... or evil. If you want to switch, there are even rules for changing alignment that in my opinion, suck. They are geared to a particular campaign in the mind of the author of the books. They don't make sense in every setting. 

I DO have a problem with inherently evil races in D&D and it's a problem you'd never expect. 

I do voices for NPCs. This creates memorable characters, monsters, and scenarios. The downside is it also conveys tone and information that might be a mismatch for players expectations:

Kobold: "I am going to cut your boots off and wear your feet like boots!" 
10th level Paladin: "Snicker. Just you? Or both of you?" 
Kobolds: "Shit." 

Obviously, 2 Kobolds mean nothing to a 10th-level party. Against first-level characters, they represent some sort of threat, but not for battle-hardened characters. This is villain decay large writ. It is inevitable.

In some respects, using voices and tone gives my campaigns a fairytale-like vibe. What was once fearsome has become childish. Kobolds, goblins, orcs, etc. all become not threatening no matter how evil they are. Yes, you can give them some punch by cranking up the number appearing, but that has nothing to do with evil. 1,000 rats, yaks, or kobolds are dangerous to anyone. Plus rats and yaks aren't evil regardless of their numbers. 

Once the player characters hit a certain level, things like "evil" become nuanced. One example is my character, Magarven. He is a Drow PC adapted to be an NPC. He is clearly evil, but he's also an excellent dinner companion. He (probably) won't try to kill you. But he is still evil. He is gunned up like crazy, but the thought of killing isn't the first thing on his mind. 

The same thing happens to the thieves' guild that harrassed the characters at a low level. Compared to a world-ending lich, exactly how evil are they in comparison? They represent a different threat that has nothing to do with what kind of evil they are.  

I think there is an impetus to conflate evil with competence or ability. There are a lot of evil things out there that simply can't be enacted because they are not well thought out. Selfish people sabotage themselves all the time. Sure, he is a go-getter, but what the heck is he go-getting? 

Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them? 

Really it is a combination of the fairytale aspect of my gaming plus I can't really force the players or the monsters to behave a certain way, despite labels. Honor is nuanced, just because someone does something "good" doesn't mean they are out for the betterment of others. 

The Great and Power Sauron once said, "Don't kill the hobbits! Bring them to me." 

Guess what? Orcs, goblins, and every other minion of his didn't try to kill the hobbits too often. Nice of them, isn't it? No. They are all still evil, no matter how much food and drink they provide Frodo and Sam.

Evil to me means someone isn't honoring the social compact and bonds between living creatures, but it doesn't mean blindly doing so. There is also a component of self-delusion, the idea that doing evil becomes normal and the actor honestly believes that it is totally normal to do evil things. They are going to say they aren't evil at every opportunity. That is yet another violation of the social compact, although this one is oddly internalized. Add in the fact that if the villain sucks at their life and you get a bit of comedy or tragedy. 

That is good storytelling without ramming the PC's into drawing your conclusions or messages. One player might find it funny, a second finds it tragic and the third simply wants to throw dice and fists and sees no problem with whatever these villains are doing so long as justice prevails. The DM has offered a situation to be considered without forcing a particular point of view. 

The same goes for good characters. Are Palidins expected to heal downed enemies because that is what they would do to be kind? Maybe, but probably not. The players may or may not think of it or have another response based on the situation. 

Brainless creatures are much easier to play as straight-up evil. Everyone gets that you shouldn't talk to zombies or skeletons. It's all about agency and the undead have none, but your average creature does have agency. 

If there is an Assassin and a Paladin in the party, and one is good and one is evil, what of it? The players have to decide what to do. It makes no difference if I say Half-Orc and Kobold. The players are in control of their actions, just as much as I am in control of the NPCs and monsters. If I decide to do something engaging and the players decide they don't want to fight, then maybe we have Tea with the Black Dragon. 

Which is a classic, BTW. 

Tuesday, March 25, 2025

Good Gothic Fun - Do Not Let Us Die In The Dark Night of This Cold Winter Review

Title: Do Not Let Us Die In The Dark Night of This Cold Winter
Publisher: Cone of Negative Energy
Author: Cecil Howe
Editor: Shasta Howe
Year: 2016
Pages: 53+ pages
Rating: 5 of 5 stars

I hope my publication date is wrong, I would hate to think I missed this lovely mini-game for 8 years. It makes me feel like I've been living under a rock in a secluded village in the middle of winter. 

No, wait. This is the premise of the game. 

Your characters arrive and are trapped in a secluded village. Being adventurers, they quickly rise to the level of decision-makers. The rules assume you play some sort of fantasy setting, probably a low-magic setting. 

You can transform your basic characters from D&D into the characters needed for this set with a quick chat with your players. Is your character a fighter, thief, or a magic user? Let the players know fighters provide firewood (fuel), thieves provide food, and magic users medicine. It's ok to get characters cross-type like a ranger counting as a magic user to make medicine or a cleric as a fighter because they do woodcraft. All you need to sort characters into the three types and be clear that these choices can't change during the game.  

Once you take off the sorting hat, you are ready to go with this resource management mini-game by setting up the village. The book or PDF comes with a map base and dozens of excellent pieces of artwork to create your village. The artwork alone is probably worth purchasing just to have as a resource for other games. It is very nice. 

Each village consists of a building per adventurer plus a storehouse. Each building houses 5 villagers and the storehouse contains resources. Place the pieces on the map and you are ready to go. 

With only 3 resources to manage the game mechanics are a snap. You roll 2d6 or 1d3 all game long, then make choices. It is surprising how complex a simple mechanic set can be. 

The number of turns determines how difficult the game will be. 

Each turn is broken down into steps: 

  1. Count the dead, and determine the weather. Weather is your main antagonist. Like many games, this entry point is skipped on the first turn. 
  2. Ration your supplies. Characters move supplies from the storehouse to the individual buildings: fuel, food, and medicine. You will need to use 1-3 fuel units per building, per turn. Everyone requires food. Sick villagers can be healed with medicine. Again skip this on the first turn. 
    *You have one hidden resource. Livestock can be converted to food. 
  3. Gather supplies. In each turn, characters can gather one of the 3 main resources. Your character type determines what sort of bonus you receive to collect these resources. 
  4. Occurrences. These are random positive and negative effects. 
  5. Illness. Between 1-3 villagers will become sick per turn. 
  6. Consolidation. If too many villagers die, you can consulate buildings. This reduces the amount of fuel units you need per turn. 
Winning is survival. The number of turns you play determines the difficulty of the game. Chapter 4 includes many ideas to change the difficulty and intensity of the game. 

Seeded throughout the book is descriptive text for the game master to read. This is just as good as the artwork and is excellent for those who don't like to improvise lines. I love the tone of these sections of text. With very little adaption they fit perfectly with the presentation of the game to new characters. The short duration of the game plus the copious amount of text and rule changes from Chapter Four allows for several games before players start hearing the same thing. 

The combination of simplistic yet integrated rules and great artwork for constructing villages gives this game some serious replayability. If you reskin food to water, cold for heat, etc. you could plug this into almost any scenario like a desert. 

You can pick this up at DriveThruRPG in either hardcover or PDF.