Posts Tagged ‘ reviews ’

On the Air: A Playtest Review

Before we get to the meat of this post, a few announcements.

Most significantly, I’ve resigned from my teaching position. Why? Here’s the short version: The hours I had to work to stay caught up with all the administrative and teaching duties caused sufficient stress that my health suffered. The most bothersome signs were the almost-daily migraines and the hypertension-levels of blood pressure. I’m not a young man any more, and the one heart attack I’ve had was one too many. Of course, I’m not pleased with having to leave before the end of the school year, but the prospect of two months more of pain, dizziness, et cetera, was too daunting.

So, for the third time since June 1985, I’m unemployed, but I’m confident that, just like those other times, this too is a temporary setback. In the meanwhile, I’m planning on staying busy. Yesterday, for example, I drove my wife Katrina to work, ran some errands with my son Christopher, did some chores around the house, cooked dinner, and so far today, I’ve prepared biscuits and sausage gravy for breakfast and typed this post.

Later today, I’ll attend daily Mass at Our Lady of Walsingham, do a few more chores, probably go with Katrina to the gym after she gets done with work for the day, and try to get caught up on a few writing projects, first of them being Dangerous Monsters 3.

And, the last announcement: My son Christopher has a part in a university stage production of Pride and Prejudice, and rehearsal this Saturday takes him out of the DM chair for our ongoing 5E D&D adventures in and around The Village of Hommlet. The rest of us plan on gaming. I’ll be running Save Innsmouth: A Student Documentary for The Cthulhu Hack, doing it in a style somewhere between Memento and Friday the 13th.

And now for some proper gaming content!

Do you like the radio dramas of the early decades of the 20th century? Have you dreamt of a roleplaying game designed to emulate the radio drama genre? If so, then you owe it to yourself to checkout On the Air by Spectrum Games, which can purchased for a mere $4.95 from DriveThruRPG.

I had three players: Christopher, Terry, and new guy Leroy (which makes him the first actual Leroy I remember ever meeting). On the Air (or OtA hereafter) instructs the Director (read: gamemaster) to design a series, complete with a sponsor, a small cast of primary characters (PC), and however many supporting characters (SC), recurring or not, that fit the narrative. I completed the all of the above except for the SC, which we more or less made up on the fly during the game. You can admire my game prep and in-game notes in the pic below.

The series was Uncanny Worlds, sponsored by Estrella Coffee, and the episode title was “The Flying Jungle of Bellatrix”. The main cast of characters was Captain James Augustus Church, Lieutenant Commander Doctor Lana “Brains” MacAvoy, and Technology and Science Android XJ14 (TASA, for short). You can see the PCs here. Christopher played “Brains”, Terry played TASA, and Leroy played Captain Church.

The set-up introduced the episode by title, plugged the sponsor, and then described how the shuttlecraft from Space Exploration Teams Incorporated space rocket Ambition descended into Bellatrix’s atmosphere, heading to the largest of the famed flying jungles in a search for valuable deposits of floatanium, a rare anti-gravity element essential to space travel. Just as Shuttlecraft Navigator Trotsky announced, “Land ho, Captain!”, the shuttlecraft’s klaxon blared. A monstrous pteradon roared out of the clouds, claws extended, intending to prey on the shuttlecraft.

Which brings us to OtA‘s central mechanic: the Intention.

The players decided that they wanted to evade the pteradon while firing blasters out a porthole as the shuttlecraft came in for a safe landing on the flying jungle. In a traditional RPG, this would most likely be played out round-to-round, involving various skill checks and attack rolls. Not so with OtA. With the Intention system, what’s important isn’t the journey, but the destination. Everything is resolved with a single roll of the dice, and the results are narrated radio-drama style.

If you looked at the characters, you noticed they have three ability scores: Adventure, Thought, and Drama. Each score is rated, usually between -1 and 2 (but rules do include the possibility for higher ratings for super-heroics). Here’s where we hit our first foggy area in the rules, which seem to written based on the assumption of one Director and one PC.

The PC with the Intention figures out his total score based on the appropriate trait, perhaps tagging a Descriptor (such as Church’s “Former Space Soldier”). The total score may be adjusted by the opposition of an SC (such as the pteradon, which I arbitrarily decided was SC 3). Since multiple players described how their characters helped, I allowed multiple ability scores to determine the group’s total, and then reduced that total by 3 to reflect the difficulty of the encounter. One player then rolled the number of dice as shown on the “How Many Dice Do I Roll and What Do I Keep?” table. The total, which may be adjusted by Airwave Tokens (more on these later), is checked against the “Intention Results Table” to determine what happens.

An episode (read: adventure) has a time limit, which is defined by a certain number of Intentions. Since our series Uncanny Worlds has a broadcast time of 30 minutes, the episode is limited to 10 Intentions, which means the players get to roll the dice 10 times during the course of the game. Once all 10 Intentions have been used, the episodes ends, perhaps in a cliffhanger (as happened in our game session). Keep in mind that the 30 minute broadcast time is a narrative fiction; it’s not the length of the game session itself, which for us ran to about 4 hours with quite a lot of hemming and hawing and goofing off.

The “Intention Results Table” will be very familiar to anyone whose played Dungeon World or other games Powered by the Apocalypse. A 2-6 total results in a failure, which is narrated by the Director; a 7-9 means the player chooses between a Controlled Failure (narrated by the player) or a Conditional Success (narrated by the Director); and a 10+ is a Success narrated by the player.

(Nota Bene: The pulp-style cover to the right was made using Pulp-O-Mizer.)

Which brings us to narrating the game. Since OtA emulates radio dramas, everything must be described as if the game had an actual audience of people who can only hear what is happening. This includes the players and Director making appropriate sound effects. OtA has many paragraphs of advice on how to do this, and, at least for our group, it was easier to read about and explain than actually do. We’re programmed for traditional RPGs, where the audience isn’t an imaginary construct listening to the players through a radio, but rather is just the people actually in the room. Several times, we had to remind each other to explain how, say, certain hand gestures or facial expressions would be conveyed to people who couldn’t see them.

Our narrations included using Airwave Tokens to edit the scene, repeated endorsements of Estrella Coffee (almost always delivered in character as part of the episode’s dialogue), and one station break to directly advertise Estrella Coffee (the latter activity earning a Sponsorship Token). Airwave Tokens are like action points or hero points common to many games. They are earned when the Director tags a character flaw, for making sound effects (once per scene), or for being clever and/or true to the genre. Players start with two Airwave Tokens, they’re easy to earn, and the players spent theirs freely for scene editing, power tagging, and boosting.

If a character has a relevant Descriptor to include with an intention, one die in the dice pool gets upgraded to a d8. A tagged flaw reduces one die to a d4. With power tagging, one more die gets upgraded to a d8. The Sponsorship Token was earned for roleplaying the advertising segment, which highlighted the virtues of Estrella Coffee by the primary characters and included the main antagonist saying Estrella Coffee’s noble flavor offended his evil palate. A Sponsorship Token can be earned only once per episode. The rules appear somewhat vague to me about which player, if any, “owns” the Sponsorship Token. We treated it as a group resource. At the end of the episode, Christopher used the Sponsorship Token for an automatic success to save Captain Church.

During the episode, the PCs formed an alliance with the Jaguar Men of Bellatrix to oppose the nefarious forces of Ying the Heartless from the planet Thongu. Ying’s soldiers had enslaved many Jaguar Men, forcing them to work in the floatanium mines. There was trouble with a T-Rex, whose floatanium-infused scales made it remarkably agile. Captain Church and TASA were captured and sent to the mines after a daring attempt to escape by riding swiftly on boaboa birds, a noble effort thwarted by a hypno-cannon. “Brains” was also captured, and taken to the tent of the Thongu captain, who later was revealed to be Captain Church’s long-lost brother Gregory. There were thrilling escapes accomplished by digging through the bottom of the floating island while “Brains” drugged Gregory and used the shuttlecraft to rendezvous with Church, TASA, and many Jaguar Men in the sky beneath the flying jungle.

At this time, the Jaguar Man leader revealed that the Thongu soldiers had a sonic transducer set up to transmit the “heart of floatanium” that enabled the jungle to fly. TASA and “Brains” lead Jaguar Men into the mine to face the giant crab monster guarding the sonic transducer while Church engaged his treacherous brother in single combat. TASA used the sonic transducer to teleport the giant crab to Thongu, but not without TASA being transported as well. Church lost to his brother, but the intervention of the Sponsorship Token changed the narration so that Trotsky came roaring in on the shuttlecraft with Jaguar Men reinforcements from another village, thus saving the day.

The episode ended with a cliffhanger as TASA and the giant crab appeared in the sonic transducer reception chamber within the palace of Ying the Heartless on distant Thongu.

Throughout the episode, there were lots of sound effects, repeated dialogue singing the virtues of Estrella Coffee, and plenty of ham and cheese in the form of overacting and punny quips. We even had a recurring subplot about supporting character Security Lieutenant Wilson’s unrequited love for “Brains” remaining unrequited despite his best efforts to win over the good doctor.

All in all, OtA was great fun. It is rules light, and all of the rules are aimed at emulating the radio drama genre. The only other genre-emulation game published by Spectrum Games I’ve played is Cartoon Action Hour, which is also great fun. I don’t see OtA becoming our main game, but I definitely want to play it again.

April 10th, 2018  in Spes Magna News 3 Comments »

Rogue Comet’s Malloy’s Almanac: A Short Review

The weekend of 27-29 October, my son Christopher and I journeyed to the Dallas-Fort Worth area to attend the first ever Lone Star Game Expo. We had fun gaming all day Saturday, playing 5E D&D with our brand new characters in two different adventures and capping the day off with Savage Worlds Deadlands adventure. Good times.

During the day Saturday, I had a chance to talk for a bit with Stan Shinn of Rogue Comet. I like Stan. He’s a nice guy. He gave me a book. That’s me and the book in the picture. Aren’t we handsome?

But I digress.

I am interested in Rogue Comet’s Dungeonesque line of products, so much so that I plan on buying the little brown boxed set and running a demo of it at OwlCon here in Houston in early 2018. Stan gave me a copy of The Chronicles RPG Kit: Malloy’s Almanac, Volume I.

According to the sales text at the aforelinked site, Malloy’s Almanac lets me “Run fantasy roleplaying games on the fly!” This is because the book “is a system-neutral, old-school 5.5×8.5” booklet with tools to help you run well organized, dynamic RPG games”. If I’m interested in a detailed, accurate calendar for my fantasy game (I’m not, but let’s pretend), then Malloy’s Almanac “features a fantasy calendar with information on sunrise and sunsets, moon phases, tides, and weather”. The “real core of the book is its 20 random encounter tools.” These tables “have separate dice roll methods which let you choose encounters for either low-magic or high-magic settings” (more on this later). What’s more, the “final section is composed of tables of characters by race (Humans, Elves, Dwarves, Halflings, and Orcs), with checkboxes next to each name to note when you’ve used them”.

Let’s take a closer look at that core of twenty random encounter tables. Each table covers a different topic, such as Travelers or Landmarks or Taverns. These topics are numbered one to 20, and are unevenly divided into Traveling, In Town, Loot, Verse (meaning Riddles), and Random NPCs categories.

On the tables themselves, “the first 12 entries are low-magic events” suitable for pretty much any fantasy campaign since a high-magic game would presumably also include low-magic. “The next 8 entries are specifically for high-magic settings”, and so when I use any random encounter table, I can roll either 1d12 or 1d20, the former for low-magic, the latter for high-magic. I suppose I could also roll 1d8+12 for nothing but high-magic encounters.

Now, let’s roll some dice and see what happens. First, I roll 5d20 to see what tables I’m going to use. I get 10, 8, 12, 14, and 9. The table of contents tells me I need to look at the Dreadlands, Campsites, Omens, Shops, and Relics tables.

For Dreadlands and Campsites, I’ll roll 1d12 for nothing but low-magic. For Towns and Shops, I’ll roll 1d20 for the possibility of high-magic. For Relics, I’ll roll 1d8+12 for high-magic only. When I do so, I get these results (which I’m retyping word-for-word to include editing errors, et cetera):

* Dreadlands Encounter 7: “At the top of perilous cliff, you spot a single cairn, its headstone engraved with the words, I couldn’t save her. Several corpses are strewn across the crags below, battered from the deadly fall. Standing next to the cairn, you feel compelled to leap to your doom as well.”

* Campsites Encounter 8: “A stone hut with a moss-covered roof is built into the side of a hill. An axe is buried deep in the wooden doorframe. Signs inside indicate a struggle. There is a locked cage in the corner with the skeletal remains of a large dog with a fine leather collar bearing the name ‘Brutus’.”

* Omens Encounter 16: “A boy mumbling of revenge prowls about a desecrated graveyard. He promise hidden gold if you avenge the desecration of his ancestors’ burial grounds.”

* Shops Encounter 5: “The Bosun’s Blessing. A small storefront where a former naval officer keeps his tools and accepts contracts. After retiring from his service as a seafaring soldier, the owner decided to put his experience to use by taking up the craft of repairing damaged vessels and assessing their seaworthiness.”

* Relics Encounter 16: “A crystal-clear, perfectly spherical glass orb. In its center, a vortex of whipping wind is constantly rotating, shooting out twister-shaped flares in every direction. The flares scrape the orb’s inner surface, begging to be unleashed.”

Those are some interesting encounters. Any of them could serve as a hook into a side quest or a main adventure with a bit of thought. At first glance, the $14.95 US price tag for Malloy’s Almanac seems a tad high. To be honest, if Stan hadn’t given the book to me, I doubt I’d have bought it. I think that would have been a shame. Twenty tables with 20 encounters each is a lot of content to cram into a 47-page book.

The interior layout isn’t anything fancy, and that’s fine with me. It’s mostly two-columns throughout with minimal black-and-white artwork. As can be seen from the Dreadlands and Omens entries reproduced above, there are some minor textual errors that escaped the editing process, but that’s hardly unusual even for much larger publishers than Rogue Comet.

All in all, Malloy’s Almanac is a welcome addition my collection of gaming resources.

Thanks, Stan!

November 11th, 2017  in RPG No Comments »

It’s Not My Fault!

Nota Bene: If you click on a pic, that pic embiggens so that you can read the cards more easily.

Recently I purchased It’s Not My Fault!, published by Evil Hat Productions and available on DriveThruRPG at the aforelinked location. I went for PDF + Cards, currently available for $8.99, plus a clear plastic container for the cards, which was a buck more, if I recall correctly. All in all, not a bad price. The printed cards, as you can see in the pics, aren’t works of art, which I appreciate. My aging eyes enjoy not struggling with miniscule point sizes and exotic fonts layered over art or some sort of pattern.

The deck is really four decks in one. Twenty cards are “character aspect/approach/stunt cards”. One side shows what some systems call a character class (Con Artist or Illusionist, for example) along with three approaches, color-coded, and an aspect in italics. Players pick two cards in turn, and the third is dealt at random. On the flip side of the cards you find which approaches that “class” is best at along with a stunt. The player adds up the pluses for the approaches, makes note of the stunts, et cetera, and the character is done.

I chose Con Artist and Illusionist. I randomly dealt myself Sorcerer. My character’s aspects are Have I Got a Deal for You!, Now You See Me…, and You May Call Me…Tim!. I like the idea of the first one being the character’s high concept.

His approaches are Careful +0, Clever +2, Flashy +2, Forceful +1, Quick +1, and Sneaky +2. He has three stunts, one from each card: Fast Talking, Vanishing Act, and Earth-Shattering Kaboom.

The other three decks within the deck each include 14 cards that “help you generate a sticky situation fast”. Shuffle each deck, deal one card from each. These cards answer the questions Where Are You Now?, What Brought You To This?, and (my favorite question) How Is It About To Get Worse?.

I randomly dealt a card from each deck. We discover that my character is miles underground because he swore an oath while drunk and that his means of escape just left without him.

The PDFs that come with the product also include card-sized rules references and card-sized character sheets. I’ve not provided examples of these, but you can see a sample at this link.

I’m kind of psyched about my It’s Not My Fault! cards. Fate Accelerated has become one of my favorite game systems over the past few years. It’s versatile, easy, and fun. Looks like it might be time for to schedule another dinner-and-gaming event.

Huzzah.

September 15th, 2017  in RPG No Comments »

Do: Fate of the Flying Temple

For some time now, I’ve meant to purchase Do: Fate of the Flying Temple. Now I’ve done so. Do, co-published by Evil Hat Productions and Smart Play Games, written by Mark Truman, promises to be “a family-friendly standalone roleplaying game.” I’ve seen this sort of claim before made by a few other games. Upon investigation, I discovered that, while those games might be family-friendly, it ain’t my family they’d be friendly to. Also, I facilitate Ludi Fabularum, a story game club, at the school whereat I teach. More than one of those other so-called family-friendly games would probably get me reprimanded if I allowed them at a Ludi Fabularum.

I am pleased to report that Do lives up to its claim. For the rest of this mini-review, I’m going to assume that you’re familiar with Fate Accelerated Edition; therefore, I’m not talking about the rules. They’re pretty much standard FAE rules, with two noteworthy exceptions, that I will address in a bit. If you don’t know FAE or don’t like FAE, that’s okay. Do‘s biggest selling point isn’t the game system; it’s the worlds of Do.

The Worlds of Do

At the center of everything floats the Flying Temple, home to wise and benevolent monks who master the martial arts in order to master themselves rather than fight others. Children who arrive at the Temple’s gates are adopted by the monks. These children become pilgrims. They’re not monks, but they’re not outsiders either. The monks teach their skills and wisdom to the children, who then fly to the many worlds of Do, answering letters sent by the troubled to the Temple. The pilgrims try to solve those troubles using the non-violent methods of the monks.

The worlds of Do are not planets like Earth or Mars. Instead, they are more like floating islands, drifting on the winds that blow through the vast sky in which everything moves and lives. To quote the rules, “There is no ‘outer space’ as we know it, with its harsh vacuum and hazardous cosmic rays.” There is sky. There are clouds and birds and worlds and flying whales and, like everywhere you find people, there is trouble. Those experiencing trouble write letters to the Temple. The monks read the letters, decide which troubles need attention, and then send pilgrims — children — to solve those troubles.

The players’ characters are pilgrims, remarkable children who live at the Temple under the tutelage of the monks. One day, all pilgrims face graduation day. Their pilgrimages have an end date, and after that they are pilgrims no more. Instead, they become monks who tutor pilgrims or else they depart the Temple to live among the worlds of Do. Regardless, they are player characters no longer.

About Pilgrims

Pilgrims are made pretty much like any FAE character. They have aspects, stunts, and approaches, but the aspects work a little differently. Every pilgrim’s name has two parts: a banner and an avatar. The former is “an adjective or verb that represents how your pilgrim gets into trouble.” The latter is “a noun that reflects how your pilgrims helps people.” Three sample characters are included in the book, and chapter two goes into admirable detail about banners and avatars. In normal FAE-speak, a pilgrim’s banner is his trouble, and his avatar is his high concept. Every pilgrim also has a dragon aspect. This aspect describes something about the newly hatched dragon that the pilgrims must protect, guide, and raise. The players, through the dragon aspects of their characters, create the personality, appearance, abilities, et cetera of the young dragon.

In simplest terms, the dragon is a non-player character controlled by the GM, given qualities by the players, a collection of aspects usable by all of the players and the GM, and, therefore, a source of both strengths and troubles. In my opinion, the dragon is the cleverest piece of Do. It’s something that is so simple that I wonder why I didn’t think of it.

The Temple Is Missing!

If you choose to run a Do campaign, it begins when the pilgrims return from a mission to discover that Temple is missing and, in its place, is a dragon egg. Where is the Temple? Where did this egg come from? What is the nature of the dragon within? All of the questions are answered during play as a sort of metaplot that moves toward a defined end of the campaign. As the game progresses and pilgrims answer letters (more on that below) and gradually solve the mystery of the Temple, the dragon gains more aspects. At the end of each letter (read: adventure), the dragon learns something new. It gains a new aspect. When the dragon gains its tenth aspect, the campaign draws to a close.

Mail Call!

As mentioned above, the people of the worlds of Do send letters to the monks, who read those letters and then send out pilgrims to solve the problems in the letters. When the Temple vanishes and the dragon hatches, the letters don’t stop. Instead, the dragon coughs up letters, and the pilgrims find themselves without the guidance of the monks. Problems must be solved, and the dragon accompanies the pilgrims, learning from how they act what sort of dragon it should be. In other words, the way the pilgrims solve problems ends up teaching the dragon, which will eventually become a very powerful creature indeed, how it ought to solve problems. Whether the pilgrims — mere children — like it or not, the fate of the worlds of Do is in their hands.

In Conclusion

If you like FAE, get Do. It is a remarkable example of what FAE can accomplish. If you don’t like FAE, get Do. It’s a fascinating idea for a multi-world campaign where solving problems via violence is possible but never without consequences, not the least of which is the fact the pilgrims end up teaching the dragon that the way to solve problems is via force.

I cannot recommend Do strongly enough, and I look forward to challenging the students who participate in Ludi Fabularum with its many worlds.

August 22nd, 2017  in RPG No Comments »

The Cthulhu Hack: A Read-Through Review

If you don’t own Paul Baldowski’s The Cthulhu Hack, buy it now. You can learn more about this wonderful game by visiting www.justcrunch.com. I’ll wait here until your done.

Now that you’re back, take a look at Mr. Baldowski’s work, a clever hack of David Black’s The Black Hack, an inspired role-playing game for dungeon-crawling fantasy adventure. In just a little more than 40 pages, The Cthulhu Hack gives you a complete game that launches its players into deadly conflict with the soul-shrivelling horrors of a Lovecraftian world.

The game’s core mechanic — roll a Save on a d20 that is below a specific value — determines success or failure of everything and everyone, including blood-crazed Cultists and sanity-blasting Shoggoths. Like Dungeon World, another favorite game of mine, the players rather than the GM, make almost all the rolls, including actions related to whether that mad Cultist’s machete painfully slices through muscle or harmlessly through air.

Add to the core mechanic features such as Usage Dice, Advantages, and Disadvantages to this simple, flexible core mechanic, and these simple rules cover everything from clue finding, suspect interrogating, ammo tracking, and sanity losing. It is the latter aspect of The Cthulhu Hack that I’ve been looking for for years, but more on sanity later.

Usage Dice cover resource management. For example, all investigators have a Flashlight Die that represents that investigators resources when he “needs to spot, uncover, trip over, research, stumble [upon], recall or otherwise discover something” (to quote the rules). When this comes up, the player rolls his investigator’s Flashlight Die. If the die comes up a 1 or 2, it decreases in size (from d8 to d6, for example). If a d4 Usage Die comes up a 1 or 2, the investigator is out of that resource. Nota Bene: A 1 or 2 doesn’t mean the investigator fails. It means he succeeds, but at a cost (represented by the Usage Die decreasing in size).

An Advantage means the player rolls 2d20 for a Save and choose whichever die result he prefers. A Disadvantage means the player rolls 2d20 for a Save and the GM chooses whichever die result he prefers. I’ve read this mechanic comes from D&D 5E. Regardless of its origin, it’s a great rule that replaces charts full of situational modifiers. Does your investigator have to sneak across a squeaky, dilapidated floor made of water-damaged boards? No need to consult a chart of stealth modifiers. The GM simply rules that your investigator is at a Disadvantage to do so.

I’ve played horror games before, and most I’ve played use some sort of fear or sanity point mechanic that tends to be both cumbersome and tedious, as well as requiring several pages of text to explain. The Cthulhu Hack handles sanity (or the lack thereof) as a Usage Die detailed by little more than one page of rules. Seriously. I could cut-and-paste the sanity rules into a document, fiddle with font and size and margins, and fit all of the sanity rules on one side of a single page.

The Cthulhu Hack stands severed head and mangled shoulders above every other game of its genre that I’ve read or played. Get some friends together and have them choose from one of five Classes and add one of 30 occupations. Creating an investigator is snap, and the rules for antagonists facilitate making them up more or less on the fly if necessary, which makes it easier for the GM to put more thought into the story rather than the stats behind the story.

Speaking of investigators, a sample character follows this paragraph. Ability scores (which make up the aforementioned Saves) are generated by rolling 3d6. “If a player rolls a Save with a value of 15 or more the next must be rolled with 2d6+2. After that continue with 3d6 until the end or another 15+ is rolled. Once the player rolls all six, she can choose to swap around” (to quote the rules again).

Dr. Horatio Phelps
Occupation: Archaeologist
Class/Level: Adventurer/1

STR 7, DEX 7, CON 9, WIS 15, INT 16, CHA 8

Hit Points: 9
Hit Die: d8
Sanity Die: d8
Armed Damage: 1d6
Improvised Damage: 1d4
Flashlights/Smokes: d8/d6

Special: Roll with Advantage when making a CON Save to avoid damage from poison, drugs, alcohol, or paralysis. Once per game session, apply powers of deduction and reasoning to reach an apposite conclusion.

Postscript: The last Sunday of this month, I’m hosting a dinner-and-gaming night featuring The Cthulhu Hack and a short adventure I’m writing entitled The Strange Case of the Bell Witch Bootleggers. I intend to post a playtest review a day or two later.

July 12th, 2016  in RPG 1 Comment »