AAR: Beak, Feather, & Bone

Finally got around to playing this! The description from the website is better than I could write. Beak, Feather, & Bone is a collaborative worldbuilding tool as well as a competitive map-labeling RPG. Starting with an unlabeled city map, players are assigned community roles before taking turns claiming and describing locations. Players draw from a standard 52-card deck to determine a buildingā€™s purpose and then describe its beak (reputation), feather (appearance), and bone (interior). As buildings are claimed, a narrative for the town and its inhabitants emerges, including major NPCs and shifting power-dynamics. Itā€™s designed to be played in person, but Iā€™m still playing online1. Unlike The Quiet Year, it does not encourage playing in silence, and the map is already drawn. Thereā€™s also no events occurring, any timeline would grow from natural RP. ...

AAR: Into the Odd Stellarium

I finally got round to trying Into The Odd. Itā€™s by Chris McDowall and a forerunner of Electric Bastionland. I was interested in something rules-light, but Iā€™d previously struggled using Maze Rats. The most contraversial thing of ItO is that it has no to-hit mechanic. All attacks hit, you only roll damage. Thatā€™s certainly an efficiency saving, youā€™re halving the rolls. Players donā€™t have to wait through a turn and then flub their attack. The only problem, the enemies donā€™t miss eitherā€¦ The dungeon I used was the Stellarium of the Vinteralf. The vinteralf are glacier-dwellers, and Ʀons ago built a stellarium to investigate the heavens. Itā€™s been abandoned and forgotten for some time, but the heroes have been told itā€™s poking out of the ice again. Pillage it! ...

AAR: Webs of Illmire

Last time in Illmire, the Ranger Leithidir turned out to be cursed by the Deathly Spade. If only Yorivar, Illmireā€™s druid, was still around! Leithidir would also still like to replace his hand, heā€™s only been able to find a wooden one. After a lot of arguing, the party choose a route that involves going through as much forest as possible, to utilise the Rangerā€™s favoured terrain. This goes well until the edge of the lake, where a Giant Crocodile šŸŠ attacks them while fording a river. This ambush is super effective! ...

AAR: Fake news of Illmire

Iā€™ve got terrible at keeping up with these. Letā€™s try to sort that out! The players leave the surrounds of Illmire and get supplies, and more importantly recruits to reinforce Illmire. They travelled out on the Kingā€™s Highway, and got torrentially rained on. I like AiME and so a good excuse to make this journey a Journey with Exhaustion and suffering1 is one thatā€™s been missing for me up until now....

AAR: My First DCC Funnel

I finally had a go playing Dungeon Crawl Classics. As a player, too. Itā€™s a D&D retroclone with those dice, the ā€œfunkyā€ ones. We played the game from the Quickstart Rules, which are free, and include two adventures. We played The Portal Under The Stars. ...

AAR: Do Not Let Us Die In The Dark Night Of This Cold Winter

I decided to shake up my Evils of Illmire campaign with something different, and Iā€™d been meaning to run ā€œDo Not Let Us Dieā€1 for a while. Itā€™s by Cecil Howe who made Hex Kit which Iā€™ve mentioned and used a few times. The premise The premise is basically almost a board-game. The players are nebulous here, they donā€™t have physical characters, theyā€™re just each in charge of a fraction of a town that is under-resourced for a fearsomely cold winter that restricts the ability to gather resource. They get abstracted to being a Wizard, Fighter, or Thief, with attendant bonus at gathering one of the following resources. Villagers need wood (collected best by Fighters), to prevent freezing to death immediately. They need food (which Thieves spot best) every other turn, or they will starve. They can need medication (gathered by Wizards) within a few turns or will die of some malady. It is, in short, grimdark. ...

AAR: The cult of Illmire

So last time, the players decided to sneak into the cultā€™s temple in Illmire. Coincidentally they managed to knock out the window to the only room without cultists inside it. This session started with a happy murder of all the cultists desecrating the temple that didnā€™t surrender in time. Most notably the ranger found a sacred mace, that he very carefully didnā€™t touch with his skin and passed back to the cleric for safe-keeping....

Alice is Missing

I finally got a chance to play a game Iā€™d been very curious about, Alice is Missing. It was organised by the very excellent @proopypants. The plot is in the title: Alice, a girl in a sleepy American rural town, has gone missing a few days ago. Itā€™s winter 2020 and you play her friends trying to find her again. Except only by text. šŸ™Š TL;DR: Itā€™s great. ...

AAR: Heart of the Atom Isa

Itā€™s Hypertellurians time again! I ran the Heart of the Atom Isa over two sessions, and it finished with the party sledging down a mountain on a moon, on a wave of alien mucus. So, if you take nothing else away from this, then you can do some very silly sci-fi. The Atom Isa The partyā€™s rocket, the Atom Isa, has its heart stolen from it, and they have to get it back from Argencia, who is seen on the shipā€™s logs - departing for the tremendostaceans of the Zelteen nomads. The party are: Garmotte, a human-sized Alien amoeba Khepri-the-Rising-Sun, a beetle-man Royal Philomena Dashwood, a young explorer and Ultranaut ...

AAR: The Terrors of Illmire

We continue the tales of the Evils of Illmire. And what Iā€™ve learned while running it. The party start in the sunken Bastion, keeping a Black Skeleton Turned at bay while they rob his throne room. They then have a short rest, and explore the room unlocked by the key on the Skeletonā€™s belt. Some normal skeletons provide no trouble, but the Wraith they unleash from the cell is much more of a problem, especially when it starts raising the freshly interred skeletons as Spectres....