AAR: Ex Novo

(Whoops, forgot to publish this!)

Finally got round to playing Ex Novo! Like The Quiet Year, you’re telling the story of a settlement. This time though, that settlement can be large or small, and take place over many many years.

We ran it for a small town on the edge of a slightly-more-magical Roman empire.

Map of a village with surrounding landscape
The map of Lignatis

AAR: The Haunting of Ypsilon 14

Survive. Solve. Save. Pick one.

Back in August, I had a game of Mothership for the first time in ages. Mothership (MoSh) is a sci-fi horror game that leans strongly on the style of the Alien films. Humans have spread among the stars, but it’s grimy, dirty, and technology is fallible. Space is big and scary, but you have to put up with it, to earn some money from The Man. The character classes are Scientist, Android, Teamster, and Marine; and don’t need any explanation if you’ve seen the films.

I honestly thought I’d written about it on here, but I bought a lot of MoSh stuff in ZineQuest 1 when Pound of Flesh came out, and wasn’t writing up my experiences then. After a frenzy of games (and getting back into RPGs in general), Mothership took a back-seat for me. I think I travelled through Gartner’s hype cycle on it - I played a few different games of it in rapid succession. There’s a lot I like about it, but after a while it does feel unfinished, and some of the rules stack a bit messily for me. For example, each class typically modifies the behaviour of rolls for players around them. So if you’re playing this with a 5e mind to a balanced team1

Very soon the promised final version is launching on Kickstarter and hopefully that will answer all the questions.

I ran The Haunting of Ypsilon 14. This blog will contain extensive spoilers! Also CWs for body horror and animal death.

Inspiring food

I’ve seen people try to make healing more and more rules-light in their OSR games. No rolling of hit die. No “1HP per night”. No “well you need to have had at least an hour for your Short Rest”1. Just heal, or die already.

Into The Odd has “five minutes and a glass of water” for healing temporary effects. And Wombat (among others) has proposed “eat/drink/rest makes you heal”. And I wondered how to make eating more interesting, without making it more complicated. How can we add some roleplay, rather than some roll-play?

Tom (cartoon cat) serves chicken and mashed potato. In a cowboy hat
Dinner is served

What I want to play next: September 2021

So, about a year ago, I looked at what games I wanted to run next. I was pleased I wrote it at the time as it reminded me what I wanted to play, and I’m even more pleased now to go back and look at it again.

I have played from the list:

  1. UVG. Admittedly, I didn’t play as much as I wanted, but I got a flavour of it, and of the SEACAT engine. I still want to run this, but it can only be as a campaign; I just don’t see the interest in a one-shot. To me that’s a SEACAT one-shot, not a UVG one. In fact, I’m very interested in using Into the Grasslands to use ItO instead of SEACAT.
  2. Hypertellurians! A few times. I really like the setting but, like a lot of OSR, I find it very difficult to balance. I keep an eye on settings for it, but even the official Mottokrosh ones seem to have terribly difficult enemies to fight. Mind you, I always end up making games too easy…
  3. Beak, Feather, and Bone. It’s a bit like The Quiet Year, but with more birds.

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 building’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.

It’s designed to be played in person, but I’m still playing online1. Unlike The Quiet Year, it does not encourage playing in silence, and the map is already drawn. There’s also no events occurring, any timeline would grow from natural RP.

RPG logo, a birdperson in a cloak

AAR: Into the Odd Stellarium

I finally got round to trying Into The Odd. It’s by Chris McDowall and a forerunner of Electric Bastionland. I was interested in something rules-light, but I’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. That’s certainly an efficiency saving, you’re halving the rolls. Players don’t have to wait through a turn and then flub their attack. The only problem, the enemies don’t miss either…

The dungeon I used was the Stellarium of the Vinteralf. The vinteralf are glacier-dwellers, and æons ago built a stellarium to investigate the heavens. It’s been abandoned and forgotten for some time, but the heroes have been told it’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, Illmire’s druid, was still around! Leithidir would also still like to replace his hand, he’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 Ranger’s favoured terrain. This goes well until the edge of the lake, where a Giant Crocodile 🐊 attacks them while fording a river. This ambush is super effective!

AAR: Fake news of Illmire

I’ve got terrible at keeping up with these. Let’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 King’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 that’s been missing for me up until now.

AAR: My First DCC Funnel

DCC RPG logo

I finally had a go playing Dungeon Crawl Classics. As a player, too. It’s a D&D retroclone with those dice, the “funky” 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 I’d been meaning to run “Do Not Let Us Die”1 for a while. It’s by Cecil Howe who made Hex Kit which I’ve mentioned and used a few times.

The premise

text: DO NOT LET US DIE IN THE DARK NIGHT OF THIS COLD WINTER

The premise is basically almost a board-game. The players are nebulous here, they don’t have physical characters, they’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.