Showing posts with label The Delving Dwarf. Show all posts
Showing posts with label The Delving Dwarf. Show all posts
Monday, 13 May 2013
Geeks Do It Better #5: The Helm Of Rodent Enchantment
This particular piece of art has to be one of my all-time favorites ever to feature in a roleplaying manual. A big thank you to Jerry over at The Delving Dwarf for both tracking it down and, pointing me in the right direction of much more by the same artist (Will McLean).
Expect to see much more of his work here, as his superb art combined with his rapier sharp humor really is proof that Geeks Do It Better!
Wednesday, 1 May 2013
A Few Good Reads
From talking about my blog to taking the time to talk about the blogs of others and, some of the fine posts (in no particular order) that have been entertaining me of late. If you have a moment, they are well worth checking out.
Adventures in the Wilderlands: A good write up by Ken Harrison of his most recent GURPS session told from the point of view of his Dwarven Fighter. I don't know nearly ehough about GURPS to say too much other than that it made for an entertaining read and, as a reader, surely that's all that should really matter.
The Adventure of Ulthor the Conjurer: Next up is another play through but one that strikes a little closer to home for me because not only is through a Tunnels and Trolls solo but, one that I happen to own and are yet to best.. Which is a fair description of anything beyond Buffalo Castle. Lol. At any rate it is an interesting insight into the Specialist Mage type and, how little being a Specialist Mage differs from being a Wizard in many respects early in your characters career (you're still likely to be turned into worm-food).
The adventure that Dan has chosen is an interesting one and, has left me itching to break out my copy again and give it a bash. Maybe with a Wizard of my very own. If the read through peaks your interest, you can pick up a copy yourself here.
A Brief History of GMing: Last but by no means least is Jerry Teleha's post over at The Delving Dwarf that takes you on a journey through his personal experiences as a GM. What worked, what didn't. Jerry is a very eloquent writer so you won't go far wrong with any of the stuff that he has posted, this particular entry however I felt was noteworthy.
Adventures in the Wilderlands: A good write up by Ken Harrison of his most recent GURPS session told from the point of view of his Dwarven Fighter. I don't know nearly ehough about GURPS to say too much other than that it made for an entertaining read and, as a reader, surely that's all that should really matter.
The Adventure of Ulthor the Conjurer: Next up is another play through but one that strikes a little closer to home for me because not only is through a Tunnels and Trolls solo but, one that I happen to own and are yet to best.. Which is a fair description of anything beyond Buffalo Castle. Lol. At any rate it is an interesting insight into the Specialist Mage type and, how little being a Specialist Mage differs from being a Wizard in many respects early in your characters career (you're still likely to be turned into worm-food).
The adventure that Dan has chosen is an interesting one and, has left me itching to break out my copy again and give it a bash. Maybe with a Wizard of my very own. If the read through peaks your interest, you can pick up a copy yourself here.
A Brief History of GMing: Last but by no means least is Jerry Teleha's post over at The Delving Dwarf that takes you on a journey through his personal experiences as a GM. What worked, what didn't. Jerry is a very eloquent writer so you won't go far wrong with any of the stuff that he has posted, this particular entry however I felt was noteworthy.
Tuesday, 19 February 2013
Blog Spot #1: Precognition - Something Cool That Almost Happened
The wonderful thing about role playing games is that you never really
know how things are going to work out, despite the best planning. The
more incredible thing is when you game with kids, the unpredictability
is even greater.
I run a AD&D game for the kids where the 12 year old is playing his second character. In this game, he is a half elf Thief-Acrobat, the cousin of a major political family in the city they are based out of. The 7 year old has been showing interest in playing, but she is still not to a point where she wants to learn rules and such. She is a half elf Thief-Mage that pretty much has any 1-3rd level spell that the group needs. She tends to run away from conflict initially, then lets me know what she wants to do. I then help her with her actual course of action. It is fun, and it keeps the boy's character alive more often than not because he tends to run his thief like his 100 HP Barbarian.
His character also has psionics, so he has a few special abilities associated with that 1st edition system. One of these is 'Precognition', which gives him a chance to determine the possible outcome of an immediate decision. He attempted to use it earlier in the adventure and the role was not successful.
However, later on in the dungeon delve, they burst into a room where the two dark elf opponents were aware and waiting for them. A few bad roles later, the entire group was dead, dying, or running away.
I said stop...and to the boy...reverse back to you opening that door. What just happened is the vision that you got when you touched the door.
Both kids got a bit excited and actually came up with a decent plan on how to handle the situation a bit better, and the outcome was far more appealing to them.
Good times...
I run a AD&D game for the kids where the 12 year old is playing his second character. In this game, he is a half elf Thief-Acrobat, the cousin of a major political family in the city they are based out of. The 7 year old has been showing interest in playing, but she is still not to a point where she wants to learn rules and such. She is a half elf Thief-Mage that pretty much has any 1-3rd level spell that the group needs. She tends to run away from conflict initially, then lets me know what she wants to do. I then help her with her actual course of action. It is fun, and it keeps the boy's character alive more often than not because he tends to run his thief like his 100 HP Barbarian.
His character also has psionics, so he has a few special abilities associated with that 1st edition system. One of these is 'Precognition', which gives him a chance to determine the possible outcome of an immediate decision. He attempted to use it earlier in the adventure and the role was not successful.
However, later on in the dungeon delve, they burst into a room where the two dark elf opponents were aware and waiting for them. A few bad roles later, the entire group was dead, dying, or running away.
Ding Ding...Precognition....
I said stop...and to the boy...reverse back to you opening that door. What just happened is the vision that you got when you touched the door.
Both kids got a bit excited and actually came up with a decent plan on how to handle the situation a bit better, and the outcome was far more appealing to them.
Good times...
Monday, 21 January 2013
Bloggish Hall Of Fame: Shout Out About A Shoot Out!
It's been a while since I admitted an entry into the bloggish hall of fame, the informal way I like to recognise fellow bloggers and say great job. It's not an easy job putting out quality content tirelessly, so I think a pat on the back for all the enjoyment they bring folks is the least they deserve.
As you've probably guessed from the graphic header, this kudos is going out to Jerry Teleha's Stay Alive! blog. A play-by-post survival horror that welcomes all those who want to drop in (and is going great guns).
Not only is this proving to be a great jaunt but, Jerry has also been kind enough to post up the rule modifications that he is using, that will allow you to run a session of your very own, providing that you have a copy of Tunnels and Trolls to hand (which are also free here and here).
Like what you see? Why not check out the The Delving Dwarf, Jerry's other blog that also hosts some early Stay Alive! content, including an in-depth look at how his zombie work. Essential for the GM looking to run a session of their own.
Thursday, 29 November 2012
Calm Before The Storm
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| Image Property Of Monster-madness.com |
By and large this is down to real life commitments, but I am hoping that I can start to turn that around. Fast. In the next 72 hours in fact! The thing is that, just because I haven't been able to update here as often as I would have liked, the ideas have still been coming thick and fast. REALLY fast.
I now have a new abstract game on the workbench, along with an independent survival-horror roleplaying game, heavily spurred on by the sterling work that Jerry Teleha has been doing with Stay Alive! On top of that there have been the usual gaming musings, a solo conversion for the Munchkin card game that I think's pretty dapper, my old solo rules for ZOMBIES!!! that I have re-discovered in a pile of print-outs, new plunder for the cave, new thrift store finds. There is a LOT to blog about, and I finally have the time to sit down and do it all justice. :0).
So sit back and relax, there's a storm coming. ;0)
Labels:
Card Game,
Changes,
Jerry Teleha,
Munchkin,
Plunder For The Cave,
Stay Alive,
Steve Jackson,
Steve Jackson Games,
The Delving Dwarf,
Thrift Store Finds,
Tile Game,
Twilight Creations,
Updates,
ZOMBIES
Sunday, 23 September 2012
The Torch Bearers Flame
Found this great play report in my feed this afternoon and just had to share it.
It really takes me back and reminds me of my first interactions with the hobby, when my elder brother patiently sat down with me and guided me through my first session of Warhammer: 40,000. It was also my brother who taught me how to play chess, bought and painted the copy of Warhammer Quest that we all (my niece, my nephew and, I) played with as youngsters and, whose copy of Dungeon! I received one summers holiday and just couldn't put down.
Many, many fond memories there, all still as vivid as the day they were created.
It's really great to see that the torch is being passed on from generation to generation.
It really takes me back and reminds me of my first interactions with the hobby, when my elder brother patiently sat down with me and guided me through my first session of Warhammer: 40,000. It was also my brother who taught me how to play chess, bought and painted the copy of Warhammer Quest that we all (my niece, my nephew and, I) played with as youngsters and, whose copy of Dungeon! I received one summers holiday and just couldn't put down.
Many, many fond memories there, all still as vivid as the day they were created.
It's really great to see that the torch is being passed on from generation to generation.
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