This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language.
I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Tuesday, September 02, 2025
Manic at the Monastery (OSE adventure review)
This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language.
Tuesday, September 10, 2024
Corrupt + Evil = good? (factions)
Thursday, September 05, 2024
Amarod (I) - Creating a sandbox
Wednesday, June 19, 2024
Sandbox detour
The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).
Thursday, June 06, 2024
Author x Referee GMs
For example, the classic "quantum ogre". There are two doors. The PCs choose the door on the right. Can the GM decide there is an ogre behind it AFTER the PCs choose?
Wednesday, February 28, 2024
Vanilla Overdose, Random Insanity, and Fortress of the Iron Duke
Friday, August 18, 2023
Tales of the Demon Lord (actual play review)
This is the blurb:
The End Starts Here
The signs are everywhere. The mad prophets shriek dire warnings on the streets of Crossings, while strange monsters roam the lands beyond the city’s walls. Strange cults flourish in the lawless wilds, while the undead muster in the desert wastes to the north. The end is near, but is it too late to stop it?
Tales of the Demon Lord presents eleven adventures set in the lands of the Northern Reach, the far-flung province of a dying empire. Game Masters can run the adventures as a complete campaign, taking starting characters to the heights of their master paths, or use them individually to tell a different story. In addition to the adventures, this sourcebook contains detailed information about the city of Crossings and a selection of new creatures to terrorize the Northern Reach and beyond.
Instead, it leaves to the GM to fill the details and omissions, which requires some work.
If you play the system as written, these adventures are enough to get the characters all the way from level one to level 10 and face the end of the world - as intended in the rules book.
Because of this, I find this collection to be a great introduction to the system - although my players felt their characters were advancing in breakneck speed. If I were to run another SotDL campaign, I'd probably let PCs advance only once per two-three adventures instead of one.
The setting (the city of Crossings) it's interesting as a base of operations and provides a few potential patrons and factions, but again it is up to the GM to connect the dots.
Unfortunately, the adventures themselves are mostly set in nearby villages (with no strong connections to city intrigues), so you don't get most of the advantages of having a coherent setting. There are a couple of exceptions (a dungeon you explore twice, a couple of recurring characters, and an attempt to tie everyone together in the last chapter), but they are few.
In my campaign, the PCs were working for the city watch, and they got assigned to more dangerous missions (and more leeway) as they progressed in fame and fortune.
Friday, April 14, 2023
Comfort, Color, Contrast: three types of fantasy (vanilla, weird, grounded)
Thursday, March 23, 2023
Doom of the Savage Kings (DCC #66.5) - Actual play review
A Level 1 Adventure
High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe.
Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!
Thursday, February 09, 2023
The God That Crawls (actual play review)
The God That Crawls*, is a LotFP adventure by James Raggi (if you don't know LoTFP, read this). Here is the blurb:
A murdering cult.
A religious order dedicated to protecting sacred history.
An ancient catacomb full of danger and reward.
The God that CrawlsA dungeon chase adventure for characters of levels 1–2 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
The hook or motivation to get the playercharacters to the church is up to the Referee,who would know how to get the playersinvolved better than any adventure writer. Nohooks that cast suspicion on the priest or villagersbefore the adventure begins should beused, as the natural paranoia of adventurerswill be in effect anyway.[...]Father Bacon is the leader of both the church,the community around it [...]He will be very adamant about not allowingvisitors beyond the altar of the church. [...]
It is perfectly possible (even likely withsome groups) that player characters willnot fall for any of the tricks and will notbe trapped in the dungeon, especially ifthe Referee seems a little too eager to getthem down there. No matter. If they justwalk away, they are leaving a lot of treasurebehind. If they do something rashlike slaughter the priest and/or a bunchof villagers and walk away, they will havethe legitimate authorities after themsoon and that will be adventure enough.Force nothing; this adventure providesan environment and a handy guide forresolving “What happens if…?” withinthat environment. This adventure is nota club with which to bludgeon players.
So, you need a strong motive to invade a church, that the book doesn't provide. On the other hand, if you do invade it, the book advises you that the PCs should be drugged or captured by troops and tossed into the dungeon. And if the PCs don't want to explore... eh, what can you do? Maybe choose another adventure.
[In practice, Raggi was partially right - the usual PC paranoia made sure that one PC insisted enough on exploring the catacombs that they convinced the priest. Had I followed the instructions to the letter, maybe the PC would have to choose violence against the priest or simply leaving.]
There is basically one monster and LOTS of treasure. It is an interesting setup, and GREAT for a change of pace. The monster is basically too strong for the PCs, and the fact that there is only one main, unique antagonist makes it feel "special".
The goal of this module is forcing the players to think about encumbrance, movement, and mapping. The life of the PCs depend on it. And there is more treasure and artifacts than the PCs can carry, making these choices really meaningful. If you play this module handwaving movement and encumbrance, you're missing half of the point.
If at any point a character takes exactly 8points of damage (at once or cumulative,not 7 or less, not 9 or more, but at somepoint has taken exactly 8 points) while onthe chariot, from any source, he dissipatesinto a whirlwind of sorrow and pain. Anyplayer who laughs at this naturally withoutprompting can dictate the results of any onedie throw in the future (do not reveal thisuntil the chariot stops). If it is the playerwhose character has disintegrated thatlaughs, he gets to determine the results ofany two die throws in the future (includingduring new character creation).Any players caught laughing insincerelybecause they have read the adventure andwish to get the bonus must paint their noseyellow for the rest of the game session. If noyellow substance suitable for this purposeis available, one of that player’s characterability scores, selected at random, will bereduced to 3 until such time as the playercompletes an entire session with a yellow paintednose. Note this is a player-facingeffect and new characters suffer this fateuntil the player complies.
Saturday, December 10, 2022
Railroading paradoxes (plus: diegetic RR, meta-RR, ticking bombs, good and bad RR, deus ex machina, etc.)
The first railroading paradox is this: if you negate a player's choice to go into a dead end, you're railroading. But once you reach the dead end, there is no more choice.
Thursday, November 03, 2022
Sandbox quest, Part II
As I've said, it's a lot harder than I expected - I almost gave up in favor of just proposing a series of adventures.
Monday, October 24, 2022
Sandbox quest
Well, it's a lot harder than I expected.
First, let me tell you of some past campaigns...
I liked CoS and ToA despite the terrible organization. They have BOTH a coherent "narrative" and a sandbox setting, (mostly) railroad-free. They are, however, too verbose and extensive (and somewhat flawed). Interesting nonetheless.
I ran the entirety of Tales of the Demon Lord, each adventure is about 2-4 pages. It works well, but it lacks some coherence and the sandbox aspect.
Before that, I've ran a couple of campaigns I created, but they were mostly GoT-style intrigue.
Since I cannot find any other big campaigns that interests me in the OSR sphere (except megadungeons), I thought I'd start looking for good OSR adventures and go from there.
Well, all I could find until now is rooms and rooms full of orcs, skeletons and giant bees in succession, with little rime or reason.