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Showing posts with the label Land-of-legend

Faction based character generation

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 Inspirations I read the Blades in the Dark SRD and thought about the idea of the group having a sheet because I am creating a hexcrawl and I felt that gear usage is more of a party decision than an individual decision. Like everyone cares how much rations the party has and who has what gear is also important so I decided to make something that plays with that idea. My favorite thing in video games is unlocking a new character after I beat a game like Shovel knight and Plague of Shadows. This gets close.  From Yacht Club Games Sample Group Type The [Faction name and group name] Reasons to adventure Day to day reason More difficult reason that is done once a month or so Large faction goal that is a once off event  Stat generation system for rolling a character in the faction along with maybe a passive advantage and disadvantage. List of items they can start with that they pick and choose  Armour or protective equipment  Weapon or offensive equipment  Equipme...

1d6 small gods of my setting and a few corrections

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Clarification Time Turns out Heso was spelled Jesu and kinda polytheism kinda monotheism found in most elfgame settings actually has historical roots where in the near eastern and Mediterranean cultures, they practiced religion in a similar fashion since they have "pick a deity out of the pantheon" situation when it comes to worship. I still don't like this in my fantasy game. I also should have been a little more clear on how gods are general concepts, but different towns have different gods for those same concepts. For example, a desert village would have Sarivi the Healer being a god of rain. A coastal village would have their god of rain as a more hostile deity since fishing in the rain or in a storm isn't recommended. They would have Cassina the Skyblight as their god of rain. Desert village would have a Rain Day to celebrate the life giving water while the coastal village would have a Rain Day to appease the god and hope for no storms. Extremely narrow gods are ...

Little gods and what they do for a settting.

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Petty Gods It is my birthday as I am writing this and I thought about gods in OSR ttrpgs. I received Petty Gods: Revised and Expanded Edition and it got me thinking about how cooler religions could be with lots of smaller gods rather than one or a couple gods. I don't like clerics as written since they have the most assumptions about a setting. Fighters assume going into combat is a regular thing, magic user assume magic is a thing and a common thing and thieves assume there is crime. Clerics assume that there are undead, religions and gods. That's a lot and I often find in settings that are more distant from the traditional OSR fantasy often rework or replace the cleric all together since an assumption of the cleric clashes with the setting.  From Rended Press   Besides, The only classes I respect are Warriors and Wonder people. Cleric does a decent job at both and it annoys me. The main idea of clerics is they pick from a pantheon and dedicate themselves to one particular go...

Werewolves and a Reflection

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Events   Players  Necro  Selune Volkhv  Ante  Wolf  Garmadon   The party enters with Selune just about dodging a falling column trap.  They find a group of werewolves that converse to the party with a high reaction roll.  The wolves give Ante the gift of lycanthropy thanks to Ante winning a duel and Wolf pledges to aid them.  The party then finds a group of religious order of warriors hunting werewolves. The party hates them.  Selune sneaks past and grabs the relic from Wind that Whispers, the leader of the werewolves.  The rest of the party try to take out the leader of the holy order. The party abuse the fairy dust set on tracking werewolves and throw it in the leader’s eyes, stunning them.   From Fromsoftware Wolf successfully douses an amulet from the werewolves in the blood of his enemies gaining werewolf abilities.  The party enters combat, Necro scares half of the warriors with a spell and there are 4 warriors ...

I don't know what to do at the end and I am looking at it.

 So my Lands of legend campaign is ending soon, one more session. They got the artifacts and are almost ready to fight Olwin, The Cunning. The game is going great everyone is happy, everything has a nice bit of closure and one of my players asked, "what's next?". This question send shivers down my spine. Truth is, I have no idea about ending a campaign in a good way and starting something new. A lot of times campaigns fizzle, bang or poof but this has not. The campaign can't be extended as myself and my players are going to be a lot more busy. I asked my players and some want to do a New Game+ of sorts, same world different angle. Some (like myself) are wanting to play a campaign under a different GM. Some are busy and will be the end of rolling dice, for the next while at least. A lot of folks talk about how to start a campaign or great campaign starters but never great campaign climaxes. There are hundreds of resources for GMing the first session, but not the last. ...

Magic in the Lands of Legend

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Magic is something that is mysterious yet close by. It is important to some and barely a thought for others. Magic is something the gods don't touch and is how they distribute their miracles. It all depends on who you ask and what they do with magic.  Magic has been documented being a small creature that flies around, curious. The form of magic is different based on who casts it and their relationship with it. Those that respect magic and cast it correctly say it is a creature they find cute and friendly. Those that don't respect magic say it is a creature that is scary and carnivorous. It follows you but only listens and springs into sight if you have an offer. Offers are the core of spellcasting. First you make an offering. This offering will be eaten by the creature. The favourite food of magic and the most reliable offering is a promise. You make a promise like "For the next hour I shall not speak. In return I ask to help me find my sheep". Then, each word spoken ...

Volkhvs: an order esoteric even to me

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So, one of my players is interested in Slavic folklore and asked initially to play a druid in my Land of Legend campaign. When he learned that advancement was more diagetic he immediately asked where is a volkhv. That was the origin of a new type of Talent called Archetype talents. These are the closest thing to classes. They are a group of talents you pick from to help fulfill a particular character concept. For example, Minor Shapeshifting, Omen Seeing and Animal Speech would be abiltie that would fall in the Archetype of Volkhv. Now, once my volkhv player saw this he instantly asked me questions about how volkhvs are seen, any famous ones etc. He wrote what his character knew and the next day I had around a page of volkhv lore to play with, combining what he knew and what I knew.  From Wikipedia A Volkhv The big problem with researching volkhvs is that there's conflicting information. Some sources say they are demigods, some say they are similar to shamans using nature to do mag...

The Lands of Legend: The theft of the White Hand

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Pcs  Necro  Volkhv  Ante  Owl  Diplomat  From Dutchman's Store An example of the bell found in the session   The objective of this session was to find a bell made of  sliver to make the dragon's final ascent that much more  difficult. Owl was part of a cult called the White Hand,  but left after the cult started doing more horrible acts.  This cult had a “wizard” , a knight type and a bunch of  cultists. The party go in and Necro and Ante take the  cold iron bell. It's antimagic. Knight shows up and  takes out Necro. Necro has history with the knight as  the knight burned his village down. Necro is K’Oed but  Volkhv stabilized him.    Owl takes the helmet off of the knight and Necro  recognizes him and casts a spell to make his armor  looser. Knight slows to a crawl. The leader comes out  and Necro causes a cold breeze to make th...

Land Of Legend: The Great Fae Offensive

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 So, my first in-person session happened with my land of legend system. It went great, people had a great time and feedback was positive. I will go through the events, who played and show mechanics.  The Players Here are the players (using alias of course.) Players  Selune (plays Baldur’s Gate regularly and plans to GM)  Necro (plays Baldur's Gate less regularly and regularly plays Magic the Gathering)  Volkhv (new player)  Blood (played 5e once)  Ante (a GM and played a couple of systems)  Owl (new player)  Wolf (new player)  Garmadon (player in a few of my campaigns and in other people's)  Diplomat (player in a few of my campaigns and in other people's)   The Events First everyone chooses steel or spell as class. Most people stick with steel as they value the 2 wounds it offers. At first there was a little confusion and question like "I want to be a cleric, can I be a cleric? what gods are there and what races are available?(...

Everything-as-XP (my home game)

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My in person game is starting up. I have chosen to avoid a system for a number of reasons: I am given an hour and a half per session. 90% of my players are new to tabletop. My player count varies. So I have chosen a simple system that they create. One thing I love to leverage is what fantasy does everyone have in their heads. Some have LotR, Harry Potter more lesser known books or movies. There is also video games. Because of this, "fantasy" isn't a singular set of tropes and conventions but multiple.   But how? Characters are simple. Here is the character sheet drawn in Microsoft Paint: a rough mock up of the character sheet Path:  There are only 2 choices. Steel for martial warrior types and Spell for spellcasters. These set how many wounds you can take, whether you get access to magic or deeds. Steels get 2 wounds before getting unconscious, the ability to do mighty deeds of arms if their dice matches. (this is a 2d6+mods system). Spell gets the ability to cast magic (...