Friday Night Daydreams

Friday Night Daydreams

Woke up and jotted down some gaming notes. Found monsters I like for the upcoming Shadowfell Exodus or as the Thursday Night Gamers are calling it, Shadowfell Oregon Trail. The process reminds me of looking at the Monster Manuals when I was 14, reverently reading each entry, daydreaming about how I’d use them in a game. I can still remember borrowing Rob’s copies of Monster Manuals 1 and 2 and his Fiend Folio; I remember that his Monster Manual 1 had no cover. Odd, I can see that coverless book so vividly.

Shadowfell Oregon Trail

I am digging Cawood Publishing‘s Monsters of the Underworld and will likely make use of Monsters of the City: Sins & Virtues when they eventually reach Gloomwrought. I am still very much a sucker for monster manuals and these are fun bits of world building and monster design.

Cawood Publishing books mentioned above, as they sit on my desk.

There’s an idea that needs marinating inspired by Blades in the Dark‘s Entanglement’s tables, starting out as 1d6 but adding d6’s, up to 3d6, as the Shadows grow long. The idea crystalized for me when I realized what I wanted the 18 result to be. Also, notes for things moving, sometimes randomly and other times at the whim of Fell Powers, out there in the Shadowfell on the map creating chaos. While I’m at it, I should probably think about my Context, Cool Shit and Consequences.

Map of the upcoming exodus to Gloomwrought
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From: https://www.clevelandart.org/art/1916.1789

Mothership is a published adventure, so I am perusing and digesting that over again during this week off. Slowly moving to get a game going with my dad. I showed him the following and he said the first two spoke to him most. We’ll make a character this week, I hope.

I need to write something about GMing published adventures rather than running from personal notes. It really feels like a different muscle all-together. When it works it feels like running with support and having room to move and improvise within a well wrought structure. When it doesn’t work, for me, it feels like homework in junior high school.

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From: https://www.clevelandart.org/art/1916.1789

I went to bed fairly early and woke up in the middle of the night. Now it is more Saturday morning than Friday evening but I’ve got ideas for the dragon-slaying D&D-houserules-turned-game project that has been on my mind since Jay mentioned that he had not ever encountered a dragon as a player at the gaming table. Those notes are dangerously close to being playtestable.

My artish hobby that began with getting the Affinity Art Suite for a birthday gift a few years ago means that sometimes I start making images for games or book-covers for books long before those games/books/vague ideas are ready for it. Speaking of which…

Dragonslayers twitter pic: DRAGONSLAYERS: There is a beast that embodies all that is wondrous and fell in humanity. It rules over your people, using its power to feed an unquenchable greed. Slay it.

Jay‘s going to hunt some dragon before 2022 is done.

How is your gaming going? What are you working on? What are you daydreaming about?

These designs and more in my Threadless shop – t-shirts of all kinds, mugs, stickers and even shower curtains…

Blog of Judd Karlman from Daydreaming about Dragons

So, my friend wants to hunt a dragon…

So, my friend wants to hunt a dragon…

Jay wrote about having never encountered a dragon at the gaming table. It made me think about when dragons have hit the table in my gaming history – a few times in Burning Wheel, always dramatic and to great effect. Once a pair of orc teamed up with Dwarven kings to kill the beast and won be the skin of their razor sharp teeth. Another time the posse let Grazz’t loose in the Forgotten Realms to destroy a Great Wyrm. In 4e we had this glorious fight with a Green Dragon that really harnessed all of the best parts of 4e’s amazing ability to make battlefield teamwork fun.

But how would I do this right now for Jay. Maybe 5e or Old School Essentials or Worlds Without Number or World of Dungeons isn’t the answer, I think to myself as I look at Project Ampersand. Maybe the answer is putting just enough together and seeing how it goes.

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From: https://www.clevelandart.org/art/1916.1789

What do I need to get this going? Thinking out loud, here, forgive me if it makes no sense.

3 tables, Copper, Silver and Gold 1-18 for rolling characters up. When you roll states you keep the dice. 1’s and 2’s allow you to roll on the Gold Table. 3’s and 4’s allow for rolls on the Silver Table and 5’s and 6’s allow for rolling on the Copper Table. The Gold Table is filled with magic shit and pets. The Silver Table is weapons and heirlooms. The Copper Table is mules, wheelbarrows, rope and other gear.

A few spellbooks with a few spells each. Don’t need too many to start. Tiamat’s Gift to the Dragon-Folk, the Devil-Folk’s Family Grimoire and the Wizard’s Guild Journeyman’s Tome.

Wrote a bit about what each polyhedral die does and there are a surprising number of rules hidden in there.

This is a role-playing game. If this is your first, I am sorry. If this is your last, I’m also sorry.

The Icosahedron, or as it is commonly known, d20, is for deciding violent conflicts. Its geometry and fell swings of fate appease the blood-thirsty saints of battle, of which there are 20 in number.

It is a cruel implement, prone to wild swings of chance because no matter your training and power, war is cruel. Woe to those who must roll it and glory to those who survive its use to see home and hearth again.

D12 is power only the arcane can bring. It is dragon-breath and balefire. 12 to honor the dozen fire-pits in the Flame Realms with its Elemental Princes and the 13th Pit, which we should never name so that nothing crawls out from it into our world.

d10 is for legendary steel swords fully awakened and named in the hands of a hero or villain whose name will be written in stone or stars, to honor the ten seats around the legendary council table.

d8 is for bloody carnage, with 8 sides to ward away the 8 Vampire Dukes when our blood is spilled.

d6 is for skill, help and knowledge to honor the 6 Arch-Mages and their friendship before the start of the Mage Wars.

d4 is for falling, traps, and other bloody messes that could lead to death. Four sides to this impliment to give each of the Petty Woes that lairs in each of the cardinal points.

NOTE: This Ampersand has nothing at all to do with those assholes who are calling themselves TSR. I started calling my D&D Houserules turned game Project Ampersand last year.

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From: https://www.clevelandart.org/art/1916.1789

Elves, Dwarves, Devil-Folk, Dragon-Folk, Gnomes, etc. would be opened through play like DLC. New player options made available through adventuring – when a character shares an oath with said newfound heritage or shares a romantic bond with them.

In honor of the 16 HP Dragon and out of exhaustion at the amount of hit-points 5e creatures can have, nothing has more than 16 HP (did you know Stras wrote the 16 HP Dragon?!?!). If it is possible to fell it with steel and spell, the most it can have is 16 hit points. The most fearsome dragon’s breath, that melts steel and Rings of Power alike inflicts 3d12 (as would the most brutal wizard’s spell opening access to Hellfire or the Storm God’s Lightning).

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From: https://www.clevelandart.org/art/1916.1789

3 tables numbered 1-18, a little over a dozen spells, a map (that is whole other post) with a smoking volcano on the horizon where the dragon lives (unless we decide we want a dragon in the desert or swamp or haunted forest or glacier or on a golden or silver throne) and maybe a short essay about how in this setting, all dragons are tyrants…

Do you want to hunt a dragon?

NOTE: To the tune of, Do You Want to Build a Snowman?

Because flying on a dragon’s back and doing battle in the clouds is probably a whole different post using notes filed under Dragon-Riders of Atlantis, though the same system could get us there…

These designs and more in my Threadless shop – t-shirts of all kinds, mugs, stickers and even shower curtains…

Blog of Judd Karlman from Daydreaming about Dragons

Project Ampersand

Project Ampersand

“The Icosahedron, or as it is commonly known, d20, is for deciding violent conflicts. Its geometry and fell swings of fate appease the blood-thirsty 20 saints of battle.

“The 20-sided die is a cruel implement, prone to wild swings of chance because no matter your training and power, war is cruel. Woe to those who must roll it and glory to those who survive its use to see home and hearth again.”

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I’m not out to fix or clone anything per-se – more that I’ve got notebook pages with strange ideas. That is where I got the name:

Project Ampersand, House-ruled & Homebrewed

What is in my notes so far?

One class – adventurer. That is what you are.

But Judd, why? Let’s look at a few classes and what is cool about them. Warlock (and DCC’s Wizard) have a relationship to a troubling Power that grants them arcane abilities. Why have only one class that can do that? Why only one class that can use swords or stealth?

New character options can be opened by completing an adventure or enter into a binding oath with new folk.

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Levels go from 0-3 and then levels can be spent on other things – like training up followers, making the HQ better, strengthening bonds with a patron or an oath or create a guild. There will be rules for becoming a deity.

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Spells don’t have levels but they come from spellbooks that are linked to the world. Spellbooks have names like: Hidden Cache of Scrolls from the Mage Wars, Gifts from the Fae Queen, Wizard’s Guild Journeyman Archives, Olde Queen’s Druidaria, Fiendlands Relics, Black Market Hobgoblin Cantrips, Lake Country Family Illusions, Copies from the Arch-Mage’s Great Works

Every spell is also a dungeon; in order to truly know a spell (or maybe to make a new spell?) you have to travel to the otherworld where it was made and anchor a part of yourself in some alien landscape.

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Character creation is 3d6 in order but the 1’s and 2’s become a resource the player can use to roll on a cool table where they can get items, spells and pets. The higher you roll, the cooler the thing is but you can choose anything underneath it instead of what you rolled. Maybe you or your elder was a veteran from the Mage Wars or you encountered a Highlands Wyvern Rider or Got Lost on the Far Side of the Elf-Stones or Held a Torch for an Adventuring Party – 1’s and 2’s allow you to come away from that bit of character history with something tangible as the game starts.

Every stat is a different kind of perception. Or maybe the highest of STR, DEX, CON is noticing the physical presence of another person or learning something about how they move and what their martial prowess is built on.

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Other bits have already made it into the Thursday night game.

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Post Script

Fantasy Heartbreaker? Ya know what, let’s leave that term in its era; it was written 19 years ago. Publishing and gaming has changed.

The true heartbreaks were burying any mechanics that veered too far from the founding text was not any good. The truest heartbreak was mortgaging one’s house and selling grandma’s pearls to produce a print run that would eventually get pulped for tax reasons. Fantasy Heartbreakers should be played and discussed but they are something from another era.

What does your Project Ampersand look like?

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If you want a Project Ampersand sticker or notebook, here ya go.

https://shopofjudd.threadless.com/designs/project-ampersand

Check out these designs and more in the Tabletop Role-Playing Games Collection…