Power Rangers RPG Campaign

I looked at the character sheet for the new Power Rangers RPG and I can’t help but to want to build a campaign.

I just saw the character sheet for this game…

And like so many other character sheets, it got me thinking. There is so much potential for this particular RPG to be outstanding in my collection as a GM. I have four kids who are all huge fans of the series, plus my wife is a huge fan of the original Green Ranger played by Jason David Frank.

I’m going to walk through some of my design process without a system attached on here just for fun. The first thing I want to consider is the version of Earth’s timeline or alternate Earth. This happens in several Power Ranger series and is referenced throughout some seasons. Personally, I love cameo appearances by rangers from older series. Megaforce was probably my favorite for this reason.

The opportunities presented by this new RPG are just too juicy to pass up.

Looks very familiar. Similar to D&D.

Needless to say, we’re going to probably start with an alternate timeline to Mighty Morphing. I mean, the original characters were cool and all, but why not kick it up a notch? Think about it. The Time Force Rangers knew alternate Earths exist. What’s to keep our old original arch enemy, Rita Repulsa from doing the same? What if she cast a spell that broke the time/space/dimensional barrier?

I’m going to start out with Lord Zed as the main bad guy in Season One of Power Rangers, uh… ooh. We need a name. Power Rangers Lightning Force. Okay, I can work with that. My 12 year old already has his character designed, like the minute I mentioned it. He wants to play Blue Phoenix. Can you tell he’s excited?

The idea here is not to just replay the old scripts.

Hence an alternate timeline. We’ll keep a few things here and there, but let’s mix and match. Gonna try to go slightly more serious than the Bulk and Skull type characters, but not as dark as the 15 minute remake with Katee Sackhoff that got banned. (Loved it for what it was, but yeesh. Dark…)

The characters are still going to start out as high school students in detention together. We’ll have a Breakfast Club type opening with them all in weekend detention together. My wife will probably want to play Tommy Oliver as a girl, if I had to guess. Tommi Oliver it is. I want to minimize the use of NPC rangers, but so far I’m betting I’ll have three or four solid players at the most with my wife and oldest popping in and out. My youngest is still learning how to play games and sit still, so he might get relegated to GMs helper to begin with.

I’m going to plan on the team only having four colors starting out.

We can always add more later, right? The original team for Lightning Force will be Red (Dragon) Blue (Phoenix) Black (Chimera?) and Green (Pegasus?) I may have to recruit a player or two online and adjust. Again, we’re in the development phase, so nothing is locked down. I’m feeling a very magical flying monster vibe so far.

We’re going to leave the gang in Angel Grove but I’m thinking the population might change. Ever notice how monsters regularly rampage through the town, smashing buildings and crushing cars? Why don’t we ever hear about innocent bystanders during these battles? I want there to be some kind of consequences to not leading the giant monsters out of town whenever possible. Who’d want to live in that town? Can you imagine the real estate nightmares? But I digress…

In the next installment of this campaign building series, let’s talk about the bad guys a bit. I want something more than a gold monkey with wings. I’m kinda considering borrowing extensively from a gaming company that is no stranger to trademark lawsuits. Think of it as a tribute to 40K. But if I’m flirting with danger, why not go all in?

Til then, take care. Please stay healthy. Eat your vitamins, drink plenty of water, get some exercise, get some sleep, and avoid giant monsters rampaging through your town if you can. Game on.

Mighty Powerful “Morphering” RPG

Personally, I have campaigns for a sentai built outside of the Zordon era and a couple of campaigns for Rangers that wouldn’t be part of the Morphing grid, but would easily be Power Rangers games.

The Mighty Morphin Power Rangers RPG from Renegade Games has dropped.

I have to say, I’m excited someone finally dropped an official version of this game. Some of us have been playing various versions of the world’s most famous superhero sentai for a long time or at least have campaigns waiting in the wings. I know the overwhelming concern with many game designers was the fear of being sued by mega giants Hasbro and Saban Entertainment for making an unofficial, unlicensed version of the game.

I was hyped when Renegade announced Power Rangers, GI Joe and Transformers are coming as RPGs. They’re all a d20 based system, probably as to make it friendly to the D&D players. I kind of wonder why Hasbro didn’t simply enlist the folks at WotC to do these games, but maybe they wanted to separate the licensing out.

Power Rangers RPG from Renegade Games.

Personally, I have campaigns for a sentai built outside of the Zordon era and a couple of campaigns for Rangers that wouldn’t be part of the Morphing grid, but would easily be Power Rangers games. I will say FATE Mecha v Kaiju did an awesome job of setting up a similar campaign. I’ve also come up with my own FATE sentai series, played around with Henshin Sentai RPG and have a Cartoon Action Hour campaign that is a fusion of Power Rangers and another popular kid’s cartoon that has its own trademark police. Needless to say, I’ve loved the concept of Power Rangers for years now.

My kids convinced me to watch Mini Force, so I could create a campaign for that any time as well. It’s a cute show. Lil fuzzy Power Rangers from SAMG Entertainment. It might be kind of a short campaign, though. Heh heh.

I grew up watching GI Joe, Transformers and Power Rangers after school. I’ve thought for years that a fusion of all three would be amazing. Take the zords to an all new level and have them be akin to Autobots and combine into a Megazord. Watch out Devastator! Likewise, making the Rangers into a military organization and have them fight terrorists from space would be epic, but a little outside of the scope of a Rangers TV series.

As a side note, I hung onto a lot of my old GI Joe and Transformers figures from back in the day. Still waiting for the crossover movie. Might have to do it as an RPG some day.

Dear Renegade,

Please email me a pdf copy of this game for review jeffcraigmile@gmail.com or drop me a note and I’ll send you my home address for a physical copy. I promise I’ll say good things on every website I can reach. I’ll even put up a YouTube channel just to review your games. Yes, seriously. I’m good for reviews of GI Joe and Transformers RPGs, too.

I’m also available if you’re hiring, especially writers. Thank you!

Your pal,
Jeff

Okay, before I drop any more puns intentionally or otherwise, I’m out. Have a great day. Game on.

Table for One?

Yes, I am guilty of rolling dice and talking to myself, mostly at home.

Should Role Playing Games Be a Solo Endeavour?

Okay. Please hear me out before I get branded a heretic in the RPG community. I think it’s okay, but with a few stipulations. No, a mental health waiver isn’t one of them, although you may want to keep your solo RP activities at home. Moderation is always a good thing with anything. It’s also probably better to go out and socialize occasionally if you can. Just sayin…

I’m not crazy, but I used to spend a lot of time alone.

Yes, I am guilty of rolling dice and talking to myself, mostly at home. As far back as high school I ran scenarios with my 2nd Ed AD&D characters to work out combats and anticipate what would probably be said by an average party. It filled a lot of lonely Friday nights in high school with Dr Who playing in the background. Back then, I didn’t have minis, so I used painted thumb tacks and push pins on a piece of graph paper tacked to a piece of wood. It’s okay to laugh, really.

Solo roleplaying evolves into story writing.

It’s a great writing exercise!

As I grew older, I really found a fondness for writing. I still generated tons of D&D characters, but I started writing their stories out as they leveled. It became more about fantasizing and less about rolling dice for random outcomes. This is something I still shamelessly do today with games such as ICONS and ICRPG. I even have a Pathfinder 2E character that’s kind of going this way.

I’ve written a lot of good fiction for myself this way. It’s a good way to kill time if I’m stuck at my kids’ practices and I’ve already done my meditation for the day. I shamelessly carry a bag of dice and a notepad around for just such an occasion. I also come up with a lot of interesting plot and campaign ideas this way.

These Days, It’s More Common Than Ever.

Thanks to the Icky Cough-Coughs (as my oldest calls it,) a lot of games went indoors, out of the public and online. If online isn’t your thing and your family doesn’t like dragons, giant robots or magical girls, there aren’t a lot of other roleplaying options. Computer games don’t require dice rolls. Most console games have relatively simple characters and no dice rolling.

Luckily, a few companies easily found on DriveThruRPG have you covered. They have tables for NPC reactions to simulate roleplay, approaches to solo combat, and even some adventuring tips related to exploration. Most of these are oriented toward fantasy RPGs, but not all of them. I’m particularly fascinated with solo ICONS and solo Operation White Box (WW2 RPG.) There aren’t a lot of modern or supers solo games, but they aren’t impossible to find.

Again, most of my focus these days is on writing, so I sit down and make a lot of notes or just start banging out stories. It works the other way around, too. Sometimes I make a D&D or Pathfinder character based on something I’m writing. It can help fill in some character blanks that I might not have considered yet.

One of my characters from a novel I was writing has actually showed up as an NPC in three different systems/worlds. It’s the end result of knowing a character inside and out, I suppose. It helped me acclimate to PF2E and WOIN.

I recommend solo RP for writers, GMs/DMs, and game designers who are struggling to work out character design challenges or just looking to boost their creativity. It also helps with designing interesting combats and traps sometimes. If you’re stuck inside on a rainy day and just want to roll some dice because you’ve already made over a hundred characters, it’s good for that, too.

I’m sane. I promise! 😅🤪

Art for this article is courtesy of the Bitmoji app. Too much fun to be had. Have a great day. See you again very soon. Game on!

Hex Crawl Adventures

This style of play isn’t for everyone, but one thing I recommend for players and GMs/DMs who get burned out on the same old campaign world is to drop the player characters onto a brand new planet or sub-plane/demi-plane after an adventure or two in the old world. Much the same way the mists of Ravenloft used to abduct entire groups of adventurers, the PCs could literally just wake up in a new world and have to explore to try and find a way home, if they ever want to go back.

Exploration at its most fun!

Many gamers from back in the day probably still remember the old Expert Set adventure, Isle of Dread. Which is now reprinted here as a deluxe hardcover. My copy came with my original Expert D&D Blue boxed set. I have spent hours pouring over this module. I love it for its simplicity and charm. Not to mention several terrifying adventure sessions running around dodging dinosaurs and cannibals.

Without too many spoilers, X1 Isle of Dread sets up as a shipwreck. Or at least that’s my preferred way of running it. From there, the PCs have to salvage what they can for supplies, pick a direction, and start exploring. Assuming they have time to choose wisely because they’re not being chased by something. Thus, for many of us, began what is now commonly referred to as a “Hex Crawl.”

Small Hex Grid

If you’re running a game, this can be a fast way to put together a campaign world on the fly. Or, for a completely random campaign of fantasy adventure, you can literally roll as you go or roll for any blank surrounding hexes next to the one the party just entered.

This style of game is a hoot because the person running it doesn’t necessarily even know what’s coming next. Personally, I recommend rolling for the adjoining hexes at the end of the session just so the GM can prep accordingly. That, and some landmarks are going to be dead obvious to the group, especially if they can get a bird’s eye view of the surrounding area.

I’ve seen all manner of distances applied to hexes from one mile to ten miles across or more. Some people like to draw on them with colored pencils or mark key land features for future reference. If you’re running a game based on random hexes, you can also have tables for encounters in any given terrain type, or even preset adventures for when the group enters “X” hex space. Ruins are a great example.

Example courtesy of Shieldice Studio’s Realm Fables: Hex-Worlds

This style of world generation is also very useful if designing your own campaign world, especially if it’s set in a time before modern or magical global cartography. (There’s an adventure seed there for someone- Imagine a mage’s guild whose entire job is to teleport to random places, make a quick map, and teleport back before they get eaten by the locals…) I use this generation method myself because I don’t want to give away the whole map at once. Usually, I have a page of the larger hexes as my starting campaign map and then make more map pages as my group ventures out from their current hex.

I usually have some vague, general idea of where I want them to end up and what’s around it, but I certainly don’t have the whole thing lined up all in one week. That’s one distinct advantage homebrew worlds have over premade settings. The group can legitimately say, “We don’t know where we’re going yet. No one has been there yet as far as we know.”

How do I (h)explore if my group is in a premade world?

This style of play isn’t for everyone, but one thing I recommend for players and GMs/DMs who get burned out on the same old campaign world is to drop the player characters onto a brand new planet or sub-plane/demi-plane after an adventure or two in the old world. Much the same way the mists of Ravenloft used to abduct entire groups of adventurers, the PCs could literally just wake up in a new world and have to explore to try and find a way home, if they ever want to go back.

Once they’ve been transported from the old familiar maps they may be used to, the group is going to have to become somewhat more resourceful. If you think about it, food might not look the same. There are no familiar landmarks to go by. Heck, the stars aren’t going to look the same, if there are stars. Different planes have different rules. Maybe there’s perpetual day or night. Maybe there’s no metal as far as the locals know. This makes exploration one of the most valuable pillars in any RPG where the group is engaged in a hex crawl.

One word of caution for using this style of play- You may wish to limit certain types of magic if you’re going to have a good hex crawl. At low levels, it’s not a huge problem. Teleportation can be a regular game wrecker for hex crawls. So can certain divination spells. Even basic flying can get out of hand if the GM doesn’t find a way to reasonably limit it. (Freakish thunderstorms, flying monsters, antiaircraft flora…) Obviously technology can make things rough on the GM and super easy on the party. Look how far humans got with just a telescope and a few simple navigational tools here on Earth.

The nice thing about dropping the group onto a whole new world is they can hex crawl for a few sessions or the rest of the campaign. I do recommend if you’re going to turn the game into this style of play that it be mentioned before characters are made. Obviously someone’s 100 page backstory is going to deflate completely if they’re no longer anywhere near those places and events mentioned therein. Artificers, Clerics, and druids are going to be extremely useful or completely hosed depending on where they end up. It’s also a good time to introduce any major rules changes the GM might wish to impose due to the new environment. Please make sure everyone is on board before the hex crawl begins.

Hope this little foray into the worlds of hexcrawling was useful. I may drop another article similar to this one down the line explaining how to set up the random tables with more examples of adjudicating a hex crawl game. Have a great day. Take care. Game on.

“Old Grognard”

I don’t consider myself to be a grumpy old man gamer, aka “Old Grognard.” Rather, I’m an older, slightly more mature, experienced gamer.

I don’t find this term offensive. Do you?

Yes, I’ve been around a while. Back when I first started using the Internet, there was this thing called “Usenet News” that I got all of my RPG news and reviews on. It was a forum like any other. Many of the same truths and toxic attitudes still prevail today. Thus began my love-hate relationship with forums.

I love Instagram. Every community I’ve joined over there has been helpful, supportive, and fun. I love you guys. Keep up the good work.

My Facebook RPG experiences have been somewhat limited, as have my forays into Reddit and Pinterest. Really not much to comment on there. Is YouTube considered “Social Media?” If it is, I watch a lot of videos on there. Again, I like pretty much all of the content I consume, or I wouldn’t be watching it.

Then there’s Twitter. After the Ufology community showed its true, very ugly colors, I wasn’t sure if I was going to be deleting my account. So I started hanging out over on the #ttrpg side. Thus far, I have found it to be a warm, supportive, positive group of peers 98% of the time I interact with anyone. (Okay, I’ve had one less stellar experience, but it was mostly miscommunication.) I love all you beautiful people over there #ttrpgfamily. I’m grateful for all of my followers.

I’m not that old.

I mean, I’m 49. My roots go back to T$R Marvel and BECMI when it was new. I’ve been in the hobby for almost 40 years. Yes, there were good old days.

But that doesn’t mean I’m stuck there. Yeah, I know guys older than me who will never give up their lead minis and boardgames with cardboard chits. They’re reluctant or downright intragnizent when it comes to learning/playing anything new, even if it’s a reprint. Change is truly frightening for some folks. That’s before we start adding technology to the works. Yeesh.

D&D has plenty of throwbacks, and so do I.

Lately, I’ve been encouraged by a friend to get back into more rules-lite, Old School Roleplaying. I’m monkeying around with Dungeon Crawl Classics, Mutant Crawl Classics (Goodman Games,) and Frontier Space (DwD Studios.) I really like that kind of old world BECMI, Gamma World, and Star Frontiers feeling.

That’s not to say I’m abandoning 5E D&D, Pathfinder 2E, or anything. Still tons of fun to be had with any game. If nothing else, playing older games makes me appreciate both eras of play and those play styles that much more.

RPGs have evolved over the years, and so have I.

Beer and pretzels was a style of play back when I started. We did some goofy things running around in dungeons just for the fun of it. We hacked and slashed our way to finding incredible treasures and fought freaky, sometimes bizarre monsters. Some of those dungeons made very little logical sense to begin with. I enjoyed those games as much as I imagine people do Critical Role now.

As the years progressed and we matured as people and as players, some games turned more dramatic. We still talk about those with the same affection and fondness as we do about the half-crazed dungeon romps. Characters and stories mean more nowadays. That’s cool. I think there’s room for both yet.

There’s room for all.

I don’t consider myself to be a grumpy old man gamer, aka “Old Grognard.” Rather, I’m an older, slightly more mature, experienced gamer. I’ll allow pretty much anyone at my table. I’m here to have fun however that comes about. I don’t hold any grudges, and I don’t begrudge any particular play style. Just enjoy the game. That’s what we’re there for. No worries as long as someone’s not ruining it for everyone else at the table.

Yes. I’m sure I’ll still get lumped in with the other old Grognards. I’ll still gladly play Man O War or whatever else they want to pull out when I’m hanging out with those friends, too. Likewise, if I’ve got a group of 20-something 5E players, we’re going to probably be a bit more character intensive.

On the other hand, I’ll offer up some Old School concepts to my younger audience. It’s fun to watch younger players racking their brains to come up with solutions to old school traps and puzzles as long as I don’t overwhelm anyone. There’s also some oldie-but-goodie treasure to be given out and even a few bizarre, somewhat goofy monsters to fight that may not appear anywhere in the newer books.

Lots more to come. I’m going to be putting out some add-ons to old school games that came to mind recently. I’ve also got a few newer projects I’ve been working on for fun that I’ll be putting up somewhere here eventually that are kind of old new school or new old school…however that’s supposed to work. (You know what I mean.) I’m still contemplating various aspects of FATE, Pathfinder 2E and Starfinder, too. The RPG world is never boring.

Next time, let’s talk a little about Hex Crawls. What are they and what do we do with them? Game on!

FATE?

It attached itself to the hull. At first it was just a nuisance. Then the crew began to change…

Horror? One Shot? In Space?!?

I’m thinking about putting together a one-shot game or possibly a mini campaign. I like FATE because it’s a simple system and easy to work with. I’m not sure what kind of an audience I would have for the kind of adventure I want to write, though.

Some background. I like anime a lot. Much of the material I tend to come up with for funsies in my own head usually revolves around some type of anime game such as OVA, BESM, Gratuitous Anime Gimmick, Mecha Hack, and so on. I’ve played around with a lot of systems over the years. I also love Mecha v Kaiju for FATE, which is roundabout how I got here.

My favorite anime series, of which there are many, is still Neon Genesis Evangelion. I also love Chrome Shelled Regios, Appleseed, Satellizer El Bridget (Freezing,) Macross, and Arpeggio of Blue Steel. I never get tired of anime, especially anything with giant robots. I also loved long Cowboy Bebop before it got popular again (Just ask my wife, who got tired of listening to Real Folk Blues…)

I’m shooting for a change of pace on this one.

Chrome Shelled Regios is getting incorporated into a D&D campaign I’m building, especially the dite. However I still love the idea behind the contaminoids. They had to spread through space, theoretically. And that brings around my love of two other series; Starship Troopers and Aliens.

Here’s kind of the premise for the adventure: The group runs into a distress beacon from a ship that has this big, gnarly thing attached to its hull. The ship has had an outbreak of a zombie-like virus that is killing the crew. Turns out the big gnarly thing is using humanoid hosts to turn the ship into its egg.

What to do with the ship? What to do with the crew? Do we cure them? Rev up the space chainsaws and start beheading zombies? Nuke the whole thing from orbit? Where did the big nasty bug come from? Are there more?

This could literally turn into a campaign or series of campaigns and the more I think about it the more cool ideas bubble up. There’s only two questions remaining. The first is what system? The second is, do I drop this into an established universe or just run with my own?

These questions and more answered in another article. Game on. Have fun!

Surprise!

Just checking in. Giving more thoughts to rebranding everything completely. Someone gave me food for thought on more Indie RPGs we should all be looking into.

Just when I thought I’d seen it all…

Someone approached me on Twitter today with a handful of RPG’s I wasn’t overly familiar with. Admittedly, a couple of them were variations on d20 system and one was kind of a loose Shadowrun/D20 Modern setting. Still, I was pretty impressed. One of my goals going forward is going to be to brush up on more Indie RPGs.

Also, heading into the new year, I’m looking into a couple of FATE related games. Part of me is really starting to miss running Call of Cthulhu and other modern horror type games, too. I see where there is a FATE Horror toolkit and I happen to have a couple of generic zombie apocalypse games that I like. I’m also interested in possibly creating a sandbox style mecha campaign using FATE or The Mecha Hack.

So Many Groovy Ideas,

And I actually have time to work on some of them. Unlike some of my very wonderfully talented friends on Twitter and Instagram, I have yet to land any sort of meaningful employment. My family isn’t in danger of starving in the street and we’re happy, but I’d love to be getting paid for something I enjoy.

I’ll keep everyone posted on my re-branding thoughts. I’ve been considering moving all of my blogging activities over to my main site, Jeff’s Thoughts I’d be separating my gaming ventures out from my spiritual/Law of Attraction/Ufology/conspiracy/self improvement blog over there. The main advantages are I have a better WordPress plan for that site and more tools at my disposal. Plus, I’ve had some branding ideas that have been running around in my head for 20+ years that I’ve been sitting on.

No, it’s nothing crossing over my two very diverse foci in life. There should always be a healthy balance between one’s gaming activities and one’s other beliefs, I think. I mean, the Ufology/spirituality/conspiracy community refuses to take one seriously if they don’t think I can tell fantasy from reality. The gaming community probably doesn’t want me sounding all positive to the point of preachy, either. And we all know the underlying D&D rule about never mixing real world religions with rpgs. I try not to overtly mash spirituality into my games, either.

Anyway, more to come. Happy gaming into the new year! See you again real soon.

Do I Have to Do it “Their” Way?

If the world was open? If it had its own OGL? If it were free to distribute AND had a good system? Heaven!

Pathfinder Second Edition vs Dungeons & Dragons 5E

Please forgive me. This post is not intended to start an online donnybrook over whose system is best. **Disclaimer:** Play whichever system you like. Decide for yourself what you prefer. Thank you!

Yesterday I was discussing whether or not one should play/run/create content for D&D 5E strictly for rules-as-written or homebrew. Homebrew is awesome! But with 5E being the top dog in the industry right now, it’s also the one most people are playing with/creating material for. I love 5E for this reason.

I used to dog on Pathfinder pretty hard when it started. BUT…

Yeah. I’m guilty of that. I’m sorry family. It’s true. I used to think it was strictly intended for all the Third Edition D&D players that couldn’t handle Fourth Edition. BUT! I came around. Just in time for Pathfinder Second Edition.

Lessons learned, I LOVE Pathfinder 2E! The mechanics are great. The classes are pretty cool. It’s flexible. Paizo learned from their previous edition. The main rulebook is heavy enough to defend my home from burglars… It’s all good. Some day I might do a full review.

There’s another catch with PF2E, though.

If you are playing D&D 5E as written, you’re playing in the default setting of Forgotten Realms. There’s also Eberron, Ravnica, and soon I guess they’re releasing Spelljammer and possibly Planescape. If you go online there are literally hundreds of other campaign worlds and settings along with conversions of older settings. Please don’t panic. There is plenty of room for more. The Open Gaming License literally opened the floodgates for more world building than anyone ever imagined.

Pathfinder 2E, not so much… While Pathfinder Infinite has opened their world to creators, it’s pretty much their world. I don’t mind this, but it doesn’t leave a lot of room for world building. That’s unfortunate. So, yay, I can homebrew PF2E, but then I have to figure out how literally everything translates into PF2-ese. So, yay Golarian.

I will say Starfinder, which is more or less Pathfinder in space, just opened up considerably with the Galaxy Exploration guide. That’s cool. Space is infinite. The Universe is literally infinite and that’s without alternate dimensions. It would be foolhardy to lock players into one star system or one planet for a space game.

I see this happen with other games.

I collect RPGs like mad. I love games. I love mecha and anime games especially. Alas, many of them seem to fall into one of about three categories. 1. They have their own very specific campaign setting/world. Again, yay, but it’s not what I’m looking for. 2. They’re too generic. A lot of games have great mechanics, but just don’t go far enough into what I was looking for in their game. 3. Last, they don’t have any kind of OGL attached. Which means they’re literally the only source of material for that game.

I understand companies having exclusive rights to certain properties. Ask anyone who used to work for T$R or West End Games about Lucasfilm. They’ll probably cringe. Star Wars was especially tough to work with, from what I hear. Ugnaughts anyone? Margret Weis Productions had a deal with Battlestar Galactica RPG. A lot of established properties don’t want people willy-nilly adding to their setting and then publishing it, which thoroughly wrecks the official canon and creates all kinds of plot holes. Seems fair to limit creative access, right?

But why lock an indie game possibly with its own unique system, into a specific setting? Seriously, I would love to work for just about any game company on almost any system. (I have a few disclaimers, but we’ll leave that for another day.) But if the world was open? If it had its own OGL? If it were free to distribute AND had a good system??? Heaven!

I might not exactly love D&D 5E for certain mechanics.

But at least the OGL lets us create our own worlds, classes, characters, and so on with an established system that actually does work pretty darn well. Ironically, PF2E is based on roughly the same mechanics. There are a LOT of d20 based games. At this point, if I’m publishing on DrivethruRPG, my intention is to do something d20 based or a superhero game like ICONS. The only other generic systems I’ve really enjoyed so far have been FATE and Open Legends. Again, I’d have to spend some serious time developing within those systems because there are certain things kinda missing that I’m looking for mechanically. (Again, that’s another discussion.)

I love Paizo’s take on d20. I think the Starfinder/Pathfinder mechanics are well thought out. I think PF2E is loads of fun. I almost taught my kids to play it before D&D 5E. PF2E has not become the runaway train of supplements that its predecessor did. I look forward to their upcoming releases and writing some adventures set in Golarian probably just for fun. Maybe not for publication. Starfinder Infinite material might be a possibility, depending…

I love D&D 5E because I’m building my own very odd, wacky, very fun (hopefully) campaign world. With some help from the Universe, I might even publish it. And I have some “generic” fantasy stuff that I’m again planning for DMsGuild hopefully in the near future. Pathfinder Infinite might be another story. I don’t know yet.

I’m also working on a more solidly constructed portfolio to show off some of my writing talents. In the meantime, if you are interested in hiring me as a writer I am quite available. Heh heh. No seriously! LOL! Please hire me? Heck, if you’re local I’ll even walk your dog or something.

Until next time, take care.

Does It Have To Be “Official?”

No one, and I mean NO ONE should ever tell you what you can and can’t do with your campaign, your world, your ideas, or your content. If it’s your table and your world and they don’t like it, they can go kick rocks.

My friend Elzie recently posted an interesting thread on Twitter that I wanted to comment on in depth. Sometimes replies and Tweets don’t cover it all.

So, my short answer to all of this is- Absolutely NOT!

My long answer is: there are a LOT of variables here. If you’re trying to publish official content on www.dmsguild.com, then yes, you need to stick to the rules as written for the most part. Otherwise, if it’s your campaign, at home, or published anywhere else under the SRD, then- freakin party on!

Seriously, if you want to re-skin your orcs to look like pink bunny-eared primates, then go for it! No one, and I mean NO ONE should ever tell you what you can and can’t do with your campaign, your world, your ideas, or your content. If it’s your table and your world and they don’t like it, they can go kick rocks. The Tolkien people are not going to sue you for altering orcs and neither is Wizards. Run the game you want to enjoy.

Descriptions go a long way!

I have mostly new players. I’m pretty determined to ban access to the Monster Manual and other such books during play these days. I’m going to describe the creature the party is facing in detail and let the group decide how they want to handle it.

The trees around the road go dead silent. The group’s horses stall and become skittish looking toward the large tree with a long, thick branch over the road ahead. They see a large beast, perched in the tree, with the body of a panther only having leathery, bat-like wings, and a long spiky tail. It stares out through the dusky twilight at them with its red, glowing eyes and long, protruding fangs gleaming in the last little bit of remaining sunlight, watching them approach. Its talons are spread wide and its tail is wrapped around the tree for balance. This predator looks like it means business. What do you do?

That description will probably have the intended effect much better than “You see a Wyvern perched atop the tree over the road ahead. What do you do?” Because if I ran it as an official Wyvern, it’s not going to be nearly as memorable or potentially terrifying. Not to mention it’s a re-skinned Wyvern, with a few added features that aren’t listed with the original.

Now, my wife, who loves all things feline both in character and out, is probably going to try to tame, befriend or otherwise not kill this creature seeing it isn’t overtly evil or aggressive. Which, I’ll possibly allow the attempt because it’s good roleplaying opportunities and more fun than a straight combat encounter.

In the past, I’ve had groups that would have dug into the Monster Manuals trying to find out how much XP the thing would be worth. I mean, it’s literally XP with wings! Heck yeah we go all murder hobo on it.

Then again, as a DM, I get to have fun with a large, winged, apex predator with stealth and a breath weapon in mostly open ground in poor lighting conditions. That’s going to suck for the murder hobos. Especially if it flies off and comes back to torment them in the dark. Gook luck trying to take a long rest with that thing lurking nearby. heh heh heh…

Who’s to say what’s considered “official?”

Even the designers of Fifth Edition Dungeons & Dragons could sit at your gaming table and play a character fully aware that it’s not Rules As Written, and be just fine with it. Are we there to have fun or bicker over official content? Again, if you’re not attempting to publish anything, does it really matter? Personally, I think not.

Now there are a few exceptions and exemptions. Obviously if you’re running a game for Adventurer’s League set in a specific world you probably want to stick to “their” descriptions as written because those players are likely expecting “official” content and will go onto other games in the series. The players could get lost if you change/alter the settings and descriptions too much in an official module. Convention games are also kind of a sticky wicket depending on the expectations of the players.

That having been said, if you tell your players at your table for your home game, “Hey, my world is different than anything in the published settings. Here’s some of what you can expect…” Then, yes. Absolutely homebrew whatever you like. I know I do it all the time.

I regularly adapt all kinds of things I will never attempt to publish.

I watch a lot of anime. I’ve been a huge fan of Rouroni Kenshin, Inu Yasha, Chrome Shelled Regios, and Ninja Scroll for years. I’ve had players come to me and ask for homebrew versions of Sango’s boomerang, the Tetsusaiga, and the giant wolf demon from Inu Yasha and I gladly obliged. I’ve statted the Wing Blade Sword among other things in the past from various samurai anime. I’m absolutely in love with the dite concept in Chrome Shelled Regios and will be resolute when it comes to implementing that style of weapon in the campaign I’m working on.

Heck, I have plenty of ICONS characters that are knockoffs of DC, Marvel, Image, and various anime characters. I’ve translated my own personal DC Heroes (First Ed) character into a half a dozen different systems. His concept was based on Marvel’s Iron Man. Admittedly, I’ve had my own spin on the character for 30 years, and he looks very little like Tony Stark.

I’ve used and borrowed from Avatar: the Last Airbender and Satelizer Bridget in the past, too. Had an absolute blast with it, but could never “officially” publish any of it for fear of getting sued. I’ve even created derivatives from Super Why (Kids TV show,) Teen Titans, Young Justice, and the Outsiders. Nothing is off limits at my table when it comes to creating adventures and settings. However, there are plenty of restrictions when it comes to publishing.

Publishers, designers and media lawyers expect you to respect their copyrights and trademarks. It’s much the same going the other way. Obviously I want my ORIGINAL material to be mine, to my own credit and never stolen. It’s only fair to everyone to do your own thing and get credit for it. But this all applies to published material, not what goes on at your table at home, or even during an actual play podcast.

So many good points!

This is one of my favorite topics, if it’s not obvious. I’m not even a lawyer, but I have found this topic to be fascinating ever since I took Media Law in college. It’s amazing what you can and can’t do.

Again, if you’re working on something for dmsguild.com or planning to publish your material anywhere, you have to be somewhat compliant to the “official rules.” If you publish to the DMsGuild, then yes, you are literally doing R&D for Wizards of the Coast and they can/will take whatever they want, rewrite it, publish it, edit it, whatever and they >might< even give you credit. If you publish elsewhere as a third party publisher under the Open Gaming License, WotC can latch onto your work and/or tell you to cease and desist if you’re violating the OGL and/or going beyond the bounds of the SRD and trying to pass it off as “official.”

Personally, I love the notion of publishing to the DMsGuild because it gives us a chance to show off. You can put work out there in an official way as a portfolio piece. Everyone, WotC included, gets to see what you’re capable of. You might not get hired to be one of the big guns in their office, but wouldn’t it be terrific to be acknowledged and asked to work on more, possibly commissioned projects? There are benefits to proving you can do things in an official capacity.

My personal goals are to get to that Electrum and Mithral rating on both DMsGuild and DriveThruRPG some day. I would love to get an email from any company that effectively says, “Hey. We really like your stuff. Come work with us.” I can do all these things. Name a system. It doesn’t have to even be D&D. We can play within whatever official rules you want to name. I’ll make it work.

Anyway, until next time. Take care.

Near Brush with Imposter Syndrome.

I take my writing very seriously, even for the hobby.

I’m plugging away on my latest sourcebook idea and I started doing a little research in an effort to avoid too much overlap with what others have done and make sure I covered most/all of my bases. I made a discovery that almost derailed the whole project. I froze in my tracks when I noticed a fairly big name in the industry did a sourcebook on almost the exact same topic. The. Exact. Same. Topic.

My thought process spun out for the better part of a week. I didn’t even have the heart to keep going. I was pretty bummed. I mean, who am I to compete with that guy? My book isn’t going to be nearly as cool or sparkly, right?

After agonizing for days over this, (because I take my writing very seriously, even for the hobby,) I finally broke down and spent the two bucks on DMSGuild to pick up a pdf copy of the book. Surprise!

Much to my surprise, it looks nothing like what I’m working on! I was actually kinda shocked that this came from what I consider a leading writer in the industry. I mean, yes, it’s clean, thorough, and well-composed. But it’s way shorter than I expected for the money.

*Side note, I’m not naming names because I don’t want to cause any undue ill will toward this person or sound like I’m trying to brag. He’s got some good stuff. I’m continuing on doing what I know how to do without borrowing a word from it. All’s well.

I learned something today. Actually a few of things, to be honest. First, I do belong in the tabletop RPG industry. This is my jam. Second, there’s more than enough room for newcomers, even at this point in 5E’s development. Third, it’s not a competition. We’re all crazy. Maybe a better way to say that last part would be, there’s plenty of room to stay competitive without stepping on one another’s proverbial toes. It can be done.

So, on that cheerful note, I’m getting back to work. I have tables to craft and flavor text to write. If all goes well, my new sourcebook should be getting uploaded to the DMSGuild in a couple of months. No more brushes with Imposter Syndrome. I promise.

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