Mythic Bastionland Playtest Session 3 - Journey to the Reed Tower
I’m a little pressed for time this week so I’m going to try and keep this report short. Players, current or potential, are encouraged to skip the GM notes.
Mythic Bastionland Playtest Session 2 - The Order of the Sow
I ran another session of the Primeval Mythic Bastionland playtest this past Monday. The PCs were:
Reflections on Primeval Bastionland Session 1
It looks like I am running another session of Primeval Bastionland tonight. Since I have a little time this morning, I’m going to look back on my report from the last session as a refresher on how I’d like to go into this one. I’ll start with a few notes on that report, and then go over what I’ve done to prep this week and how I might use it. Potential players for this session are advised to hold off reading this post until after the game.
Playtest Report - Primeval Bastionland
Last night I ran a session of Chris McDowall’s playtest of Primeval Bastionland. In the name of science I’ll share a summary of the session here. Since we might play more, I’m going to put GM-facing information that players may wish to avoid in spoiler boxes like this one:
hog school
This loud dungeon is found in the ruins of an ancient university, and is inhabited by feisty boars.
— Dungeon Generator (@dungeonerator) June 30, 2022
Evergreen
I’m seeing some new posts going around on the subject of hexcrawls, pointcrawls, wilderness adventuring, and overland travel. That subject is evergreen, but my contribution this time will be to make sure we’re not forgetting Daniel Davis’s brilliant Pathcrawl approach. An all-timer in my books.
Death is on the Table
I wanted to share a little mechanic from a rather defunct RPG project I was working on a few years ago with Matt.
Starting a Campaign at Higher Levels
I’m interested in running some old-school D&D with higher-level PCs. A lot of the OSR’s knowledge has been derived through analyses of, and practice with, low-level play. My experience running OSR games has been that as PCs reach “mid” levels, say level 5 or so, a lot of the principles that held true through the earlier stages of the game become less effective. This has contributed to my losing confidence and the eventual petering out of more than one campaign.
The F**kscourse Continues
I’m back on this and you can’t stop me. Join me as I continue to wade through the refuse of my own thinking.
F**k-you is a Writing Concept
Something very interesting has emerged from the conversation about my post on fuck-you design:
“Fuck-you” isn’t a design concept.
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