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Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

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The munchkins at your table may behave remarkably like college-age players…

GMing for kids (read part 1) is pretty much like GMing for adults ; almost too much like.

Kids — especially geeky ones — don’t evolve into adulthood in a linear way. A 10-year-old can be like a 15-year-old and a 9-year-old sharing the same brain (and same bedroom, as Warhammer figures jostle with Lego). It’s very easy to GM to their more grown-up aspects and forget their younger ones, which can then throw a spanner in the works.

Obviously, it all depends on the kids and your relationship with them. However, here’s what I’ve learned…

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Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

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Chainmail re-enactment of T1: The Village of Hommlet
at Garycon II, 2010 (click for bigger version)

Okay — maybe a bit of hyperbole there. About a month ago, I wrote about my favorite AD&D module, T1 – The Village of Hommlet. I mentioned that its follow-up, The Temple of Elemental Evil, was delayed for several years before Frank Mentzer completed it. Read on to learn about how Gary Gygax developed Hommlet and the Temple through play sessions and my deduction of why Temple was delayed for a few years.

Gygax and Rob Kuntz were constantly adding new levels and different environments to the dungeons under Castle Greyhawk as the players continued to eat up new content, always wanting more. Gygax began focusing his attention on developing a new region, with a campaign focusing on Hommlet and the Temple of Elemental Evil. With his game simply growing too big, Gygax split it, giving Greyhawk and its dungeons to Kuntz while he continued to work on Hommlet and the Temple.

Gygax’ son and a friend were starting to play, so Gary used the Hommlet campaign as a new, low level adventure for them, distinguishing it from the high level Greyhawk play. Gygax was busy developing TSR products and the Greyhawk Supplement (I) had come out for the Original Rules.

The Hommlet campaign was different than the Greyhawk dungeon delves. There was a village, with a smithy, an inn, a local elder, set in a rural environment. The party could role play in the village then move on to the dungeons of the Temple. It’s possible that Gygax ran players through some iterations of Hommlet and the Temple in late 1975 and into 1976.

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Modular: Why Salt and Sanctuary is Making Me Salty

Modular: Why Salt and Sanctuary is Making Me Salty

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Salt and Sanctuary is the latest PS4/Windows game from developer Ska Studios, who have made a name for themselves with their unique aesthetics. Staying true to their 2D roots, the game feels like a 2D Souls-like.

However, while the game may or may not have been intended to be compared to the Souls series (Dark Souls, Bloodborne, etc), the game misses the mark on what makes those games so amazing.

A Sea Journey

The game begins with you escorting a princess to an important meeting to bring about peace. Of course the ship gets attacked, and you find yourself washed up on the shore of a mysterious island with everything trying to kill you.

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Modular: A New Kind of Monster Manual: Volo’s Guide to Monsters

Modular: A New Kind of Monster Manual: Volo’s Guide to Monsters

volos-guide-to-monsters-wotc-smallAt this point there have been scads of manuals with monsters for Dungeons & Dragons, going all the way back to the ’70s and that little booklet titled Monsters and Treasure. But last month a new kind of Monster Manual for 5th Edition Dungeons & Dragons crept onto the scene, and it’s different from any official D&D monster book that I’ve ever held.

You don’t often see the word “innovative” anywhere close to the word “monster” but I think I might just have to try it: this is an innovative look at how to use monsters in a D&D game. And if 5e isn’t your thing, it could be of use in most retro-clones and related D&D-like games as well. It could help your local DM bring the game’s monsters to more terrifying life.

It’s not just about monsters as stat blocks. It even begins with a framing story, in that it’s purportedly a lore book from a scholar of the fantastic and bearer of unlikely names, Volothamp Geddarm. Some reviewers seem to have been disappointed that Volo’s own comments (as well of those of a dissenting scholar) are only peppered through the manual, having seemingly missed that a manual written entirely by a biased and unreliable narrator might render all its information questionable while in game.

The book is divided into six broad sections, and, unlike the 5e Monster Manual itself, is well-indexed. Not only is there an index of monster stat blocks, there’s a list of the lairs in the book, and Appendix C provides listings of creature by type, by challenge rating, and by environment. Hopefully somewhere online there’s an official listing of ALL 5e monsters listed by these categories, for the ones in this book cover only the creatures included within.

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Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

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…perhaps in a fit of nostalgia, you made a Christmas present to yourself

It’s Christmas. You’ve got everybody together. Perhaps you’ve all watched Stranger Things  and now you have the urge to dust down your dice, dig out the Dungeon Masters’ Guide and introduce whatever kids just happen to be lying around to the imaginative world of your youth.

Or perhaps in a fit of nostalgia, you made a Christmas present to yourself of a recently published role-playing game, but the only available players right now are under 12. Or perhaps you’re like me, a life long player, and this is just a good moment to share the joy.

So how do you go about introducing kids to tabletop role-playing?

Really very easily, as it happens. The youngest child I’ve GM’d for was my 5-year-old-daughter when she crashed a party of 9-year olds, found all the traps and made off with the loot. Having done this a few times and talked to other gamer-parents, I’ve noticed a few things…

(Geek and Sundry beat me to the punch on this one (link), but my take is slightly different.)

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Weird Tales Reprints Published by Goodman Games

Weird Tales Reprints Published by Goodman Games

weird-tales-may-1934-450x600-225x300The Goodman Games site is one of my regular stopping points on the web. The company’s well known as an imagination factory that produces some of the most innovative and entertaining game supplements in print today. It’s also home of the popular Dungeon Crawl Classics role-playing game.

What it’s never been until now is a purveyor of Weird Tales, so I was intrigued when I discovered five facsimile issues of the famous magazine were available for purchase on the site.

I wrote publisher Joseph Goodman and asked him what this availability signified.  As I should have guessed, it involved Appendix N, Gary Gygax’s famed recommended reading list printed at the back of the original Dungeon Master’s Guide (from Advanced Dungeons & Dragons, if you’re not a gamer).

For those not in the know, that appendix launched a generation into the exploration of fantasy fiction, from Anderson to Zelazny. It was an immense influence on gamers and future writers alike and something Joseph Goodman has used as a touchstone for both the creation of adventures and the design of the Dungeon Crawl Classics game itself. Here’s what he had to say.

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Modular: Using Norse-Themed Roleplaying Games and Supplements to Expand the World of Yggdrasill — Vidar Solaas’s Vikings RPG

Modular: Using Norse-Themed Roleplaying Games and Supplements to Expand the World of Yggdrasill — Vidar Solaas’s Vikings RPG

vikingsrpgSome time ago I celebrated the new Modular series of Black Gate posts by contributing my own enthusiastic review of the four English-language volumes in the current Yggdrasill roleplaying game line. I’m grateful for the many responses to that post and for the reader recommendations of other Norse-related rpg material. I would collect all roleplaying game materials, regardless of game ethos or genre, but my budget won’t allow it. So I’ve narrowed my collection to Norse and Viking-themed materials. Hey, I tell myself, I’m actually running a Viking-themed game right now, using Yggdrasill, and I can justify this expense by believing, truthfully or not, that I’ll find some practical gaming use for it.

As I collect these materials, I notice that they sort into three or four categories:

  • Actual “full” roleplaying games; what I mean here is that the product comes complete with rules and setting designed to emulate, in particular, the kinds of experiences one expects from a Norse-themed roleplaying game
  • Sourcebooks and campaign settings, using the real world “Viking Age” as inspiration but designed to be used with an existing “Core Rules Set” (like D20 or GURPS, Fate Core, etc.)
  • Campaign settings, adventure paths, or standalone modules that detail a particular region of a fantasy world that is designed to emulate, within that secondary world, a “Viking Age” roleplaying experience

That’s right: I said three “or four” categories. The fourth category constitutes an “Appendix Y” — Appendix Yggdrasill — if you will, the reading I have been doing for most of my life that informs the kind of Viking Age adventure that I want to evoke in my roleplaying game. I might find occasion to comment on these works, as well, for they’re just as relevant as actual gaming material.

I intend to use these rough categories to frame the reviews of my developing collection. And I begin today with an item from the first category — well, I’m placing it in this category, even though Vidar Solaas’s Vikings RPG (2008) has been built using the D20 system. Attempting to use D20 to emulate a more or less “authentic” Viking Age experience has required Solaas to modify, rebuild, or “hack” the D20 rules set so drastically that Vikings RPG does indeed qualify as a game in its own right.

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Original Woodgrain Edition Dungeons and Dragons Box Set Sells For $22,100

Original Woodgrain Edition Dungeons and Dragons Box Set Sells For $22,100

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A first printing of the original woodgrain box edition of Dungeons and Dragons, one of the rarest RPG collectibles, sold on eBay Friday for $22,100. The seller tells the story of how they acquired this ultra-rare piece of gaming history in the item description:

This set is in Very Fine condition with one small stain on the front label and very minor scuffing on the corners of the box. Note that the Reference Sheets are not stapled, but loose sheets folded together. This was the original condition.

It was acquired by the present owner in an interesting way.

In 1974 I worked in a project offering supplemental educational materials to four school districts in Northwestern Wisconsin. I met Bill, an elementary school librarian, who was very excited about working with his students using role playing games. He had a friend in Minneapolis whom he had met through their shared interest in war gaming. This friend, “Lance,” was involved with creating a new project, a fantasy-style wargame in a box that could be played by anyone.

My librarian friend was working with a sixth-grade class to create a book based on playing the game. Included in this set is a copy of the booklet that his students created using the game. Bill also used a 20-sided die that he had hand-colored to differentiate scoring. Adding to the charm of this set, the die is included, as is a hand-written note from Bill, the librarian, explaining the use of the die. He added that there was currently a shortage of these dice, but they were available in England. He was going to England for a vacation, and would be bringing some back with him.

I’m not sure this is a record price, but it must be pretty close. It’s definitely one of the most high-profile sales of a D&D collectible in recent memory. The seller, editorjan_1, has never previously sold on eBay, and has a zero feedback score, which makes this auction something of a risk for the buyer. See the complete listing on eBay here, and a more detailed breakdown of everything in the box at acaeum.com.

Modular: Boldly Go … with Star Trek Adventures RPG Playtest

Modular: Boldly Go … with Star Trek Adventures RPG Playtest

A Starfleet away team encounters some complications in Star Trek Adventures RPG.

A Starfleet Away Team encounters some complications in the Star Trek Adventures RPG

Though Star Trek is one of the most popular franchises in science fiction and fantasy, it’s been over a decade since there has been a tabletop roleplaying game in production set in the Star Trek universe. That’s about to change in 2017 with the release of Star Trek Adventures from Modiphius Games.

The game is currently in development, but if you’re interested in checking it out, you don’t have to wait until 2017. Modiphius has just begun an open alpha playtest, allowing people across the world to begin playing games set in the world, test out the rules system, and provide feedback in time for the final design of the game.

Last Friday, I was able to get together a group to do a trial run of the first open playtest adventure. Though there’s no telling exactly which mechanics will stay the same through the playtest process, what is clear at this very early stage is that Modiphius is putting together a game that captures the feel of Star Trek in a tabletop roleplaying game.

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Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

yggdrasillcoverRoutine visitors to this site might remember my survey of Poul Anderson’s works, a regular column that has been on indefinite hiatus for about two years now. Causes for this suspension have been 1. Anderson’s two-book Operation Chaos was an absolute drudge of a read, requiring a recovery period that only now might be over, 2. New responsibilities at home decreased available time for my recreational pursuits, 3. The time share for these recreational pursuits was almost wholly dominated by my weekly Pathfinder campaign, a campaign that now finally might be coming to an end.

It’s unlikely that, with increased time, though, I’ll be returning to the Anderson survey. This is because I’ll move onto running other games, one of which already is underway: Yggdrasill.

At first glance Yggdrasill caters to a niche crowd, and I’m certainly a member of that company. I am a Norse-phile. Within my close community, I am nearly alone in my passionate interest — but for one dear friend, who identifies as Norse neopagan. When I first learned about the game just over a month ago, I knew that this “blood brother” would play the game with me. I also guessed that some others in my community would try it out, as well, and they have.

But as I consider just how many other areas of the globe might have the dynamic of interest that I enjoy, I question how viable a business project Yggdrasill might be. Perhaps I shouldn’t: Vikings appears to be a popular TV show; perhaps that series inspired some gamers to go “full Viking.” The “northern thing” clearly is a mainstay of traditional fantasy gaming, an aspect derived from popular fantasy fiction. But in most games where efforts are made to make the northern atmosphere “authentic” — well, they’re not actually “games,” per se, so much as they are campaign settings and supplements, productions such as Lands of the Linnorm Kings in Pathfinder’s Inner Sea setting for Golarion, and The Northlands Saga in Frog God’s Lost Lands setting, and both of these properties actually are about single regions within much larger campaign settings. But with Yggdrasill the northern thing is the whole thing, and that’s catering to a specific taste indeed!

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