Saturday, September 3, 2022

GloryHammer as Weird North Canon

I once assumed the chaotic and majestic musical universe of GloryHammer was the default setting of Dungeon Crawl Classics, but the more I think about it, the more it could reasonably fit in the Weird North canon without issue.


What do you think?


Thursday, August 11, 2022

Shadow Appalachia: Logan Barrow Hills

The moundbuilders fell like a dying star out of time when they came to these wilds. Banished and dispossessed, they fled from their stolen lands in the East and washed up among the beeches and maples of these parts. They set to work quickly, establishing themselves as the new world order from the Great Lakes to the bayou deltas, keeping a special interest in the hillocks and hollers from Chillicothe to Tobaccoville. The Lenape and Shawnee remember, and try not to dwell on the episode. It was a bloodbath.

In history's irony, the moundbuilders perished. Their sorcery and industrial warfare were formidable, but their numbers were too few to last. Tribes came and went. They minded the barrows of their elder enemies to ensure nothing crawled out of the earth. Then settlers shuffled in and laid timbers. The natives were pushed out. Roads were paved and bulldozers flattened the old mounds. Strip malls were erected in their place. As a sleeping lion ought to be left to his rest, this time-lost dirt should not have been disturbed, and now an ancient epoch is coming back to life along the Guyandotte River.

Tianna Palmer - Artstation

Tuesday, July 26, 2022

Shadow Appalachia: Boone Saltwoods

The salt came first, even before the coal. When the hollers were not yet born, the Iapetus Ocean covered everything. Some say the ancient blanket of buried salt keeps what shouldn't be out of the woods. Others say it subtly whispers to the Old Things, inviting them to the gullies and high places across West Virginia.

Down south of Charleston, past where the Kanawha River branches off into the trickle of Loop Creek, are the deep woods cramped-in around nowhere towns like Kinkaid and Artie. This was wild land even before I-64 was abandoned and fell apart under the forest canopy, and now it's all but primeval landscape, peppered with cabins and hunters and things best left alone.

Felix Riano - Artstation

Friday, July 15, 2022

Weird North is now available IN PRINT!

Title.

With the excellent aid of Jacob Marks, Weird North is not only formatted for print (finally, I know, I know) but already available for purchase from Lulu.com as a high-quality stapled softcover digest book. It's quite nice. As always, "WELCOME15" should work as a discount code, or the other various-and-often discount codes which Lulu spits out on the regular.

Storefront Link

Friday, April 29, 2022

Three Statlines for All NPCs

Jack made it clear that you can just use bears

I utilize this all the time in general handwave fashion, but when I specifically run Into the Odd/Weird North/Cairn/Monolith etc, I've landed on a three-tier measure of NPC power so as to better represent varying tactical levels of possible encounters. It's not rocket science, and it's not perfect, but it's what I do and it's been nigh-on effortless for me for years now.

There are three NPC statlines, and that's it. Ever.

Obligatory image because blogpost. Also because Stepan Alekseev. Artstation.

Saturday, April 23, 2022

Star Wars Faction Write-Up, Inspired by a Board Game

 Mood Music

This, right here, is one of my all-time favorite board games, packed so full of chrome and drama that you can rewrite the Original Trilogy with a single play. This is not a post, however, about the board game, nor the similarly-styled and eponymous computer strategy game which came before it. This post is about how my friends and I played this video-game-turned-board-game in order to inspire the setting for our tabletop adventure game campaign. Layers

The same new Galaxy Far Away campaign which I mentioned last time (including the example of real play therein) came about when I pitched "Star Wars D&D" to some guys I mentor on a regular basis. Both of them have played Rebellion against me many times, so one of them said "hey, what if we play again and whatever the outcome of the end-game state is, that's the prompt for our Star Wars RPG setting?" It was a stroke of brilliance, and it led to a near-five-hour haul to reach the natural conclusion of play. And hoo boy, did we end up with a compelling springboard.

Friday, April 15, 2022

Fantasy Flight Dice with Galaxy Far Away (and other thoughts)

For as often as I run my games diceless (or nearly so), I do really enjoy dice. I promise.

I started up a new local Galaxy Far Away campaign just over a week ago, and I realized I did not take a liking to the standard opposed 2d6 resolution that I originally penned for the game. Maybe it's because using d6 in Star Wars should belong with West End Games' timeless take on the genre, or maybe because I tend to find traditional opposed resolution less and less compelling these days. 

I have grown stale on finding out if something happens or not. Instead, stuff always happens. The question is not "does it happen?" but "how?" and I'm finding that said qualitative result generation is much more interesting than pass/fail. I'm not reinventing the wheel here, as the whole "yes, and" or "yes, but" style of adjudication easily traces its origin back to many storygame oracles and even further back into the distant, halcyon days of the hobby and its adjacents. 

Look at all of those silly symbols.

The point is, I am really quite taken with Fantasy Flight Games' "narrative dice" which they first debuted for Edge of the Empire and later more generically with their Genesys system, and I want to adapt them for Galaxy Far Away.