But For a Bite of Breakfast

Playing one-to-one game sessions, Ken and I have logged more hours gaming than I’d care to calculate. It’s really easy to pick up a set of dice and a character sheet and fit in some gaming once the rugrats are sleeping on vacation (or on weekends, or when the game is hot).

My love of gaming is almost always strong, but there have been waxes and wanes that got me to thinking about what I like in my RPG sessions. I believe any RPG lover still has something specific about gaming they love, and what’s more, some sessions are memorable, some story points frozen in our mind, some characters and their deeds living on forever. Why? What was it that made some sessions make me want another game session asap, while others left a sour taste in my mouth.

I thought I knew, but after numerous muddied attempts to explain to my gm, I had a realization that helped me explain it a new way.  So often I have tried to explain it is the relationships, but it is really more than just that.

What I like is the exploration of how a character evolves. Sometimes these big changes come from a success (or failure) in combat or another specific part of the written (or home-brewed adventure). Other times it can be smallest detail that sets a tone for a relationship which has huge effects on a character.

But For a Bite of Breakfast

One of my first characters, and the first iteration of my most beloved PC, believed the world owed her whatever she was willing to take. In the beginning of the campaign she thought she was hot stuff. This character was willing to flirt with just about anyone to get whatever she wanted, and with a super high charisma and max ranks in Diplomacy, it just about always worked. (When that failed she just did what she had to.)

In the early days of the campaign she and the other PCs (technically GM-NPCs) were still getting their footing with each other. They’d been forced to work together after fleeing prison and, thanks to a signed contract, had to cooperate with each other despite their less than wholesome natures. Before long, my character began a casual relationship with one of the others, trading her skills as a former courtesan in exchange for his magical knack to clean garments.

One morning as they stayed in a tavern, getting ready to head out into the nearby woods in search of their quest, my character made her way down the stairs into the tavern where the sorcerer was already eating a plate of breakfast. She ordered, but helped herself to a bite of his. Or tried to. He moved the plate away, called her on it, and said in no uncertain terms he wasn’t sharing. As minor as this moment might have been, neither my character, myself, or my husband, could have predicted how this small moment set the tone of their relationship from then on.

Who had what? Who was willing to give what for something the other person had? And who had the power?

By the end of the campaign those two had been manipulating each other almost as much as they manipulated their enemies. One of the hugest revelations in the later home-brewed portions of the adventure was the master manipulation the sorcerer had done to make my character’s husband nothing like he was before. He’d made me and my character hate one of my favorite NPCs. Once a strong, determined, no-nonsense inquisitor of Asmodeus, that NPC had become a meek kitten who couldn’t even put his foot down with traitors in his church. My character was deep into plotting his demise when the sorcerer’s trickery became evident. After some dealings with divine heralds, she got the sorcerer back by enslaving him for the rest of time.

There’s more to all of that, big moments and small ones, (and the sorcerer did get free of it, but ended up so shocked by his tricks being turned on him he turned over a new leaf), but the point is that bite of breakfast, or lack of one, created a ripple effect that echoed through the course of a 20-level, 10-mythic tier campaign that was played for about two years.

Taste of Your Own Medicine

In another campaign that same PC was re-portrayed in a different reality with different abilities. My mesmerist teamed up with a new version of the Asmodean inquisitor, who was now not that different from Sam or Dean Winchester, zigzagging across modern America in search of occult anomalies that could use his attention.  They were very different characters than their original versions (not just because they weren’t nearly so evil), but a lot of who they were remained the same.

I couldn’t let go of the character, and this allowed me to explore “what if.”

At any rate, at one point in the campaign, my mesmerist, who had become capable enough to use charm and suggestion type spells, came up against another mesmerist. She had no idea who he was or what he could do.  This ruthless, conniving, evil man (actually modelled after Kilgrave from Jessica Jones) managed to land his domination spell on my character. Things happened. And my character changed.

She changed in a few ways, including being more serious about her road partner, but one of the big changes was her unwillingness to use overly powerful or long lasting mind-affecting spells. I think this was good for the GM since investing supernatural cases becomes a lot easier when you can quickly get to the bottom of things and hit the road before your spells wear off. (There were numerous times my character’s spells made too-short of work of his planning and mystery.)

It also made sense from a character perspective though. If you could do all of those same things to a person, would you? After you’d experienced them yourself? Could do it in the worst case scenarios? At all?

What was meant to be a small thing in a case, a saving throw she probably should have made, dramatically changed how my character viewed the world, how she treated people, and what she was willing, or unwilling to do. Rest assured she eventually managed to hunt down the other mesmerist and with the help of a couple of close friends, managed to take him down, though a few good NPCs almost died.

If she had made that saving throw, if she defeated him then and there, she wouldn’t have spent months looking over her shoulder afraid of the only person to have controlled her, she wouldn’t have felt bad dominating people for “the greater good,” and she would have become a very different person.

No Evidence, No Crime

In another iteration, my character was ripped from her “perfect” life and thrust into ancient Golarion. Everything she had always done was done with purpose and because it was the way it should be done. She always did her best to live up to expectation. And the fear of being caught doing something she shouldn’t (her father was a notable man and she herself was a minor celebrity as a result) didn’t ease her desire to be “perfect.”

When she was thrown into ancient Golarion she met a man who was so different than her fiance, and each time she was dropped back into the past, there he was. She quickly developed feelings for him, but worried she shouldn’t act on them because it wasn’t who she was, it wasn’t what she should do, she didn’t want to hurt her fiance, etc.

Then one day, after a bit of back and forth, and the realization that there were no cameras to catch her, that no one there really knew who she was or cared, she suddenly kissed him. Which led to other things. The conversation had been ending, the two were going to retire to their own rooms, and something in the conversation made her act without thinking. It was a huge moment for her, and to have hand-waved that evening would have meant it didn’t happen.

Who she was was altered somewhat as a result. She suddenly realized she had to follow her heart and her passions, not just do what was expected. The plot of the campaign (which was saving the universe, and was tied into the time travel) carried on of course, and they more or less succeeded, but how she dealt with it and the decisions she made and wrestled with, were tied to the decision that night.

A Tiresome Trio

Most recently we’ve been playing Wrath of the Righteous. My once neutral evil rogue trickster has been reborn as a shining paladian champion of Erastil (yes, that’s right, a paladin of Erastil – it is totally working).

Quick backstory: she lost her husband before the game started. He joined the crusade a couple of years prior, unknowingly leaving her pregnant. The baby died at 6 weeks. It was all a depressing start, but it made her ready to kick some demon butt. Fast forward a bit of time, she’s got her group of companions, a childhood friend and two guys she met during the attack on the city and they are pushing back against the incursion. It’s all good, and she realizes she might almost be having feelings for one of these new guys. She doesn’t give it much thought. Then she learns her husband might be alive. They save him. Happy reunion. Only the demons keeping her beloved force the 3rd wheel to admit his feelings before they can go. He does. She’s shocked.

For weeks she struggles with this knowledge, her own feelings for him, and the return of her beloved. The other guy has to go into a super dangerous situation.  She admits her feelings to him while they are telepathically linked, before he starts his mission. It’s intense. He goes in. The link gets severed. He gets tortured. They get him back, and learn he succeeded on his mission. Hooray!

A few days later she and the companion are hunting for stray demons, and they get to talking – about how some things can’t be, about what is, about her husband being back, about what they both admitted to each other etc. He says things that he thought were no big deal, but she takes his mention of likely growing tired of her in the future to heart and right there shuts down any feelings she has for him.

Where I think my favorite PC (or a reborn version of her) is about to get into a tangled threesome (one much more messy than the Starfinder one), one small interaction where an NPC doubted her and said some hurtful/inconsiderate stuff, changed the direction I saw things going, and changed who the character was, or may have been. When the campaign started I thought it inevitable they’d end up together.

I’m actually disappointed by the lack of romantic relationship between the two characters, but it was organic and made sense to me. Their “almost something” happened because of the role-playing interactions between them, and their “never going to happen now” happened for the same reason. And given the tragic beginning, the surprise return of her husband makes a better ending.

Despite years apart, the loss of their child, and everything else they have been through, this PC is now 100% completely devoted to her returned beloved and there is nary a person or beast who could convince her not to be. Her beloved sees her as his light, as a creator of the goodness in his life, and she needs that with all of the demons she destroys, the carnage she leaves.

With the Wound closed, she’s now going to throw herself body and soul into slaying every last demon she can, hopeful that once the job is done she can settle down with her husband and try for a family again. Had she ended up a love triangle, or with other guy, the end of the adventure may have see her travelling the countryside, constantly looking for another mission – and I’m not sure where the guys would be. Sure, the plot of the written story would have ended much the same, but isn’t the point of playing through it to learn about the characters too?

The plot of the story – be it demon slaying, investigating occult anomalies, or saving the universe from destruction – affects how a character develops, but so do the small details.

Too often, I think, small details, role playing details, are glossed over. Combat and grand missions are integral, yes, but those other details can have long far reaching plot hooks, character development and just fun times.  Don’t hash out every conversation, but throw in details here and there because you never know how they’ll alter a campaign.

After all, if you just wanted the bland characterless version as written in the book, why are you running it?

Can you think of a time a small thing had a great impact on the direction of your campaign?

ruined building

5 Great Inspirational Sources For A Post-Apocalyptic Game

The end of the world. A new beginning.

Due to its popularity there is a plethora of media exploring this genre. From television programming to movies to books to comics to RPGs, there really is no shortage. It’s a genre that has been used and used again because it’s fascinating. What would you do if the world ended tomorrow? Could you survive? Would you want to?

Role playing games are the perfect avenue to explore our adaptability, our creativity, and worlds we are unlikely to ever experience. There are some game systems built specifically for a post-apocalyptic world (and Ken shared his experience running one back here), but maybe your group is hooked on a game system, maybe you want a little inspiration, or maybe you are hoping to adapt something to be exactly what you want.  So then the biggest question becomes, where do I use to draw inspiration? And are there any awesome resources I’ve missed?

The first thing you need to think about, of course, is what sort of post-apocalyptic world you are looking to create. There are so many ways for the world to end or change. Some are subtle – more of a cultural apocalypse, while others are full on death-is-rampant-this-is-end kind of apocalypse.

Ken talked before about Y, the last man – a comic book storyline about a world where all but one man has perished, and whether you love it or hate it, I’m not sure there are people who haven’t heard of The Walking Dead and the “walker” filled zombie world. And, of course, there is always the gonzo-over-the-top-action-packed Mad Max film series.

But options hardly end there, and I hope the following media helps inspire you to create the world you are looking for.

Tomorrow When the War Began (book)

This series of books, written by John Marsden, was turned into a movie in 2010.  The books focus on a young girl who goes camping with friends in a remote location.  They return home to discover the residents are missing and the livestock are dead or dying.  As they start to investigate, the group learns Australia (where the book is set) has been invaded by an unidentified force, who are holding everyone captive.  The teens have to find a way to survive in this now-hostile environment.

While is isn’t the end of the world as everyone knows it exactly, discovering your entire country has changed, your family is missing, and everything as you know it is no more is world shattering.  This series was written for young adults, but is worth a read no matter your age, especially if you are thinking of flipping your PCs lives on end.

Lazarus (comic)

Greg Rucka and Michael Lark’s Lazarus is set in our near future. Following a catastrophic economic and ecological collapse, society has reverted to a strictly controlled feudal caste system. Every human falls into one of three categories: family (fewer than 1% of the remaining population belongs to one of the world’s sixteen ruling families), serfs (approximately 10% of the population falls into this category of skilled professional), or waste (everyone else). The title of the comic refers to the biologically and chemically engineered, near-immortal super soldiers that each family may have one of, if they are lucky. The world-building in this series is truly fantastic, and the characters are well developed and compelling, which is the norm for Greg Rucka in my opinion.

Unlike a lot of post-apocalyptic literature, the world of Lazarus is largely intact, though vast portions of it have been abandoned. Gaming in this world would be compelling to me, especially in a one player, one GM situation. Each families’ lazarus is a mixture of diplomat, commander, and ass-kicker. The nature of the families’ relationships with one another could easily lead to some great social interplay and scenery chewing. And then some good old fisticuffs if diplomacy breaks down!

 

The Stand (book)

When a modified strain of the flu is accidentally released, it spreads across the country quickly, killing just about everyone and causing the total breakdown of society. This book, written by Stephen King, dates back to the 1970’s and is told from the perspective of various characters.

It’s admittedly been a long time since I read this book, but one of the things I recall loving about it was how it explored the fact that not everyone who survives the mutated virus named Captain Trips can survive in the world that remains. Opting out becomes the only option some people feel they have, and it’s a good thing to keep in mind when running a campaign. Give your PCs a world that’s hard, but a) remember to show them not everyone can handle what remains and b) don’t make it so dreadful your PCs will be in a place they feel this have no option but to opt out themselves.

This lengthy novel is a good read if you want to set your game during an apocalypse sans zombies.

The 100 (tv)

The world is no longer habitable. The human race has been successfully living on a series of space stations, but the systems are failing. A group of teenagers, all guilty of something, has been sent to Earth in the hopes of discovering if the human race can return.

This TV show explores what these delinquent teenagers encounter in the world they have only heard stories about. Things are much different than they expect (naturally), and there are countless hurdles to overcome, including figuring out how to work together. What else would you expect with 100 young adults on their own for the first time in their lives?

This could easily be used in any game system, but could make a great setting for Starfinder.

Jericho (tv)

After a nuclear attack on 23 cities across the US, the country is left in a post-apocalyptic state. The show initially focuses on the small town of Jericho and what it does post-attack, but by the end of the second season it is a roller-coaster ride of exploring the rule of the Allied States of American and trying to save what remains of the American dream.

With only two seasons on investment (plus two season of graphics novels for those interested in continuing the plot), this is a small investment for those looking to get a feel for a post-apocalyptic world. And again, with a nuclear attack, you’ve got a different basis for exactly why the world ended.

Have you read or watched any of the above? What did you think?

Have you ever run a post-apocalyptic game? How did it go?

We’re gearing up to see what has happened to the next generation in our deadworld campaign. In its original form the group had to carve out a safe haven, but generation two has that. With a relatively stable home, a cure for the zombie plague distributed, and those ghouls under control, what sorts of deadly forces can they encounter?

What made your world post-apocalyptic?

The Tele-Port

We all know the drill: you cast your teleport or greater teleport spell and then: poof! You appear in your destination. Only what if that isn’t exactly how it goes? What if there is a stop on the way? A stop no one wants to, no one can, talk about?


“Please exit the circle to your left,” said a bored voice.

She blinked. She had been expecting to see bustling streets and colourful garments, to have her senses bombarded with the strong smells of spices, the murmur of thousands of people speaking in a language she couldn’t understand, and the heat of a warm sun.

Instead, she was standing in a strange room. Rows and rows of seats lined this endless expanse and she seemed to be standing in some sort of circle.

“Please exit the circle to your left,” repeated the voice. “You need to take a seat.”

Lunata blinked again and cast her eyes about for an explanation, but her feet remained firmly planted. Suddenly she realized her companions weren’t at her side. Panic began to well up inside her as she contemplated how she may have flubbed the spell. She was sure she had read the scroll verbatim, and she was sure she was capable enough to manipulate such magics now, even after that slight setback last month.  Gregor would never let her live this down, assuming he was okay.

There were a mix characters sitting in the chairs: assorted races, heights, clothing. All of them seemed bored, though a handful of them were looking at her, some with amusement, some with sympathy.

“You need to step out of the circle. Move to your left. Now.”

The voice had become impatient and she noticed a pair of strange beings made of light moving in her direction.

She looked around frantically and exited the circle, stepping to the left as the voice told her. The people made of light were almost on her now.

“Lunata Yarimania, step this way please,” said one voice. It was impossible to tell if it was male or female. It didn’t sound hostile, but it wasn’t friendly either.

“Where am I? What is this place?” She cast about once more, noting the seamless grey floor stretching as far as she could see. Circles, like the one she had arrived in, appeared intermittently in the endless expanse and rows of hard chairs, hundreds, perhaps thousands of them, filled the space between the circles. Many were empty, but it was hard to tell just how many were occupied.

“Newbies, am I right?” said the second being to the first.

Lunata thought for a moment it rolled its eyes, but neither being said anything else; they simple turned and began leading her off.

She glanced at an old man sitting in a chair. He had a long grey beard and he was intently reading an old looking tome while a small black bird sat upon his shoulder, staring intently at Lunata. A glass ball lay in the seat next to the old man, glowing with the small pale white light of the stars decorating the man’s deep blue robes.

Everyone here seemed to be sitting alone and almost no one was speaking to anyone else. The silence was broken by the occasional zing of an electrical surge or a cough.

“My friends, where are they?” she tried again, hurriedly following the creatures made of light.

The first being, she thought it was the first one, heaved a sigh.

“In your hands.”

For a moment Lunata thought it was some sort of metaphor. Zanthu was always going on about the bond they all shared, about how their fates were intertwined, about how there were few people he trusted to hold his life in their hands. It always made Gregor roll his eyes. Then she looked down.

She was so surprised she almost dropped the ball she was holding. It was like the one that had been sitting in the seat next to the old man, and she fumbled to hold onto the luminescent sphere.

“Careful there,” said the second figure, and she knew it was the second figure because she could hear its amusement.

Again, Lunata cast about. Most beings seemed to have a ball like this.

A dark skinned human man with tribal tattoos, simple clothing and a staff resting at his side was holding the ball casually in one hand while absentmindedly stroking the space between the eyes of a green lizard.

An elf with long blonde hair, a rapier tucked into his belt, sat spinning the ball on his finger. His clothing looked piratical and as she walked past him he looked right at her and winked.

Lunata looked down at her own glowing orb, squinting as she did so, and gasped. There they were, both of her companions in a miniature version of exactly how they looked just before they had departed the alley behind the tavern. Zanthu looked calm, as he always did. Gregor had his eyes shut and his muscles, tiny as they were just now, seemed to be tense, as if something bad were about to happen.

They walked past several more rows of seats, many of which were empty. Lunata started as a being appeared in a circle they were passing by.

A half-orc female stepped out of the circle, holding her own glowing ball in one hand. She was dressed in leather armor, not unlike Lunata. A shortsword and a hand crossbow were affixed to her belt. She nodded at Lunata and moved toward a chair, glancing up as she did so.

Lunata looked up for the first time. She wasn’t sure how she hadn’t noticed them before, but coloured lights made a map on the ceiling high above. They were almost like stars, but in various colours. She could see some yellow lights moving about while others remained in one spot. One of the yellow lights, which was right above her, was moving at the same speed as two bright white lights. A few other white lights were scattered about the ceiling star map, but they were off some distance away. Blue lights created circles that seemed, best as Lunata could tell, to correspond to the circles in the floor. There was a red area far off to the right, in the direction her guides seemed to be moving, and all of the yellow lights there were stagnant.

The yellow light and two white ones were approaching a blue circle. Lunata looked back ahead of her just in time. The figures had stopped and she just about run into them. The second figure sighed, as if he or she knew Lunata nearly ran them them down.

Lunata clutched her glowing orb and looked around as the two figures turned. The lights above circle spelled out a destination Lunata could not read. Suddenly the blue lights rearranged themselves into a new word, one she vaguely recalled as a place name Gregor had mentioned once.

“Well, here you are,” said the first figure. “Just a bit of paperwork to finalize first.”

“Paperwork?” Lunata almost stuttered.

The second figure smirked. She was sure of it.

“Yes, of course. Just sign here, and here,” the second figure presented Lunata with a hard board stacked with crisp white parchment unlike any the girl had ever seen.

She tried to make out the words, but there was a lot of complicated wording and very small print.

“It’s all quite standard,” said the first voice, as if that was reassuring.

“You won’t hold us responsible for any malfunctions in the circles, you understand precise destinations cannot be achieved, the level of safety, or lack of, at your destination is in no way our fault, and so on and so forth.” The second figure raised its eyebrows at her, as if challenging her, before handing her a strange hard tube she guessed she was meant to sign with.

“What is this place?” asked Lunata, still confused. She was juggling the board of paper and the glowing sphere, leaving her no hands to turn the pages on the board.

“The tele-port,” answered the first voice simply.

“There are others to tend to, so if you need more time, we can take you to the red zone. I don’t recommend that, mind you, some have been there for, I’m not even sure how long now.”

Lunata could tell this was a threat and whatever the red zone was with its stagnant yellow dots, she was sure she did not want to find out.

“I, uh, so this is standard teleportation process?” she asked dumbly, trying to flip the page.

“Indeed,” answered the first voice.

A kind-eyed halfing woman dressed in a plethora of skirts smiled warmly at Lunata. She was sitting in one of the chairs, waiting patiently by the circle Lunata had just arrived at, her own glowing orb set upon her lap with one hand gently cradling it. She nodded encouragingly at Lunata, who took a deep breath, and signed.

“Excellent. Then there, and there,” the second figure said gesturing at two additional lines on other pages. “And we’re all set.”

He snatched the board back from her and it seemed to disappear the moment it was back in his hands.

“Watch for your destination and then step into the circle,” said the first figure, turning to leave.

She glanced once more at the changing letters. She’d been there before, it wasn’t a week’s travel from her hometown.

The letters changed once more, denoting a place Lunata had never heard of and someone stepped into the circle. She wasn’t even sure where he’d come from, but suddenly he was gone.

“Don’t miss it,” said the second. “Who knows how long you’ll wait if you do.”

She glanced back hurridely at the lights by the circle which were changing once again and then, not taking her eyes off of them, for they seemed to change on a whim, she backed into a nearby chair, not far from the halfling.

“Don’t worry,” said the halfling cheerfully, “you’ll have the hang of it before you know it.”

“So, you do this all the time?” asked Lunata dumbly, still confused by what was happening.

“Oh sure, it’s how it’s done!”

“But I’ve never heard of it.”

“You wouldn’t have,” answered the halfling cheerfully.

“I can’t wait to tell the others,” Lanata said, partly to the halfling and partly to herself. She looked down at the orb she cradled in her own hands, the glass ball that contatined her friends and companions.

“Oh, you can’t do that,” said the halfling, rising. “You’ll see. Well, this is me. Take care and good luck!”

Lunata frowned as she watched the halfling in the skirts carry her orb into the circle and disappear. The writing around the circle shifted again then and it was her own destination she saw.

She jumped up, clutching the ball in a death grip as she scurried toward the circle.

What did the halfling mean she couldn’t tell the others? How could she not?

There was a brief flash of light as she entered the circle and suddenly she was standing on a cobbled street, the warm sun beating down on her. Her nostrils were bombarded by the smell of sweat and spices and cooking meat. Her companions were beside her.

“Great job, Lunata,” said Gregor clapping her on the back. “Knew you could do it.”

There was something she wanted to say to him, to both of them, but she couldn’t remember exactly what it was.  She was trying to put her finger on it but the more she thought about it, the further away whatever it was became.

”You think you can get us back when we are done here, Lunata?” asked Gregor. “Assuming we find you another scroll anyway?”

She nodded, absentmindedly.

“I think so.”

”Let’s do this then,” he said, fingering the large blade at his waist.

So Many Goblins….

Earlier this year the Dire Rugrat team started thinking about goblins. The way we saw it, goblins are an often used enemy in role-playing games, but they have become typical; PCs know what to expect when they see them. We wanted to bring some life to these poor little creatures, really give them a chance to shine for their 15 minutes of fame, so to speak. What better way to do that than 18 unique goblins, reminiscent of our Bullies & Brutes collection with the common thread being, well, goblins. So many goblins.

Moar Goblins

Moar Goblins coverAs we set to work building a collection of goblin NPCs, we realized we wanted to do more than just add some unique abilities to the same old goblin stat block: we wanted to address the lack of variety. To be fair, unlike some systems, 5e makes it relatively easy to customize NPCs, but even still, goblins were goblins. And so we ended up creating Moar Goblins, a mini-bestiary featuring a sextet of goblinoids adapted from a variety of real-world cultures. Back when that came out last April, we shared details of the PDF, including a sneak peak of one of the goblin sub-races. The book received a great review (and 5 stars) from Endzeitgeist.

Beyond the basic builds, which all have at least one intriguing feature, it is undoubtedly the copious flavor and inspiring supplemental text that makes this pdf come into its own; it s also a big, big plus that this does not simply regurgitate the same tired creatures we have seen over x editions and instead opts to go for the uncommon and novel, drinking deep from the wellspring of more obscure myths and legends.

-Endzeitgeist

It also substantially delayed our progress on the NPC collection. The pesky little creatures seemed to be everywhere like gremlins in the gearworks of our lives.

Fittingly, perhaps, it wasn’t that one goblin was a problem, it was that there were so many.

But I digress.

After a lengthy delay, we have finally chipped our way through the biographies and stat blocks of 18 different goblins. There are over 35 pages of NPC content and while all of the characters in the book are a goblin of some sort, numerous racial variants, capabilities, motivations, and challenges (ranging from 1/2 to 12) mean your PCs will never look at goblins the same way again.

Some of my favorites include the capable psychic goblin twins, Nix & Zub, the ever-helpful gudro bonga Eakogs Clutternugget, and the tokoloshe traitor N’tambu. If you love a little demonic backstory with your goblins, look no further than Flubboks Hugemitt, but if complicated family dynics is your thing, you’ll want to check out Neeha and Vaishik – these gudro bonga have a few family matters to sort out, assuming the PCs don’t wipe them and their children out.

A lot of love went into these NPCs, so much so it saddens us a little bit that your band of adventurers may just want to wipe out these poor unfortaunete souls just because of their race. We hope you’ll consider checking out this colourful collection, and showing your PCs that goblins can be just as diverse as any longshanks. To that end, we present Eakogs Clutternugget, a sneak peak at the offerings inside 5e NPCs: Goblins! Goblins! Goblins!


Eakogs Clutternugget

“Trade! Trade! I have many goods for trade!”

A great many years ago there lived a goblin who desired little more than to assist weary travelers. Through chance, he had come to be in possession of a magical drinking horn that produced the most delicious beverage imaginable and sated even the most parched traveler. Atop a hill in what seemed like the middle of nowhere, the benevolent goblin resided. When a traveler stopped to rest his weary feet and called out for water, the goblin appeared, as if by magic.

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Always dressed in a red cape, the goblin would provide drink to those in need. Most were incredibly grateful, and word spread of the benevolent goblin and his incredible beverage until one day a traveler came through not looking for aid, but for the horn itself. When the goblin produced the magical vessel the traveler snatched it and jumped upon his horse, riding off into the distance faster than the goblin could follow.

Heartbroken, devastated, and feeling betrayed by those he had assisted, the goblin retreated into his hidden hilltop home. His child, Eakogs, who had long watched his father’s good deeds was perplexed. What would possess someone to take something which did not belong to him? How could his family aid those in need now?

Travelers continued to arrive at the hilltop hoping for a respite from their difficult journey. With the drinking vessel stolen and the benevolent goblin’s spirit crushed, their hopes were dashed. Over time fewer and fewer people made their way to the valley hilltop and fewer still hoped for that magical beverage.

Tales of encounters with the benevolent goblin stopped being shared and he became something of a myth or legend that could no longer be substantiated. Many a time Eakogs asked his father if they could assist the travelers in another way, but the betrayed goblin bid his son stay inside the safety of their hidden hilltop home lest they lose any more than they already had.

For years Eakogs watched and puzzled over how he could restore his father’s spirit, and do his part for the world. When he came of age Eakogs set out, promising his father he would return with tales of generosity, both his own, and those of the beings he encountered. Secretly, Eakogs hoped he could also find the horn, but he feared raising his father’s hopes.

Eakogs began to roam the world, offering assistance to those in need. He quickly discovered that many beings were leery of goblins, while others were outright hostile. Still, Eakogs made peace with many a traveler, providing goods from his laden down pack and often going without if he stumbled on those less fortunate.

While he carries a weapon, Eakogs uses it for only for self-defence. He is furious if anyone attempts to steal from him, certain the world would be a better place if everyone shared and was kind to each other. Eakogs prefers to trade items rather than sell them, though he happily accommodates shopkeepers who have no need for the goods he carries and would prefer coin.

This strange but optimistic goblin continues to search for leads of his father’s missing horn, and would be eternally grateful to any adventurers who helped him locate it.

Dinovember 2017

For those who haven’t heard about Dinovember: welcome! We wrote a blog post last year that can bring you up to speed, and I encourage you to check it out. For those who followed our dinoescapades last year, welcome back! We’ve been doing this for a few years now and the dinosaurs have done everything from smearing cupcakes on the cupboards to colouring on the fridge to playing with the shaving cream in the bathroom. The kids have found them building outside, hijacking a ride to school, and having music concerts. Book forts, colouring pages, cereal across the floor – they’ve all been done at least once, maybe twice.

As Halloween approached this year, I started to hear the dreaded word murmured from the corners of the house : “Dinovember.”

Almost as scary as the house on down the road with the carnival decorations and the clown hiding behind the red balloons with a bowl of candy, the word made my chest tighten. My mind searched frantically for answers. I wondered if it was too late to take a month long vacation (or send the dinosaurs on one).

dinovember mummy

After hearing at length from the rugrats that they hoped the dinosaurs wouldn’t eat their candy *again,* I had to come up with something new.

Don’t get me wrong, I love how exciting and magical Dinovember is.

I do.

And I started the whole thing in our house.

But the thing is, I didn’t expect (foolishly) that it would be such a hit. I didn’t think through the part where I would have to come up with 30 things each year for the dinosaurs to do. Or that the kids would remember just about every single thing the dinosaurs did, shaking their heads disappointingly at any repeat shenanigans. (It really is only fair I warn you, just in case you were thinking of introducing it into your household.)

So just as the pressure of Halloween costumes begin to wane, the anxiety of dinocreativity begins to rear its ugly giant reptilian head in our house.

dinovember pumpkin snowman

One of my favourites so far this year, I fear this make-shift snowman may have been part of an elaborate snow dance done by the dinosaurs as it snowed 24 hours later.

There have already been the moments of panic where I wonder what to do tonight, and sometimes I wish I could take the same tactic as some do with elf on a shelf (no way is that creepy creature coming into our house on the heels of Dinovember).

But I digress. Dinovember is happening.

It’s in full swing.

And the dinoventures abound!

Here are just a few of the things the dinosaurs have been up to this month:

Dinovember tea party

Rugrat #1 wasn’t the biggest fan of this, but Rugrat #2 enjoyed it, and Rugrat #3 loved it so much she insisted on napping with these lovely ladies, their tea set, and the table (while chanting “Tea Par-tay!” right up until she fell asleep).

 

Counting with Cheerios during Dinovember

The rugrats enjoyed the early morning snack created by this dinosaur game. The game, not so much, but it is a bit too easy for most of them (though these poor dinosaurs struggled).

 

dinosaur nests for dinovember

The rugrats, in unison, declared this “awesome.” I liked that it was super easy (and in fact done after everyone woke up, in a tiny seldom seen corner of our second kitchen).

 

castle home for dinovember

Desperate for their own place to call home, the ground-bound dinos set off on their own adventure, far from the picture perfect bird town houses. This was the biggest hit with Rugrat #3 who has exiled the dinosaurs and minis alike in favour of her ponies.

 

After last night’s hard session of castle building and takeover, the dinosaurs elected to try something a little more relaxing.

 

 

Sick of their meat and plant-based diets, the dinosaurs decided to plant a candy garden. The rugrats were sad to see the dinosaurs had stolen their candy for this fruitless project.

 

The dinos went wild with the erasable marker, colouring all over photos and the windows. The rugrats were not pleased.

 

While the two of the rugrats enjoyed a sleepover at Nana’s, the dinosaurs went went with a movie marathon – complete with snacks galore!

 

The kids thought the dinosaurs did nothing… then we found this.

 

 

 

“Yep, that’s what they did.” – Rugrat#2   Well, that’s a late night mess… and a lot of caffeine.  

So tell us, have you participated in Dinovember?

Do you know anyone who has?

If you are looking for more inspiration than our posts offer, there is tons of material out there. (Dinovember has quite the following!)

What’s your favourite one of our dinoshenanigans?

Tell us! We’d love to know. Some of our favorites haven’t been such a hit with the kids. (But man did I enjoy colouring all over the fridge and watching the kids clean that up so the dinosaurs didn’t get in trouble!)  Some of our random/last minute adventures are beloved by all the rugrats. It can be hard to tell what’s going to be a success and what will be an eye roll. So chime in! Let us know what you love!

The Hut by Jess Door

Tangible Taverns: The Hut

This week Dire Rugrat Publishing released Tangible Taverns: The Hut (5e). This marks the first tavern released since October 2016 when The Hidden Oak came out, and we are pretty excited about it.

Wayfinder #15 coverThe Hut was initially created back in late 2015 for Wayfinder issue #15, which released in May 2016. Here it appeared set in the world of Golarion, with ties to Paizo’s Golarion canon. It was fun and flavourful, and only 1,500 words.

The Hut: A Tavern on the Sellarn River was like a taste tester.

At the time we had only created and released two taverns, The Bull and The Bear and Tuffy’s Good Time Palace. The Hut was quite different, and due to word count restrictions, was missing so much of what we put into our taverns. A rumour table gave the isolated refuge ties to the world, but there were no events ready for a GM to throw at her PCs, and while the proprietress of the establishment, a motherly figure who goes by “Mama”, had a write up, she was missing a stat block, and there were no “Faces at the Tavern.”

One of my favourite things about being included in the Wayfinder magazine was the art that accompanied my piece of writing. In honesty, I think it was partly this piece of art that stopped me from expanding the tavern sooner.

It was a Tangible Tavern in the making.

At the time The Hut was started, all of our taverns were created with black and white images. Being so small and new, we had no budget for art. The piece Jess Door created was inspired.

The Hut by Jess Door

Art by Jess Door

I didn’t see it until the magazine was published, and as I paged through the fan publication I held my breath.  It was the first time my RPG work had been published by anyone else, had been laid out by anyone else, and had been presented to a larger audience. It suddenly felt very real.

I grinned at Jess’ accompanying picture.  A few weeks later, when I held a printed copy of the magazine in my hand, I grinned again. The Hut felt alive, out there in the world.

Jess’ image of Mama welcoming new comers to the ramshackle refuge still makes me smile every time I see it, and I didn’t want to disappoint this cheerful proprietress by providing NPC patrons that weren’t as colourful as her.

For two years The Hut sat on the back burner, simmering like a pot of stew before the dinner hour approaches.

We thought of it on occasion, wondering what Mama might be up to, what troubles may have come her way, and who may have rested their weary head inside the walls of her dilapidated home.

We were busy with life, rugrats, gaming, and creating a products for some of our other lines. And so Mama and her tavern waited.

Yesterday the answers were revealed.

Tangible Taverns: The Hut (5e) cover

Mama had companions join her. The world around her began to form. Sure, the tavern remains tucked away, but it finally came to life.

Giant-slaying Tryx and her beloved animal companion stumbled on Mama and began to develop an attachment to the kind woman. Rolph, the luckiest dwarf one may ever met, awaits a new band of adventurers looking for assistance. And there’s Dexter… the capable ranger who has fallen for the oblivious caretaker.

Now available in full Tangible Tavern length, The Hut has been updated, NPCs have been added, 5e stat blocks created, and the world it is is set in has been modified, allowing it to easily be dropped into just about any campaign (including Wizards of the Coast’s Tomb of Annihilation!).  It also features a full page colour map, colour art for each NPC, and all the other Tangible Tavern features you have come to love.

Is PFRPG your thing?

If The Hut sounds great, but 5e isn’t your thing, let us know!
The smaller version of The Hut is available in Wayfinder, but if you’d like to see it in all its glory as a Tangible Tavern, let us know!

Did you try out Tangible Taverns: The Hut (5e)?

Let us know your thoughts! Write a review, sound off below, or drop us a line.

And if you haven’t picked up our other taverns yet, you can find them in this discounted bundle pack, available for PFRPG and 5e!

Tangible Tavern 5e Bundle

hats

Characters Reimagined

I was scrolling through my Facebook feed the other day and found this post on 15 Disney Villains Reimagined as Princesses. It isn’t the only time I have seen something like this; there have been similar ones on Disney princesses later in their lives, Disney characters reimagined as adorable pin up girls, the 42 gender-bending Disney characters, the super creepy images of your favorite childhood characters reimagined as criminals and villains (I take no responsibility for ruining how you view these characters should you click on that link), and the less creepy young cartoon characters reimagined as adults.

Princess Jafar

Via Jessica Nahulan at Deviantart

While I think the art is absolutely stunning, I have a few issues with the first post (why does every single one have to be tiny and “perfect”? Surely Jaffar could have still been princess with a prominent nose), I do love this idea of reimagined characters, and these posts are evidence I’m not the only one.

PCs Reimagined

The same way companies like Paizo have their iconics, we seem to be hooked on recurring PCs. With six different campaigns played, four have used mostly the same PCs (well, the same PC – we play a lot of one to one gaming, so some of these recurring faces are “GM-NPCs”).

This particular PC has been created with different classes (rogue/anti-paladin, mesmerist, rogue [knife master], and now with SFRPG an envoy). She has always been human, and always charismatic.  There have been slight variants in her background, some differences in skill sets, and various alignments have been explored (from neutral evil to the most recent lawful good).

She’s had different occupations (albeit most were various versions of an adventurers), different friends (though many of the same NPCs play a prominent role in these different “lives”), and different goals, but there is still something about her that feels the same.

I sometimes think about how various versions of this character would fare if dropped into a different world/campaign. Each one has been built, more or less, for the campaign and the world it is set in – would that mesmerist have made a better ruler than the rogue/anti-paladin? Could the knife throwing rogue have succeeded in occult investigations? I’m fairly certain SFRPG’s envoy never would have managed to break out of prison and win the hearts of minds of the citizens the way the rogue/anti-paladin did.

The familiarity of this character, combined with the endless possibilities and fresh start of a new character sheet, has made for some interesting and enjoyable role playing. (Though the first version remains my favourite for numerous reasons.)

NPCs Reimagined

With these similar and yet different worlds, Ken and I find that many NPCs make a resurgence. While this started as a nod to previous campaigns, but it has become more than that.

Winthrop, a simple hunter who petitioned my first (and favourite iteration) PC, who was queen of a country, for the right to lead hunting trips in a nearby wood, was one of her best friends and adventuring companions in our Supernatural inspired campaign, and played a prominent role in the post-apocalyptic one as well.

Argus, a ship captain the same version of a PC had a tryst with was renamed Andy and was her best friend, and long time companion in yet another campaign. He’s made a reappearance in the Way of the Worlds campaign as her fiance, and has resumed his captain status with a star ship.

Way of the Wicked CoverTrik, an NPC who is part of a the published adventure Way of the Wicked, eventually devoted himself to this first iteration of my PC and her companions, but was a nuisance at best in a homebrew campaign, and actually threatened her and attacked her in another campaign. (Hmm, perhaps that’s not unlike his original nature in Way of the Wicked!)

Lys, the conniving young assistant at a church in Way of the Wicked (who did her best to undermine my PC) is the most devoted assistant in the current campaign, while Bill, a dedicated and determined cohort in Way of the Wicked repaid my PC for saving her from multiple zombies in our post-apocalyptic campaign by stealing everything from my PC while she slept.

The recent space campaign has even seen the Varisian pirate captain from my first solo campaign reimagined; now a space pirate NPC, she has had a few interactions with my PC and is bound to have a few more.

And of course there’s Davia. One of the four main PC/NPCs in one of our first campaigns, this savage blonde beauty remains so fierce and vibrant in every single one of her variants (no matter how small the cameo) she was reimagined as the top dog in our 5-star 5e NPCs: Bullies and Brutes PDF.

I love seeing a different side of these NPCs, and since their nature, their sense of duty, and their interactions with my PC are different with each campaign, their familiar face doesn’t always put me at ease (especially after that fateful night trustworthy Bill took everything!).

Have You Reimagined or Repurposed NPCs or PCs?

I have to imagine this can be a fun thing for a GM as well – why create something brand new when you can repurpose something you have? It’s great when an NPC from one campaign can appear in another one, where continuity is possible, but what if there is no continuity?

That favorite PC you created? Bring him back as an NPC in a different campaign.

That NPC or PC who was wiped out quickly because of a few bad dice rolls? Maybe in a different campaign he or she developed a little differently and has had a bit more success.

Let those characters try on a new hat, give them a chance to help you answer “what if” and see where is takes the game.

Comment Below!

Have you ever tried this? Have any of your characters made an appearance in different campaigns as reimagined versions of their former selves?

purse contents

Handbags – The Real Life Bag of Holding

If you play PRFPG or D&D you are no doubt familiar with the magical sack that holds damn near everything.  This bag is the answer to an adventurer’s every problem (or close to).  Loads of loot to drag home? Just toss it in the bag, it barely changes the weight.  Need a bedroll or a tent? I probably have an extra one in here somewhere.

Some GMs are more of a stickler for how much you can fit in one of these puppies and exactly what can go in, saying some items are too big to fit inside the mouth of the bag, or that the item itself could puncture the bag, destroying it and either expelling all the items, or sucking them and nearby people into a whole heap of trouble.  No matter how your GM rules, or what you use it for, no doubt this enchanted bag has made its way into more than one game session.  If only there was something like it in real life, right…?

There is.

Well, sort of.  See, during our latest solo-campaign, which was meant to be a one off during vacation, my character was busy scavenging goods to survive in a zombie-filled-post-apocolyptic world after she got separated from the group had been living with, and their secure compound.  Ken, my husband, GM, and fellow Dire Rugrat Publishing companion, hand waved the contents of some purses.  Not much in there, he said. Mints, some recipients, that’s about it, he said.  The room had been untouched to date and I found more in the cheap motel’s bathroom than I did in the middle aged woman’s handbag.  I shrugged and figured she was one of the few women I know who keeps her bag to a minimum.  I wanted to focus on playing, not raise a stink about a hand-waved handbag in a savage story, but it kept happening.

Then it occurred to me: most men have no idea exactly what lays in the depths of these mysterious containers. Indeed, dumping out the contents of my purse at any given time either causes my husband to stare in wonder or back away slowly (I have since been much more careful to remove any perishable food). There’s seemingly no end to the random junk in the bottom of an oversized purse.

Much like a bag of holding, a woman’s purse can produce any number of random long forgotten object, and can store a great deal.  From the incredibly helpful flashlight or screw driver to the useless lone child’s sock, these bags were (at least in my opinion) an untapped resource in a world four years into a zombie apocalypse.

So What’s in There?

In an effort to help him out (*cough* gain more awesome resources), I started making a list.  I dumped out my purse.  I asked around.  I looked up pictures of the content of people’s bags (oh Flickr and Instagram, how helpful you can be). I even found the random bags I’ve emptied my purse contents into before a trip (those were some random items in there I’ll tell ya!) and inventoried what I found.

The result…? Over a hundred various items with varying degrees of usefulness.  Of course, an item’s usefulness is related to the situation and the imagination of the bearer.  I’m sure, given enough pressure and few enough resources, a creative mind could put damn near every item in a bag or two to good use.

Handy Handbag or Pointless PurseThe full PDF of Handy Handbag or Pointless Purse? is now available over on DTRPG, but as a sneak peek, I’ve included one of the tables below. Being the mother of 3 charming (and exhausting) rugrats, I’ve picked the Caregiver Table. This particular list is one that only applies to certain handbags, but the contents could be useful to anyone, depending on their desperation.

Some of the items are more humorous than helpful. Rugrat #1 couldn’t stop laughing about a few of them, but I assure you that either myself, or a friend, has had any one of these items in their bag at some point.

Ready to add these items? Roll 2d4 – that’s how many items from the table will appear in the bag.  Now collect 3d12, total the results and find the matching item.  Repeat for each item and voila! Repeats are okay, unless you don’t want them to be.  I assure you, and I’m sure fellow parents can agree, when in doubt – throw another one in!

Caregiver’s Handbag Table

3 children’s pain reliever 20 1d4+1 matchbox cars
4 snot sucker 21 1d6 miniature plastic dinosaurs
5 children’s sunscreen 22 1d4 adhesive bandages patterned with various cartoon images
6 baby’s bottle with milk or formula 23 child’s hair elastic or hair clip
7 child’s shoe 24 pouch of squeezable baby food
8 partially coloured colouring page 25 small package of baby wipes
9 pair of children’s socks 26 children’s sunglasses
10 plastic spoon 27 small children’s book
11 fruit flavoured snack in animal shapes 28 sippy cup of water
12 single dirty sock crusted with snot 29 soother
13 crushed package of animal crackers 30 1d4 diapers
14 used tissues 31 hand sanitizer
15 rock 32 small bottle of adult’s pain reliever with d10 caplets remaining
16 seashell 33 antiseptic wipes
17 beach glass 34 juice box missing a straw
18 1d3 broken crayons 35 teething toy
19 1d3 small plastic ponies 36 reusable container or bag of dried cereal

Comment Below

Did you try out the table? What did you end up with? What’s your favourite item? We want to head from you!

 

z nation

Z Nation: Was it Written by Gamers?

After enjoying Van Helsing so much I wrote a post about how it was inspirational for gaming, I decided to check out Z Nation.  And I wasn’t disappointed.

It helps that I love discovering an established show with more episodes in the bank than I can shake a stick at, but even more than that, I think Z Nation must have a team of gamers behind it: the strange mix of party members given an impossible quest that keeps them together; the alignments that obviously butt heads from time to time; the way the party can stumble on people and places that have been surviving for some time, only to be destroyed because trouble follows our band of “heroes”…. let’s take a closer look.

Weapons

z whacker

Addy Carver’s weapon is one of my favourites in this show.  We see her pick up the “Z Whacker” in the first episode from a travelling duo who explain its virtues as she tries it out.  Essentially a morning star, this aluminium baseball bat with reinforced spikes (long enough to penetrate the brain, but not so long they get stuck in there, leaving you wrestling your weapon out of a zombie head) is her weapon of choice throughout the show; (spoiler alert) later in the show, her weapon gets upgraded to deliver an electrical charge. Shocking morning star, anyone?

 

Guns abound, of course, but they make noise, which attracts more Z’s.  For that reason, we’ve got blades aplenty.  And the stealthy 10K can make miracles happen with a slingshot and whatever bits and bobs he can find.

 

Basically, there is no one weapon everyone uses, because in RPGs, every character has their preferred weapon, and it isn’t often someone outfits a whole group with the same thing.

That Guy

I don’t want to give away any of the awesome plot developments, but I will say this – you know that party member who does whatever he wants? No matter the cost? The person who thinks whatever he wants is his for the taking? And you kind of want to just off them a few times over, but you can’t because in real life they are your friend and they’d be furious with you for killing their character? Plus you want to keep hanging out with your friends and enjoying game night? What happens when that character is the one that holds salvation for the human race? What happens when good people have to die to keep him safe? (Don’t you hate when your GM does that to you?)

Feats and Skills

All the characters have their own natural abilities – various skills, feats, etc. Some of these are more obvious, like Addy and Mac and their teamwork feats.  And sometimes you wonder why someone doesn’t just max out Profession (mechanic) or Craft (mechanics) when they level up (how many vehicles have they gone through?).

Character and Classes

Some of the characters in this show are easy to see as a particular class, others require a bit more finessing or a third party class.  They can also provide great inspiration for a character build. Plus they show how a kickass character sheet is awesome, but you have to have some personality as well.  I love what 10K can do; I think he’s awesome, but he’s got the personality of a paper clip. Meanwhile, Murphy (love him or hate him) has more personality and quirks than any one companion will ever want to deal with.  He’ll drive you crazy, but he’s the mission. (Side note: I’m also sure he’s a sorcerer in a world without magic.)

The Quest

z nationEvery time these guys take a step forward, they take several back.  This isn’t atypical of a TV show, but seriously – they are always trying to save someone only to leave destruction in their wake, or having their journey disrupted to land them in a heap of trouble on a side quest. Seriously, these guys often seem to happen upon a place where people are largely getting by, eking out a modest existence, and then it’s chaos.

And they don’t really care.  Characters in shows in Walking Dead take everything so seriously, but in Z Nation, it’s like this band of would-be-heroes knows it’s all just about them.   The show even takes it so far as to give over the top monologues, and have people mention off hand how trouble follows these guys and how they are easy to follow based on the trail they leave.

These guys believe they are heroes, just like every group of gamers. But it doesn’t always justify their actions, even if they want it to.

So Bring on The Game!

Z Nation was so easy to see as an RPG, in fact, that we have temporarily sidelined our other game in favor of one that takes place in a dead world.  Zombies run rampant, and with a little imagination and some reskinning, Pathfinder’s collection of undead is doing a great job of providing a variety of zombies to tangle with.

It’s easy to take snippets from the show and use them to inspire a session, a scenario, or the whole darn world.

We are now several sessions into this post-apoloyptic zombie campaign, and I cannot wait to see what comes our way.

Comment Below!

Have you seen Z Nation? Does it remind you of an RPG? Have you encountered zombies in your games? Ever played a zombie focused game?

Ruined Fence

Our World Ended (Not Really)

Our world ended. Well, not really.

Dire Rugrat Publishing has been really quiet lately, and not because of any tragedy.

What happened is this: there were day jobs taking up a lot of time (and still are), we got overwhelmed on a project (it’s still in the works, hang tight), a family vacation happened, and I (Kelly) started binge watching Z-Nation.

The binge watching happened right around the vacation, and I had an idea – set aside the campaign we have been playing for awhile and trade it in for an alternate world with similar characters.  We’ve done this sort of thing before, when a long standing campaign got to be a very high level and it became clear the story had been taken as far as we could go. Exploring alternate worlds briefly, or taking a more in depth look, is a fun way to explore a character.  I enjoy all of the “what-if’s” big time.

We thought this time, given that the world was inspired by things like Z-Nation, The Walking Dead, the Resident Evil game series, and the Fallout game series, that it wouldn’t last long. Depressing world, lots of potential for a grisly death by a swarm of zombies, plus what’s the point really, right? (Isn’t that why The Walking Dead isn’t nearly as good as it used to be?)

Turns out, it’s amazing.  We’re still not sure how long we’ll play for, but in the words of one of the NPCs: “You just have to ride that wave.”  We are playing Pathfinder with some homebrew rules thrown in to make it modern; there are some game systems built specifically for a post-apocalyptic world (Ken shared his experience running one back here), but I didn’t want to learn a new system for what was meant to be a quick and gritty long weekend campaign. We’ve been playing it more hours than I want to calculate, but we are enjoying every minutes of it.

So, we are still here.  We are just busy gaming instead doing anything remotely productive.  But in keeping with what our interests appear to be this month, you can expect a series of post-apocalyptic focused posts. Hopefully they inspire you and your gaming group.  We’re also thinking of sharing a bit more about our current campaign. In the meantime, be safe out there!

Comments? Questions?

Have your own post-apocalyptic obsession? Sound off in the comments below.