Sunday, July 29, 2018

Have any of you thought of a good way to run chases in MM?


Have any of you thought of a good way to run chases in MM? Something that draws out the conflict a bit more than a single roll.

Friday, July 27, 2018

Eric Nieudan I just wanted to let you know that I'm currently translating your MM_Manuscript to German - if only for...

Eric Nieudan I just wanted to let you know that I'm currently translating your MM_Manuscript to German - if only for the purpose of using it in my gaming group.
But in case you're interested I could send it to you once it's finished. Maybe you know someone who speaks some german so you both could admire the awesome translation I'll be coming up with ;-)
BTW any plans for licensing a german translation?
Cheers
I.

Thursday, July 26, 2018

Americano Anomalies, now with Heirlooms table.

Americano Anomalies, now with Heirlooms table. You could start play with a sinister Tesla (or the player-favorite crates of Scandinavian porn, like an x-rated albatross around your character's neck).
https://drive.google.com/file/d/1VIflSjodGVFhBNUxAEJXROeGzlUTqwJ1/view?usp=sharing

Tuesday, July 24, 2018

First ever game of Macchiato Monsters last night!

First ever game of Macchiato Monsters last night! (I didn't use the adventure I'd been posting about, as that's probably four or five hours and sessions with this group are very short, two hours of gaming usually, and I'm trying to wrap each session I run now on a true blackout.)

Just a couple of hours over Skype with my lifelong Canadian friends (whom I will not tag here because spoilers) who live in Japan. Character creation is smooth as butter, if a great challenge to the brainbox for old-schoolers. I mean chargen does take a bit of puzzling out for newbies -- rolling one EACH of d20 to d4 on the equipment tables, the lack of spell lists, the difference between dX ratings and ΔX ratings, etc. But that's all to be expected; this is an arcane system compared to relatively straightforward engines like D&D, RuneQuest, Harnmaster, CoC, etc. The risk die concept itself, especially as regards trade, is sophisticated -- and a massive winner IMO. Eric, you've done a great thing expanding the Black Hack usage die as you have.

Anyhow, the setting is one level of a massive tower. We'll call it The Giant's Tower. It's thus basically a city or town with a roof high overhead. Pretty crimey. The guys built a mercenary and a moneylender to gamblers, each of which are pretty crimey themselves. I decided it was well and good that they be able to easily sell basic chargen gear, so off to the friendly pawnbroker Bon.

The usage die, as I'd hoped, immediately created an engaging minigame, precipitating trades of chargen gear for cash, and then moneychanging a chargen ingot of Δ4 Platinum in order to buy some good weapons with silver. Life savings being risked in pursuit of bigger payoffs, in the form of dark business!

One moment I really liked is when Ed's moneylender wanted to sell his chargen polearm and leather shield. Bon traded a Δ6 copper for the voulge, and said "I'll take the shield, but about all I can give you for it is a tip."

The giving of the tip (for which see below; "The Fisherman" has found out about the new discovery of a Well and is hiring crews to find it) wrapped the session. And thus we are set for next time.

By the way, I used a bunch of the die drop tables to generate plot, faction, etc, and they worked like a charm for me. Really, really great. Here's what I came up with:

Adventure Locale

Gravity Trap Claimed by Rival Factions
Locale: A Lady's Chambers
Danger Level: 13. Special Precautions Needed
Ways In or Out: Only with a certain person or creature

Plot elements

Pixie Pranksters & A Poisoned Gift
Twist: Violence is Not An Option
Verb/ Motivator: Steal because of a Curse

Factions

Faction 1: A gang of Cutpurses
Twist: Known Blackmailers
MO: Direct and Violent
Power: Δ6 (2 Dozen, Noticeable)
Immediate Goal: Have someone Killed

Faction 2: A Dead Priest-King (Queen: see Locale above)
Twist: Not serious: only in it for the booze nights
MO: Subtle and Sneaky
Power: Δ10 (Powerful)
Immediate Goal: Best another faction

Bringing It Together

The men are contacted by a certain acquaintance to meet. Need to find the Chamber of Queen Madwa because it's come to light that it is a Well -- a traversal point to another Level in the Tower. Contact is sending several crews out. If find, and get back with directions and having cleared the way, get a reward of Δ6 Gold.

Strategy: talk to an expert.

Clue: Find the Little Ones in the Abandoned Vault of Speakers. They know of Madwa.

Clue: another group altogether is trying to find the Well, because they want to kill a personage on that level.

A friend you know tells you that to see an ancient spirit like Queen Madwa, and thus [ed: interact with and/or confirm the identity of ]her, you'll need to take the magicking of Ether. Get the magicking of Ether from the Little Ones, who live in the Abandoned Vault of Speakers. Because of an ancient curse, one cannot ask for the magic, but once one has audience one must steal it from them. The magic is a drink, which may poison the taker.

....Anyway!

From the laziest referee in Canada to the laziest referee in France,

Thank you.

Sunday, July 15, 2018

Serious monster 😅


Serious monster 😅

Originally shared by David Black

I don't play 5e really - but couldn't resist.

Has anyone done a Macchiato Monsters Warhammer hack?

Has anyone done a Macchiato Monsters Warhammer hack?
I have grown to appreciate random character génération, and the carrier choices from this venerable game may work wonder for a Macchiato hack.

Saturday, July 14, 2018

Richie Cyngler Remember how you ran a game for Evlyn M and myself a few years ago?


Richie Cyngler Remember how you ran a game for Evlyn M and myself a few years ago? Does that hack still exist, and did it have some kind of alien species table?

(I still have the awesome sheet).

Thursday, July 12, 2018

Probably a very stupid question, but I need to ask.

Probably a very stupid question, but I need to ask. What does it mean when a weapon has two dice listed for damage? For example, Dane Axe or Flail d8/d8. I can't find this described anywhere, so I'm betting this is some kind of OSR "common knowledge" that I am missing. Or I just have crappy attention to detail.

Wednesday, July 11, 2018

Has anyone used Macchiato Monsters with Luka Rejec 's Ultraviolet Grasslands?

Has anyone used Macchiato Monsters with Luka Rejec 's Ultraviolet Grasslands? Any thoughts on how that might be a good or a bad thing?

https://www.patreon.com/wizardthieffighter/posts

At face value, it seems perfect for that campaign/adventure/pointcrawl, because the customization of characters would allow for characters to mesh well with the very weird heavy metal Moebius meets Mad Max qualities of UVG. But I am very new to OSR style games and worry I might be missing an obvious problem or two.
https://www.patreon.com/wizardthieffighter/posts

Monday, July 9, 2018

This past weekend we played a game where the PCs had to make a perilous crossing and no one had any rope due to not...


This past weekend we played a game where the PCs had to make a perilous crossing and no one had any rope due to not getting any from the equipment tables. They managed to get across, but it required creativity, theology and a lucky pig. An actual pig, I'm not badmouthing the players.

This made me think. Suppose you roll some cash for your PC when you make it, do you let them do a bit of pre-game shopping?


(Lucky AND cute. What sort of monster would use it for magical components?)

Tuesday, July 3, 2018

Sunday, July 1, 2018

Alright, well, I promised to share the MM adventure that I wrote, but legit gigs and the 5E-centric nature of my...


Alright, well, I promised to share the MM adventure that I wrote, but legit gigs and the 5E-centric nature of my groups has kept me from it. But we'll be doing a New Game night soon at the Toronto D&D Meetup Ons-shot Night, so it will happen. I'm going to write it as a twofer: both a 5E and a MM edition. I thought that a teaser might be of interest. So here is the story-drop and some spoily rules bits, and the sketchy map in progress. I've rediscovered my love of hexpaper thanks to S John Ross's HexPaperPro font, and I think it works great to make a simple, low-resolution map of Caves.

A note: To get from the intro location to the dungeon takes a quickly-told journey which has ZERO encounters of consequence -- your players have a little moment of world, another little moment of journey, and then boom the dungeon. It came up in my last one-shot that the PCs hadn't made it to the dungeon, having spent all of the four hours battling two set encounters. Some expressed concern that I'd not got to enjoy DMing the dungeon, and my answer was that IMO, as long as the players have FUN, a good DM is satisfied of his job well done. But here, long story short I wanted to write all meat, no fat.

So here are a few bits from "The Caves Of Freedom". It's actually more a 5E thing right now where I introduce the Risk Die, so forgive the references such as "those with Survival...roll with advantage". I would be ESPECIALLY grateful for any feedback on how I'm doing Risk Dice. Thank you!

*

The Caves of Freedom
By Bill the Rat

Introduction.

You had retreated as far as you could, it seemed, and now contemplated the end. The War of the Hoons had come to your little land of Zuverkodz, and the ferocity of the implacable Bone Men and their slaves the Hobilans was too much for the farmers of this peaceful land. Families were sundered, wives and husbands murdered, children stolen, the land destroyed.

Your only hope had been to make it to the land of Hoodwek over the mountains, and after one too many wrong turns here you were, in these caves, pursued by fire, and rage, and steel, awaiting the end.

When a rock-fall took the lives of the only real people of high merit in your band, most knew it was over. Oh, one could try to retrieve their bones, and their goods, but the fall had choked the way down and out, and any exploration there was probably only a ticket to a swift crushing. And so what if you did clear that way, that chimney back down and out? The Hoons would have followed you, as they always did, and if you returned to the entrance you came through a weeks ago they would find you, as they always did.

The old people are mostly dead. The children are mostly inconsolable. The youth are all taken, all except you, you little group of friends with your foolish bits and bobs and your ragged ideas of heroism. When one of you found a hidden cleft in the farthest walls of the large cave known as the Peoples' Tomb, it was decided. You would explore it to its utmost, because it was the only thing that didn't guarantee a handshake with Ullu the Silent, Terminus, god of the dead.

*

General Skill Checks and Risk Dice in the Caves of Freedom.

Rope Die (4): ∆8. Roll it four times in serial with the Traverse Check. Anyone with Survival or Sleight rolls with advantage. If it fizzles, everyone rolls with disadvantage on all subsequent Traverse Checks (which one rolls next). So it is Rope Die, Traverse Check, then again for a total of four pairs of rolls.

Traverse DEX Check (4): Just to travel the two days to get to the Caves of Freedom means four Traverse DEX 13 Checks for the two best DEXes, or the single worst. Failure means a Falling Accident CON 13 Check or take 3d4 damage from a fall.

Food Die (4 or 2): The group will have to travel two days until they get anywhere foody, so roll twice if they want a level of fatigue or four times if not. If they take enough food for themselves they get a ∆8, but step down the Refugee Die. If they leave the refugees enough food, they get a ∆6. If it fizzles, you get another level of fatigue before you gotta fight somebody.

Refugee Die (every significant event): The survival of the refugees depends on the luck of a Risk Die of Δ10. If the PCs think to scout out the safest location with a PER 15, they can up that to a Δ12. Roll the Refugee Risk Die frequently. If it fizzles, they be ded.

*

And here is the first sketchy map of the caves themselves. Man, I love HexPaperPro font. And it's so inexpensive! Thank you, S John Ross! It's going to be populated with a few annoying, intriguing and deadly monsters -- the 5E Quasit, the malevolent spirit of a failed holy warrior, a scavenger-merchant hidden in his own little bolt-hole, a possessed spider-puppet, and a couple of stiff encounters with goblins. I can't not have goblins. They're my spirit humanoid.

Numbering indicates "section" of the caves, vaguely. 0 sequence, 10 sequence, 20, 30, etc.

Bill