I've been quietly stalking some youtube channels who talk about solo-ttrpg games and stumbled over a map-drawing game called Delve.
pondering, geeking, whining, thinking, being boring... and just talking twak.
Tuesday, January 17, 2023
TTRPG Babble: Delve - A Solo Map-drawing Game
Saturday, December 31, 2022
2022 in retrospect
...
I find myself a little conflicted.
I don't know about you, but the last day of a year always has me very reflective and I can't decide where on the scale between fabulous and god-awful 2022 lands.
It was a year of firsts.
- First time streaming.
- First time running a dnd game at a gaming convention for strangers.
- First time a judge told me to go sit outside in the corridor like a schoolchild.
Friday, December 16, 2022
Babble: Twitch - WHAT WAS I THINKING?!
I honestly don't know. That's the truth. I've sat and tried to figure out my own motivations and I can say that I don't know.
Whatever the reason, I've begun streaming on Twitch. And by begun I mean "did a single solo stream".
For now.
I think my intentions were/are fairly pure. I'm currently enjoying my holidays and thought that I should play some Ironsworn since I'm usually too tired to play. But what usually gets me is the fact that I don't have anyone to bounce ideas off of. As I've said in a previous post, Ironsworn can be played solo, co-op, or guided. While I'm still fairly new at the game (and solo gaming in general), I find that playing in isolation ends up with me staring blankly at an equally blank piece of paper.
So what if I could do a couple of things in one go?
- Showcase Ironsworn - which is a pretty cool game all by itself. (And whose pdfs are free btw)
- Play the game (mostly) solo
- Grab as many ideas off of those who decided to take the time to watch me fumble, stumble, and mostly wildly twitch on camera. Stupid anxiety.
Saturday, November 26, 2022
Geeky Babble: Fun at Con.ect 2022
Con.ect is a geek convention held in Gqeberha, South Africa almost annually. I say almost because this year was the first time since the pandemic that the convention was held. It was down-scaled somewhat with it being held only on one day (as opposed to the usual two), but up-scaled in terms of the variety of things that were going on. They had their first LAN arrangement, which was an interesting development. They also had an actual play D&D session running in another room... Which is a little strange for me, but I'm happy for the TTRPG exposure it offers. Beyond that, they had the standard geeky fare: stalls, geek quiz, cosplay, some demos, etc.
Every year, I save a small, monthly amount in a little money jar for the convention. With the pandemic, that amount grew a bit more than usual, yay. Tradition holds that I buy at least one set of dice at the convention. That tradition was broken as no one was selling dice. My mom, who usually gives me grief about my dice buying, noticed this lack before I did. She proceeded to give some stalls a hard time for this lack. They took it good naturedly - especially the book sellers who never have dice to sell to begin with, but did have some board games on display. (Sorry, Bargain Books!) I directed her to the right stall to exert her customerly annoyance at and the dude simply shrugged. Apparently they didn't have stock in so they didn't bring... A bit weird, but okay.
So instead, I bought myself something else.
Monday, November 21, 2022
D&D Babble: Thoughts on the Wild Beyond the Witchlight
Life is kicking my butt. Life is an evil Dungeon Master.
However, I'm looking forward to a long, hopefully calming, holiday in December where I will sit and veg and whine about the heat. So there's that.
But that's not what this post is about. This post is going to be a discussion on The Wild Beyond the Witchlight. This babble will contain spoilers: Some light, some not so much. I think when I get into my struggle with it, I'll mark where the spoilers run thick. To be honest though, I think this is more for DMs who are looking to run the story to read. So players *makes a shoo motion*.
Wild Beyond the Witchlight (WBtW) is an adventure campaign that takes you from levels 1-7. It starts the party off at the Witchlight Carnival and then takes you deeper on a Feywild-filled adventure. Supposedly this game can be run on "pacifist mode" or gives you the opportunity to use negotiation to get past combat. In most cases, this may be true, but I found some instances where it would be very difficult to do. My group of adventurers was first drawn to the idea of finding ways to circumvent combat and then got surprisingly bloodthirsty with the first boss. So... Yeah. No.
There are two story hooks supplied. Both are interesting. One has the player characters look for things they've lost. The other is a more standard "someone gives you a mission" approach. I think you could use both if you wanted to mix it up. I took my group through the standard mission and in it found the first problem. But more on that later.
Your PCs are sent to the Witchlight Carnival - a place of fun and excitement and lot of whimsy. My players spent several sessions in the carnival and enjoyed it thoroughly. Enough so that, even when the exit was clear, they went to all the smaller stalls to see what was available. They sucked the marrow from the bone, so to speak. Wizards of the Coast really did good here. I have never had a party oblivious to the fact that they were only level one for so long and, it's true, you can introduce this adventure at later levels, though that might require a bit work from the DM to upscale things.
After some time, the party notices that things are not as they would appear and, with some investigation, they find that the patron to the carnival is in some kind of predicament. Through possibly heavy-handed manipulation, the party is sent through to a portion of the Feywild to further investigate and correct things. Depending on the story hook, the party has a clear mission at this point or a 'oh you've lost something? well uhm, go look there.'
[More Spoilers]
WBtW sends you to Prismeer, a domain of delight within the Feywild. You find that the current management consists of three, very uniquely crafted creatures. It is probably the strength of the campaign: how unique their villains are. Prismeer has been divided by these nasty critters and each one's area is different - in landscape, fauna and flora, and mood. For all of this though, the pattern expected of the players get old quick. Reach new area, go to locations, find bad guy, kick bad guy's ass, rinse and repeat. It was probably easier to deal with from the players' point of view, but for the DM's side, it felt really tedious. As unique as the creepy characters were, there was little variety in the actual missions.
Now I realise that some of this is my own fault. For one thing, I use Roll20 and roll in the open. I am also someone not blessed with bountiful luck and so every combat consisted of my baddies being trounced. The players found that entertaining. I did not. And I think that's what bothers me so much about WBtW. It just didn't click with me.
[Even More Spoilers]
So you know how I said the standard mission presented the first problem? Well, WotC was very heavy handed in their hints. The first character you encounter who gives you a mission has a tattoo on his face. The moment my players saw that, they instantly connected it to the final riddle even though they didn't realise it at first. Now you can say "Oh they shouldn't meta-game", but if you're going to have a famous person in an adventure and make it so bluntly obvious from the beginning, it's really, bloody difficult not to meta-game the shit out of that. And so when the final question arose, it wasn't the knowledge accumulated through the game that brought forth the answer, but external knowledge instead. And when the players realised this, they felt a little cheated. Sure, there are some hints of the answer in the adventure itself, but that bloody tattoo... was basically all that was needed for the cat to be out of the bag.
[Final Thoughts]
There are a lot of good things in this adventure. It has a very 'Alice in Wonderland' dark feeling to it. So if that's your cuppa tea, this will be fun. The villains are really good. The game is FULL of whimsy - which is something I just don't have a taste for, but recognise that this is a preference and not necessarily a criticism. It's an adventure that is on rails, to some degree, but with a lot of work, you could free it up. I just found my people didn't really care to go back to the places they were before. As we sped to the end, I think the party felt the same weariness I felt for the adventure. Maybe I just am just projecting this on them. They said they liked it, after all. But yeah.
WBtW is pretty. It is detailed and intricate and whimsical and dark. But just not my type of game.
Monday, October 3, 2022
Life FYI
So it's been a while since I posted anything.
I'm still planning on babbling about TTRPG stuffs. Honestly? I haven't had the energy for anything that requires real thinking. The past couple of weeks have been... bad. Major setbacks, outright failures, that kind of thing. It's difficult to adjust to a reality you were dreading but kinda knew was coming.
Then our government stumbled and bumbled and turned off our power.
That and the burnout bug bit me again.
Bah.
Anyhoo, speaking of bugs, Grounded is out of early access and on Microsoft Game Pass. It's delightful. I scream a whole lot less now but it doesn't mean the game isn't any less fun!
Wednesday, August 17, 2022
TTRPG Babble - Ironsworn
So imagine my surprise when I realised that I have not actually used this medium to babble about TTRPG games besides my homebrew and some references to D&D. I mean, what an opportunity missed!
Needless to say, I'm going to being amending that today.
Ironsworn's default setting sees you as an oath-keeping Ironsworn within the cold, harsh Ironlands. You're of the third generation of Ironlanders to live here and you journey from settlement to settlement completing quests/vows.
I'm not really doing the game justice. So let's start with the things that appealed to me.
This is a game you can play guided (with a GM), co-op (2-4 people without a GM), or Solo (that means you. Yes, you! All by your onesy!). I found this a very novel idea.
Another rather remarkable feature is that this game's pdfs are absolutely FREE. Yup, you read that right. This is a game that can bring hours upon hours of joy without you having to fork out an enormous amount of money for it. Naturally, I did because I wanted to support the dude, because he's really cool. But nevertheless, you can play Ironsworn for absolutely nothing.
So how does the game work?
Well it runs on an engine that's inspired by the Powered by the Apocalypse gaming engine in that your character's narrative actions trigger mechanical moves. Let me give you an example:
Eshan is following the trail of what might be a big beastie. She examines the footprints looking for more information on it.
For this, she triggers a Gather Information move which states:
Let's say I rolled a strong hit, maybe my d6 landed on a 5 and I added 2 for my Wits score giving me a 7 action score. My 2d10 rolls were both lower than 7 and I pat myself on the back for rolling such a nice roll. Now I discover something about this beastie. Hm. Maybe the beastie is wounded. I deduce this by the drops of blood that I notice along its trail. Mechanically this might mean that when I encounter this beastie, I'd assign it a lower difficulty rank than initially envisioned. I add two points to my Momentum track (which is another nifty mechanic which you can use to strengthen the outcome of your rolls in certain situations) and continue my narrative.
Let's say I rolled a miss. It says I must roll a move called Pay the Price.
So I would go with the most obvious negative outcome in this case. Now there are two things that immediately come to my mind that could happen. I lose the trail or the beastie surprises me.
But which option do you choose? Well, whichever fits the story best in your mind is one option. Like I would have gone with the beastie attacking me out of the brush and thus catching me off guard. But there is also an Oracle role you can do make to determine which. It's really up to you. The thing with Ironsworn, especially playing solo, is that it's all up to you. It's about your ideas and making it work.
How you record Ironsworn is also your preference. Whether you make a few brief notes, write essays on your character, or try and cram all the information in your head. How you do it is entirely up to you.
So what else is cool about this game?
Reader, I haven't even scratched the surface.
Imagine this: a game that helps you decide on all the major aspects of the world and make it your own. Ironsworn has that. It has an entire section on building the world. Magic, religion, horrors, beasts, governance, etc.
Don't like the setting? Change it and get help from the book to do it! Ironsworn has a section on how you can hack the setting and change it to your whim. I've seen people set it in Middle Earth, in Westerns, etc.
The only limitation you have is yourself and, when you start playing, you might realise that you're not as limited as you had thought initially.
But what if a medieval setting isn't for me and I would rather want it in space?
I present to you... Starforged.
Which I'll babble about in a separate post. :)
Thursday, August 4, 2022
DM-ing Ramble: The Little Homebrew that could?
I've also enjoyed some of the process. There are a lot of things I'm still learning to do that I'm not good at. I can't improv very well, my descriptions are lacking and I struggle to set the scene if I don't have a visual cue like a map or something. But my players know me well enough to know that prompting me for more information will yield a bit more than the standard fare I would have otherwise given them. Sometimes in their questions, they'd make suggestions as to what they were looking at and then I, as many DMs do, steal mercilessly from those suggestions. It is the way, after all, no?
I love making maps - be it battle maps or geographical maps. I never took geography, I have no grasp of tectonics or what the weather would be like on either side of a mountain, but I can make maps that serves the purpose I had in mind for them. There my Inkarnate subscription helps a lot. For general interior and exterior maps, I am so, so happy with my Dungeondraft programme. I like the styles of Forgotten Adventures and Tom Cartos' assets, so I've subscribed to their Patreons for a time. I admit my budget for patreon isn't really big enough to follow everyone whose assets I enjoy, but those two seem to have the widest variety of things that I want to use.One thing I think I'm doing okay at is being a 'Yes, and' DM. I'm kind of a stickler for the rules but so is the majority of my players who will look up things and self-govern. But if someone comes with an idea, I try my best to incorporate it into the story and make it part of the game to such a degree that it seems as if it was always there.
I do realise that my I am very fortunate with the group of people that I'm playing with. The players' alignment tend to lean towards lawful so I don't have a chaotic bunch of murder hobos who burn through every town they encounter. I don't have to worry and feel like I'm feeding my world into a shredder. Being experienced DMs themselves, they know that the amount of effort I've put into this thing is immense and a little expensive and so they deal rather respectfully with my 'toys'. But that also means I can trust their wild ideas. Sometimes it means making a whole story arc in the Shadowfell. Sometimes it means creating a map of a bordello and hoping that I won't need to use it very often. 😆So the question remains: will this campaign actually have enough material and coherence to make it to level 20? I have no idea, but I hope it'll come to a satisfying conclusion... eventually. That's the most anyone can ask for in a story, isn't it?
Monday, July 4, 2022
A ramble that involves talking about video gaming
So. Been a while, hasn't it? My silence has mostly been a lack of being able to report anything fruitful happening. So I've been playing my tabletop games and, when I'm not doing that, escaping through video games.
Which brings me to what I have been playing these past couple of months.
Monday, April 4, 2022
Feedback on Game Over Gaming Cyberfestival - D&D game
So I did it. I faced my fears, drove all the way to Glentana and ran a D&D session with a group of awesome people who were so hungry and eager for a game that they even thought I was awesome. :-P
Not everything went according to plan. I think I might have mentioned it before somewhere that Game Over Gaming is still something that's in its infancy. So there were a number of logistical things that didn't quite go right, but everyone pitched in and made it awesome anyway. I also ended up dealing with my first migraine in years. It was so potent that I couldn't go into the main venue without my head wanting to explode.
With all that said, it went really well. Friendships were formed, dice were rolled, with a Natural 20 being one of them. Very very potent stuff. I also had some awesome friends who popped onto Twitch to say hi and roast me good and proper. Unfortunately, so good and proper that the stream died and never really recovered despite attempts to get it going. Even my mom got to watch. :)
I have been invited to DM at the next event which will be in October at a high school in George. This will allow for more people to attend. I'm also going to attempt to rope in another DM to so that we'll have two D&D tables as what happened with mine is that people started watching in on the sidelines. They had shunned the notion initially, but then got to see how much fun we were having and you got the feeling that there might have been a desire to join in. Also the whole word-of-mouth thing will probably secure us more people. So yeah. There are plans.


