This page lists games I'm currently running or writing.
Distress on Life Liner 928
A space-based Lego dungeon crawls using Star Frontiers / Savage Worlds. I have run this a few times starting February 2015, including at Strategicon Orccon 2015.
Description: "You have just received a distress signal from zoological expedition Life Liner 928. How fortunate! As scrap and salvage, this is your bread and butter, and everyone's got to pay their bills, and if you find any survivors, that means bonus credits! The captain has set a direct course. Get your Albedo Screen, your Sonic Disruptor, and a Stimdose ready, for this Star Frontiers / Savage Worlds, space-based, Lego dungeon crawl."
To stroke my ego, here is Jim Sandoval, Generalissimo of RPGs at Orccon 2015, talking about playing in my game (mp3, 2 MB) on Happy Jacks RPG Podcast Season 14 Episode 10 – Live from Orccon 2015 (full episode here). Incidentally, this is my favorite RPG podcast in the universe (second only to beebops RPGbops from Truane's Star)
Here's a time lapse video (6+ hours in 1.5 minutes) of the second game at Orccon 2015, on Saturday, recorded by my friend Sasha Goodman.
The Dungeon of Yendor
A series of fantasy-based Lego dungeon crawls using Savage Worlds, inspired by the old computer dungeon crawl Rogue. This was my first Lego-based creation, with modular pieces that come out one room at a time, in a very linear way. Other notable aspects of this one-off convention-type game:
- Music for both calm and combat ambiance, including tracks from Wes Otis' first kickstarter (see Plate Mail Games on DrivethurRPG for some of those).
- Using shared pools of character classes, skills, edges, and hindrances for the players to choose from (in this case printed on sticker paper so that the PCs can just peel and stick their choices to the pre-printed character sheets).
- A random assortment of monsters, obstacles, and treasures that could be pulled from to suit the particular group or game dynamics.
- A scoring system that depended on killing monsters, getting gold, and playing to the PCs "compulsions" (which they could secretly choose at the beginning, which allowed for some player conflict during the session).
- A high score list to track how people performed.
The word Dungeon in the title was filled in with the applicable holiday for that specific Strategicon in 2014 during which I ran it:
- The Valentine of Yendor: Played a few times around Strategicon Orccon 2014. The premise was that the PCs were thrown into a strange village, torn away from their love, and now must go into the depths of Yendor to return to their valentine.
- The Memory of Yendor: Played a few times around Strategicon Gamex 2014. The premise was that the PCs were on a battlefield and then lost consciousness and found themselves here, needing to descend into Yendor to return home.
- The Labours of Yendor: Played a few times around Strategicon Gateway 2014. The premise was that the PCs were part of Adventurer's Union 23, and that they were selected to bring the union demands to the boss of Dungeon Corp (who, incidentally, is a red dragon).
Trick Or Treat
A Halloween themed strategic board game I'm working on.
Keep on the Borderland
A Dungeon World sandbox campaign I'm running for some friends. Because of the sporadic appearance of players during the early start, I wanted something very episodic, like a TV show where the stars were different each week, but with some continuity. I created a fantasy campaign where the PCs were a crack team of special agents for "the empire", being sent on secret missions on the borderlands. After initially having a character creation session, this allowed me to effectively run one-off games with whomever arrived that week. After a few months the regular players settled in and now we're on an arc. This was my first time running Dungeon World, and it works extremely effectively for a campaign, with fluid character progression, minimal mechanics, and the ability to work very well with my limited session prep.
Children of Kifur
A Savage Worlds campaign I ran in which the PCs were a race disparate group that were raised by elders in a remote cave near the tundra. They would spend half the year underground away from the bitter cold, playing music and learning various skills from the elders. And now it was spring, time to leave the protection of the cave. And with their age, the PCs are now trusted enough to be sent out, and meet their destiny.