What makes Into the Odd (and, by extension, Electric Bastionland) so great? Here are a few reasons.
Luck rolls represent the GM choosing to be surprised rather than just deciding what happens. I look at how a few different games do this and talk about my currently preferred approach.
Necronautilus is a gorgeous game I enjoy more and more every time I dig into it. But... is it NSR?
I continue to iterate on how I run Numenera content using Into the Odd, building also on work by Jason Tocci.
I had an idea to use the Luck Roll in Electric Bastionland together with other mechanics to add a little spice and reward players who avoid damage.
Session 3 of our Into the Odd campaign sees the group rest in town, trade their treasure for coin, and head to their next adventure site.
I put together my first playtest document for World of Ultraviolet this weekend; we'll give it a shot this coming Saturday. Here are the principles behind it and a quick summary of how it works.
I recently learned about a procedural generation technique called a “depthcrawl”. Maybe the best known example is the Garden of Ynn, though there are a few different takes on the idea. For example, Downcrawl builds pretty significantly on the idea by introducing "volumes" (regions, I think) and more. The base technique uses the depth of … Continue reading Basic Depthcrawl Procedure
A couple of small ideas for improving your pointcrawl maps for accessibility and printing.
"E Is for Eccentricity". John Leighton, 19th Century. I recently started a new campaign of Electric Bastionland with friends. This is a sort of "science fantasy" game with OSR roots, though mostly unrecognizable from the Original D&D from which it ultimately started. More precisely, EB represents the latest iteration of Chris McDowall's game "Into the … Continue reading Into the Bastionland