112 (ggnoRE:PLAY) Limit Breaker – Tomb of Annihilation Part 4 Final

We continue our game of WotC’s newest module, Tomb of Annihilation. It’s a remix of Tomb of Horrors and Dwellers of the Forbidden City.

We have reached our limit. This is the final episode. Listen and see why. We’ll have concluding remarks and a review on our next episode.

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111 (ggnoRE:PLAY) One Hex Traveled – Tomb of Annihilation Part 3

We continue our game of WotC’s newest module, Tomb of Annihilation. It’s a remix of Tomb of Horrors and Dwellers of the Forbidden City.

We, uh, travel 10 miles in this episode. But that’s more entertaining than it might sound. We hope.

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110 – Death & Rez

We talk about death, resurrection, and getting on the same page as a gaming group.

Content Warning: GNS/Forgite theory is alluded and linked to.

Same Page Tool: https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/

Brief talk of Creative Agenda: https://bankuei.wordpress.com/2010/12/03/creative-agendas/

Long Ron Edwards essay on it: http://www.indie-rpgs.com/_articles/narr_essay.html

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109 (ggnoRE:PLAY) Dinosaur Racing – Tomb of Annihilation Part 2

We start up a side-game of WotC’s newest module, Tomb of Annihilation. It’s a remix of Tomb of Horrors and Dwellers of the Forbidden City.

This time, it’s dinosaur racing. That’s it. Dinosaur racing and YouTube clips, the podcast.

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108 (ggnoRE:PLAY) Tomb of Annihilation – Part 1

We start up a side-game of WotC’s newest module, Tomb of Annihilation. It’s a remix of Tomb of Horrors and Dwellers of the Forbidden City. Daniel’s running this because he knows it’ll be easy to run and not take a ton of time to prep because he doesn’t particularly care about getting everything right!

So listen in and see what it’s like to run this with very little prep off a laptop opened up to DnDBeyond.

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Handbook for RQ1: Night of the Walking Dead

If you’re wanting to run something spooky this weekend, Daniel’s written up his notes for running a one-shot of RQ1: Night of the Walking Dead. It’s a 2e Ravenloft adventure. As written, it’s a railroad, but, with a few tweaks, you can mod it for player agency.

(Our patrons got this doc last week.)

You will need to read the adventure once through before running. It’s short, and you can skim it. You’ll have to excuse 2 things:

  • The very informal style (this is what Daniel wrote for himself)
  • The flavor text of the module itself (we ctrl+c > ctrl+v; we don’t judge)

Monster stats are on the last page, on the annotated map.

Click the image to grab the handbook:

Capture

Religious Conflict Flowchart for T1

Here’s a flowchart I made for making the simmering religious conflict that Gary talks about in T1: The Village of Hommlet come alive. And, by “alive,” I mean “escalate until one side is dead.”

You can think of this like an encounter that happens every time the players return from adventure; or you can think of it like a Front from Apocalypse World.

The point of using this procedure is to make the game world more compelling. It is independent of the players. They can choose to ignore the conflict as they wish; you, as the DM, will ensure they witness what’s going on by having these events occur in their presence.

If the players intervene, you may have to modify the events. Many or most might not happen, or different NPCs may need to be involved (say, if the players kill Jaroo, Calmert, or Terjon).

Similarly, you could use this for any generic religious conflict, not just for the one Uncle Gary gave us. Something happens, and one side esca-retaliates, and then the otherside does the same until there’s nothing like to retaliate on. That is, unless the players intervene and change the course of fictional history-in-the-making.