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Vondy

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  1. Like
    Vondy got a reaction from Scott Ruggels in A Thread For Random RPG Musings   
    I think the Heroite bias is to assume everything you find in the books are options to pick and choose from when worldbuilding and genre-simulating.  That is not how the average D&D player, or even the Wizard's writing team, seems to relate to it, however. They seem to have taken the generally laudable notion of player agency straight past reasonable into its logical extreme. The general 5e D&D culture seems to maintain is that limiting  options to build a more coherent filled with more relatable stories and protagonists is "autocratic." That, and even with limited options, I still wouldn't like how it plays. Its not a bad game, per se, but I find the experience it provides decidedly unsatisfying. 
  2. Like
    Vondy got a reaction from Trencher in A Thread For Random RPG Musings   
    My long-term gaming group has been playing online with discord video-calls. We used to play all kinds of genres and systems, including Hero, but for the past 18 months all they've wanted to play is varying iterations of D&D 5e. It has some interesting ideas, but I really don't like the way it plays. The more options the devs introduce the more restrictive and bland it feels. When the cool races and classes from individual editions and settings all get lumped into core they lose their distinctiveness and it just becomes nonsensical kitchen-sink fantasy. Loss of focus means loss of vision.
  3. Like
    Vondy got a reaction from fbdaury in dark champions was...   
    4th edition Dark Champions and its attendant supplements were indisputably intended for street-level superheroes. It nonetheless included a large amount of useful information about real world law enforcement, organized crime, and firearms as those are major elements in such a game. As a result, it could easily be used for non-superheroic modern action games. 5th edition Dark Champions was produced with the active decision to expand the scope to include all manner of modern action stories. Both books are very well done, but I prefer the 4th edition version. I would prefer a strongly thematic Dark Champions with CU tie-ins and a completely separate Action Hero.
  4. Like
    Vondy got a reaction from drunkonduty in Side Effect choices   
    I really think you have to start with the theory of the magic before looking at the point cost of spells. This goes hand-in-hand with approaching it from a world-building rather than a game-mechanics perspective. Approaching these questions from a "make it cheaper" or "control player behavior" perspective will yield less satisfying results than approaching them from a "how does it work?" or "what are you trying to simulate?" perspective. Or, more succinctly, you've described the mechanics, but what are the effects ?
     
    So, let's ask this question: What style of magic are you simulating? What about magic causes side effects and what is the nature of those side-effects? Does working with magic cause psychic shock (mental blast)? Does it overload the nervous system (energy blast)? Do elemental energies get out of control and also hurt the caster (energy blast or RKA)? Does working with spectral / illusory forces lead to disassociate hallucinations (metal illusions or entangle)? Does the caster pay for power with their own life force (body drain)? Does casting spells sap the will (ego drain)? Does working with the black arts express itself as physical corruption over time (cumulative transform)? 
     
    You have a mechanical / mathematic model. What is it modelling? Insofar as you have a coherent explanation for a material in-game effect the build is appropriate. Or, at least, that's my 2AP.
     
     
      
     
    This would be an excellent way to simulate the deleterious effects of black magic in Lankhmar / Newhon.
     
     
  5. Like
    Vondy got a reaction from Chris Goodwin in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  6. Like
    Vondy got a reaction from Opal in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  7. Like
    Vondy got a reaction from Old Man in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  8. Like
    Vondy got a reaction from Nekkidcarpenter in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  9. Like
    Vondy got a reaction from Christopher R Taylor in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  10. Like
    Vondy got a reaction from Alcamtar in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  11. Like
    Vondy got a reaction from assault in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  12. Like
    Vondy got a reaction from Steve in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  13. Like
    Vondy got a reaction from tkdguy in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  14. Like
    Vondy got a reaction from drunkonduty in My Newhon Campaign   
    I unexpectedly received a box from my mother containing the notes and character sheets from my long-running "old school" D&D campaign. This game ran for years, from childhood to young adulthood. I haven't seen this stuff in 20+ years. After the nostalgia wore off I though "I really need to translate this into hero (something I considered doing "way back when") and reboot it yet again.
     
    Post One. Real World History.
     
    My early D&D campaigns were shared with an eponymous co-GM so that we could both play. We originally used Lankhmar as its base city. We didn’t know much about Newhon. Our only reference was the Newhon Mythos section of Deities & Demigods (1980) and a beat-up copy of Swords and Deviltry. We decided that the Northmen, in addition to Kos, worshipped the Finnish Pantheon, while Bacob and Hecate became Lankmari demigods. That covered religion.
     
    We ran a lot of modules. Newhon’s Great Salt Marsh and Sinking Lands were perfect stand-in locations for a lot of the 1st edition modules from “The Known World” and the Hool River / Marshes region of Grayhawk. These modules often featured reptilian or amphibian monsters. We saw far more Bullywugs, Lizard Men, Sauhagin, Troglodytes, and the Yaun-Ti than we did the standard “evil” humanoids.  They also seemed to fit better with Newhon’s weird pulpy groove.
     
    It didn’t occur to us not to include demi-humans, but with the exception one long-running dwarf and elf, the vast majority of player characters were humans with a smattering of half-elves thrown in. There were an awful lot of fighters, thieves, and fighter-thieves. No one liked playing clerics and, with the exception of a long-running illusionist, we had few mages, and none of those advanced past the mid-level range. Our heroes were very much “freebooting mercenary adventurers” and “loveable rogues.”
     
    Most NPC mages were Fire Mages, Snow Witches, Necromancers, or Scribes and Alchemists (Dragon Magazine). So, magically speaking, the traditional D&D wizard acting as “mystic artillery” was not a prominent fixture in our games. We weren’t too far off the S&S mark. Our characters relied far more heavily on potions, scrolls, dusts, powders, and disposable items (e.g., wands). Permanent magic items were rare and often were often cool “utility” items rather than weapons and armor. That was the zeitgeist for magic.  
     
    When Lanhkmar: City of Adventure (1985) was published we snapped it up. It was much clearer about how Newhon should differ from generic D&D. I had also read Swords Against Death at this point. Over time we derated demi-humans as new PCs and either removed those races or sidelined them to the hinterlands along with the more common “evil huanoids.”. One long-running and nigh-iconic half-elf PC became “some demigod’s bastard.” We also implemented the supplements interesting, if not-quite satisfactory, system for “white” and “black” magic.  
     
    We then decided to play-through a series of desert-themed modules and homebrew adventures (including a pastiche of Tower of the Elephant). These were set on the far bank of the Eastern Sea. I hadn’t done much reading that would cover that part of Newhon, but I had read Thieves’ World and had Chaosium’s Thieves’ World boxed-set (1981), so we used Sanctuary as our base city with a handwave towards it being on the frontier of the now-decaying Rankan Empire. Hyperborea’s Shadizar and Sukhmet also made appearances. One notable interpolation was that the Scarlet Brotherhood made an appearance as the shadowy hand of fallen Quarmall.  The campaign closed with the heroes returning to Lankhmar.
     
    The rebooted Lankhmar campaign focused more on character-driven stories and personal drama, which often vibed like a “D&D Telenovela,” but around this time the shift to 2nd edition was taking place and a lot more Lanhkmar materials were being published for D&D. I had also read a lot more thieves world, farfd and gray mouser, and conan stories at this stage. I ran the homebrew stuff (the 1985 book has pages of maps with places to record homebrew notes for locations) while one of my players ran the modules so that I could trot my own characters out every so often.
     
    The rebooted game was much truer to the swords and sorcery milieu in general, and Newhon in particular, but we also managed to work in some eldritch and gothic horror elements, which jived really well with Newhon’s “weird.” Beholders, mind-flayers, reanimated flesh golems, necromancers, and the occasional vampire were a thing in this game. Anyhow. That’s the history of my long-term campaign and how it developed (without going into the character's crazy backstories).
     
    Next up: What old-school modules were played alongside the homebrew adventures?
  15. Thanks
    Vondy got a reaction from Scott Ruggels in Nobles   
    I've run two games with "high nobles."
     
    #1
     
    In the first one of the protagonists was the (eldest) bastard daughter of a baron and, at the time, one of his father's vassal's daughters. The PC had initially been sent to an orphanage by her mother's kin, but her father saw to it she was apprenticed to the kingdom's master harper when he became baron. He didn't acknowledge her for a long time, but she became popular at court, was informally dubbed "the lady of the strings" by the king, and became embroiled (along with her friends) in a lot of intrigues, mysteries, and general oddball adventures. Her existence infuriated the baron's estranged wife (an earl's daughter whose father happened to be the baron's liege). This provided her with a decidedly unpleasant rivalry. Fortunately, the baron's wife's antics were so scandalous and over the top that her father finally decided the social consequences at court were too high and stopped shielding her. The baron, using the PC as a lever in his "scorched earth connubial warfare." decided to acknowledge her and, after seeing to it his other two daughters who out of the running (one was sent to study to become a priest and the other was married off to a son of one of the earl's rivals), ultimately acknowledged the PC as his heir.
     
    For a while she was the constable of his keep (and put her two compatriots up as permanent houseguests). We ran numerous local adventures and they dealt with an abusive local lord, a corrupt hundred bailiff, scheming nobles and land politics, a haunting, brigands who heisted a bishop's tithes on the road, and an angry dryad and her faerie attendants who terrorized the woodcutters and charcoalers working nearby with nightmares as well as some intrigues around a slowly erupting civil war. Her father died very early in the war when his liege pulled a face-heel turn and left he and his forces exposed on the battlefield to be slaughtered. Now baroness, believing her liege was on the losing (and worst) side she turned to an Earl whom she and her friends had saved from assassination very early on in the game. The earl who had become an intimate friend with a lot of unresolved sexual tension over the course of the campaign, provided the PC and her friends refuge. A widower (45 years to her 28 years) whose son had died leaving him without a male heir, he offered to secure her barony and "birthright" in exchange for her hand in marriage, which she consented to.
     
    Our PC, now a countess, brokered a deal between her new husband and a faction of three royal barons, two sheriffs, and an earl (arguably the most influential one in the country) who were backing a popular candidate for the throne. Failed crops, a hard winter, a fire in the capitals granaries, and subsequent grain riots and widespread banditry delayed she and her compatriots from leading a contingent of soldiers to retake her keep, but it was ultimately done, and shortly thereafter a decisive mass-battle was fought nearby with her husband and his allies coming out on top. Her barony was made a royal barony under the new king. She ensured her friends were knighted for their (truly insane) heroics and appointed them bailiffs of some choice nearby manors.  When last we saw her she was heavily pregnant with her Earl's new heir and her barony had been placed in the royal domain, making her a countess and royal baron.
     
    The player, however, has been agitating to play her again. One option is to have the party become re-embroiled in court intrigues aimed at getting one of the other PCs appointed to a vacant nearby sheriff's position... thereby launching them back into the fray.
     
    #2 
     
    I had a player ask to play the heir of one of the kingdom's earls who, in a fit of guilt over a sin, made a vow to walk barefoot to a distant abbey as penance. He departed on this journey, quite uncharacteristically, incognito and without warning. This happened during the lead-up to the aforementioned civil war. This prompted his father to send a group of men to shadow and watch over him, but not to interfere unless absolutely necessary. The earl-to-be was rescued from brigands by the other PCs (a group of traveling thespians with a penchant for swindling and picking pockets) who were traveling in the direction of the abbey and invited him to travel with them (not knowing who he was). They got involved in some early shenanigans and he finally had to admit who he was when his shadows started creating total paranoia with the other PCs. They helped him give the shadows a very ignomious slip and invited him to join them as an "actor" on their journey to triennial thespians guild meeting that occurred in a kingdom to the south. They had numerous crazy adventures (in which his knightly skills proved invaluable) both on the way and at the great fair where the "thespians convocation," but word came of the civil war back home and he insisted on returning.
     
    His friends very begrudgingly agreed to follow him back, but they ended up snowed in half-way back and spent the winter, very uncomfortably, in a town where they had ripped more than one person off. Fortunately, the used his position to get them lodging at the kingdom's royal castle, where the players solved both a murder and an assassination plot. When spring came they set off again for home, but upon arriving he discovered his father (the face-heel turn earl mentioned above) had just lost the final decisive battle of the war. His father was beheaded and he was taken into custody and expected to be beheaded as well. His friends, however, had other plans and hatched a wild Rube Goldberg machine level of complexity plot to set him free. This did not exactly go to plan, but when last we saw them, they were riding hell-bent-for leather on stolen warhorses towards the western highway and the kingdoms beyond. Fare thee well, my friends, fare the well. 
  16. Like
    Vondy got a reaction from Steve in Nobles   
    I've run two games with "high nobles."
     
    #1
     
    In the first one of the protagonists was the (eldest) bastard daughter of a baron and, at the time, one of his father's vassal's daughters. The PC had initially been sent to an orphanage by her mother's kin, but her father saw to it she was apprenticed to the kingdom's master harper when he became baron. He didn't acknowledge her for a long time, but she became popular at court, was informally dubbed "the lady of the strings" by the king, and became embroiled (along with her friends) in a lot of intrigues, mysteries, and general oddball adventures. Her existence infuriated the baron's estranged wife (an earl's daughter whose father happened to be the baron's liege). This provided her with a decidedly unpleasant rivalry. Fortunately, the baron's wife's antics were so scandalous and over the top that her father finally decided the social consequences at court were too high and stopped shielding her. The baron, using the PC as a lever in his "scorched earth connubial warfare." decided to acknowledge her and, after seeing to it his other two daughters who out of the running (one was sent to study to become a priest and the other was married off to a son of one of the earl's rivals), ultimately acknowledged the PC as his heir.
     
    For a while she was the constable of his keep (and put her two compatriots up as permanent houseguests). We ran numerous local adventures and they dealt with an abusive local lord, a corrupt hundred bailiff, scheming nobles and land politics, a haunting, brigands who heisted a bishop's tithes on the road, and an angry dryad and her faerie attendants who terrorized the woodcutters and charcoalers working nearby with nightmares as well as some intrigues around a slowly erupting civil war. Her father died very early in the war when his liege pulled a face-heel turn and left he and his forces exposed on the battlefield to be slaughtered. Now baroness, believing her liege was on the losing (and worst) side she turned to an Earl whom she and her friends had saved from assassination very early on in the game. The earl who had become an intimate friend with a lot of unresolved sexual tension over the course of the campaign, provided the PC and her friends refuge. A widower (45 years to her 28 years) whose son had died leaving him without a male heir, he offered to secure her barony and "birthright" in exchange for her hand in marriage, which she consented to.
     
    Our PC, now a countess, brokered a deal between her new husband and a faction of three royal barons, two sheriffs, and an earl (arguably the most influential one in the country) who were backing a popular candidate for the throne. Failed crops, a hard winter, a fire in the capitals granaries, and subsequent grain riots and widespread banditry delayed she and her compatriots from leading a contingent of soldiers to retake her keep, but it was ultimately done, and shortly thereafter a decisive mass-battle was fought nearby with her husband and his allies coming out on top. Her barony was made a royal barony under the new king. She ensured her friends were knighted for their (truly insane) heroics and appointed them bailiffs of some choice nearby manors.  When last we saw her she was heavily pregnant with her Earl's new heir and her barony had been placed in the royal domain, making her a countess and royal baron.
     
    The player, however, has been agitating to play her again. One option is to have the party become re-embroiled in court intrigues aimed at getting one of the other PCs appointed to a vacant nearby sheriff's position... thereby launching them back into the fray.
     
    #2 
     
    I had a player ask to play the heir of one of the kingdom's earls who, in a fit of guilt over a sin, made a vow to walk barefoot to a distant abbey as penance. He departed on this journey, quite uncharacteristically, incognito and without warning. This happened during the lead-up to the aforementioned civil war. This prompted his father to send a group of men to shadow and watch over him, but not to interfere unless absolutely necessary. The earl-to-be was rescued from brigands by the other PCs (a group of traveling thespians with a penchant for swindling and picking pockets) who were traveling in the direction of the abbey and invited him to travel with them (not knowing who he was). They got involved in some early shenanigans and he finally had to admit who he was when his shadows started creating total paranoia with the other PCs. They helped him give the shadows a very ignomious slip and invited him to join them as an "actor" on their journey to triennial thespians guild meeting that occurred in a kingdom to the south. They had numerous crazy adventures (in which his knightly skills proved invaluable) both on the way and at the great fair where the "thespians convocation," but word came of the civil war back home and he insisted on returning.
     
    His friends very begrudgingly agreed to follow him back, but they ended up snowed in half-way back and spent the winter, very uncomfortably, in a town where they had ripped more than one person off. Fortunately, the used his position to get them lodging at the kingdom's royal castle, where the players solved both a murder and an assassination plot. When spring came they set off again for home, but upon arriving he discovered his father (the face-heel turn earl mentioned above) had just lost the final decisive battle of the war. His father was beheaded and he was taken into custody and expected to be beheaded as well. His friends, however, had other plans and hatched a wild Rube Goldberg machine level of complexity plot to set him free. This did not exactly go to plan, but when last we saw them, they were riding hell-bent-for leather on stolen warhorses towards the western highway and the kingdoms beyond. Fare thee well, my friends, fare the well. 
  17. Haha
    Vondy got a reaction from Scott Ruggels in OSR Ethical Issue   
    I have a weird non-issue in that whenever I go to the Hero store I am often confronted with the option of PDF or hardcopy + PDF. I know the PDF is essentially a free add-on and I don't have to download it, but I always want to ask "could I just have the hard-copy ala carte, please?" Electronic copies are like carbs. As I get older, I find I don't want or need as many. 😈
  18. Like
    Vondy got a reaction from Nekkidcarpenter in OSR Ethical Issue   
    I have a weird non-issue in that whenever I go to the Hero store I am often confronted with the option of PDF or hardcopy + PDF. I know the PDF is essentially a free add-on and I don't have to download it, but I always want to ask "could I just have the hard-copy ala carte, please?" Electronic copies are like carbs. As I get older, I find I don't want or need as many. 😈
  19. Haha
    Vondy got a reaction from Spence in OSR Ethical Issue   
    I have a weird non-issue in that whenever I go to the Hero store I am often confronted with the option of PDF or hardcopy + PDF. I know the PDF is essentially a free add-on and I don't have to download it, but I always want to ask "could I just have the hard-copy ala carte, please?" Electronic copies are like carbs. As I get older, I find I don't want or need as many. 😈
  20. Like
    Vondy got a reaction from tkdguy in A Thread For Random RPG Musings   
    Scintillating Elf-Babes. Yummy.
  21. Like
    Vondy got a reaction from Lawnmower Boy in Whatever happened to Panda & Raccoon?   
    The post you are responding to is almost six years old and I haven't been active on the Hero Boards for over two years.
     
    I only ended up seeing the comment notification because the boards auto-populated while I was headed to Hero Forge.
     
    Fire away with the comments, but all things considered, I'm a pretty low-yield choice of interlocutors these days. 
     
    Merry Christmas and more power to you for reading whichever comic books you prefer! 👍
  22. Like
    Vondy got a reaction from Grailknight in Whatever happened to Panda & Raccoon?   
    The post you are responding to is almost six years old and I haven't been active on the Hero Boards for over two years.
     
    I only ended up seeing the comment notification because the boards auto-populated while I was headed to Hero Forge.
     
    Fire away with the comments, but all things considered, I'm a pretty low-yield choice of interlocutors these days. 
     
    Merry Christmas and more power to you for reading whichever comic books you prefer! 👍
  23. Like
    Vondy got a reaction from tkdguy in Whatever happened to Panda & Raccoon?   
    The post you are responding to is almost six years old and I haven't been active on the Hero Boards for over two years.
     
    I only ended up seeing the comment notification because the boards auto-populated while I was headed to Hero Forge.
     
    Fire away with the comments, but all things considered, I'm a pretty low-yield choice of interlocutors these days. 
     
    Merry Christmas and more power to you for reading whichever comic books you prefer! 👍
  24. Like
    Vondy got a reaction from Lord Liaden in Whatever happened to Panda & Raccoon?   
    The post you are responding to is almost six years old and I haven't been active on the Hero Boards for over two years.
     
    I only ended up seeing the comment notification because the boards auto-populated while I was headed to Hero Forge.
     
    Fire away with the comments, but all things considered, I'm a pretty low-yield choice of interlocutors these days. 
     
    Merry Christmas and more power to you for reading whichever comic books you prefer! 👍
  25. Like
    Vondy got a reaction from Hermit in Whatever happened to Panda & Raccoon?   
    The post you are responding to is almost six years old and I haven't been active on the Hero Boards for over two years.
     
    I only ended up seeing the comment notification because the boards auto-populated while I was headed to Hero Forge.
     
    Fire away with the comments, but all things considered, I'm a pretty low-yield choice of interlocutors these days. 
     
    Merry Christmas and more power to you for reading whichever comic books you prefer! 👍
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