Friday, September 15, 2017
This blog post serves two purposes (ok, three).
The first is to tell you about my new Alpha Blue scenario Save Yourself From Hell. Check out this totally awesome illustration by +Denis McCarthy.
The second is to inform y'all that I'm going on a family vacation starting tomorrow. So, it'll be awhile before I'm in contact with anyone.
I had planned to launch a Kickstarter just before leaving, but sick kids and packing and trying to get SYFH out the door stymied me. Gamma Turquoise: Santa Fe Starport will happen upon my return! Along with a ton of other projects...
Thanks for everything,
Tuesday, September 12, 2017
I've been struggling against shit that chafes against my very being since I was a small child.
Today, there was a post on Tenkar's Tavern about +Frank Mentzer getting booted from the Dragonfoot forum. You can read about it here.
My assessment? Ideally, we would live in a meritocracy where the merits of creative effort would outweigh all other considerations. That means artists, writers, musicians, filmmakers, etc. would essentially be running the world. That might sound insane to some, but oh well. I've been called a madman many times over.
A popular RPG reviewer, Endzeitgeist, has been taking my titles to task for over a year. I not only submit to it, but keep sending him PDFs to pick over like the masochist I appear to be.
It's not just a love of pain, though. Often, feedback helps improve the work. Normally, I'm grateful for his critique, even though his particular feedback rarely helps (we have differing design goals). But I really can't beat the signal boost he provides. However, today's rpg.net review of Adventure Writing Like A Fucking Boss was simply too much for me to bear.
I've copy/pasted it here for posterity (here is the forum thread - with a response from Endzeitgeist - which I've also replied to)...
First, I'd like to get this out of the way - Adventure Writing Like A Fucking Boss is also a primer for those looking to self-publish their scenarios. Gamers love to share their work (and occasionally get paid for it). This guide will help such enterprising adventure writers. Is this the only book they need in the world to succeed in their goal? Probably not, but I see published scenario after scenario after scenario that fails to live up to the baseline standards we should all strive for.
My book serves a definite purpose. It's needed. Hundreds of scenarios a year would be improved by adhering to my advice. Just because it leaves out things that might benefit those looking to get published by Pathfinder... I don't take that as a knock against my book. If anything, Adventure Writing Like a Fucking Boss is a manifesto against that kind of RPG corporatization. The revolution starts now!
Now, onto my primary grievance...
I have to object to the "wasted my money" part of your review's number system (4/1), Endzeitgeist.
Sure, if told about the basics of adventure writing, you might say "Yeah, I know all that." However, that doesn't mean the material is totally redundant or useless or obvious to everyone but noobs. Having everything in one place is valuable. So is the material's presentation (examples, illustrations, way things are communicated, personal insight, and motivation).
Additionally, things that are important to you and your gaming style are not a priority for me. For instance, a PDF filled with intricate Pathfinder-esque rules about spells having to do with wheat fields or feats related to a bard/shaman/canteen-boy would have no value to me (other than possible amusement/ridicule), though you might favor them with 5 stars. That's almost inconceivable to me, but you can't argue about taste. On the other hand, a guidebook about adventure writing is more or less universally valuable to gamers - GMs especially. If any of the advice (regardless of whether the information was previously known to the reviewer) has merit, then I can't understand a "1" rating.
Anyone plunking down $3, checking to see the page-count of 14, or reading the product's description should not be surprised that Adventure Writing Like A Fucking Boss is not an exhaustive treatise on every aspect of writing, designing, and self-publishing RPG adventures. So, I'm not clear on why this title is being penalized for having a limited scope.
Your review of Play Your Character Like A Fucking Boss received higher marks in both categories, even though the titles are similar (though one is a guide for players and the other is a guide for writing adventures).
And what about this line at the review's conclusion? 4 and 1 averaged together makes 2.5, unless my math is ever worse than I thought.
[QUOTE]In the end, my final verdict will clock in at 3.5 stars[/QUOTE]
Our stylistic, aesthetic, and philosophical differences keep us from seeing eye to eye on many things, Endzeitgeist, but I just don't understand what happened here.
While I'm not part of the establishment, I also get short-changed by the flamboyant, self-aggrandizing RPG counter-culture that either ignores me, blatantly tries to tear my work down, or minimizes my contributions.
That's ok. I have the third side. Neither the empire nor rebellion (though if I had to pick a side, it would obviously be the rebels), but a man on his own - yeah, I'm the Boba Fett of the RPG universe.
Just as in my youth, I'm still struggling. Down with RPG corporatization! Hail the OSR! Long live the revolution!
Thanks to all those who've been supporting, encouraging, and contributing to The Work.
Venger As'Nas Satanis
High Priest of Kort'thalis Publishing
Thursday, September 7, 2017
Prompted by the possible acquisition of Star Frontier trademark(s) and/or intellectual property, there was a discussion on g+. Particularly, I want to focus on the exchange between myself and +Pierre Savoie.
What this blog post is about is the slippery notion of "old school" which fits right in with the "old school renaissance" or OSR. Indeed, we've all thought about, read about, or talked about what defines the OSR. I've done it myself.
But if we go back to the origins of the OSR - old school itself... what do we find? Clearly, there's a division. Two separate camps that occasionally believe themselves one and the same. The first I'll define as primordial; the second complex (I tried not to use any language bias, either praising or putting down the respective sides).
For examples, I'll go with Basic D&D for primordial and AD&D for complexity. In the above linked Star Frontiers g+ thread, falling damage was mentioned as a possible litmus test for old school. Ah, yes... but which old school are we talking about?
Ironically, the falling damage that seems the most "narrative" or "story-game" appears more old school to my eyes. Is that because we've come full circle? Have RPGs evolved so far into the future that we're nearly back at the beginning?
Yet, many gamers believe that sophisticated mechanisms and extensive rules make old school what it is. There are certainly more examples of complex RPGs than AD&D. Not being as familiar (I'll plainly admit, I'm not a fan of complexity in my RPGs), what other advantages does this style of old school have over simpler systems?
I liken this division (having a number of striking similarities) as the difference between old and new testament in the Bible. We call early RPGs - such as 80's D&D - old school as if it's all the same. However, in some ways, those two camps - primordial and complex - couldn't be further from each other.
Do they get at the same things but with different approaches? Or do they each have completely separate goals?
Sunday, August 27, 2017
I believe my unconscious mind deliberately held off on publishing Blood Dark Thirst because it knew something wasn't quite right. I just realized it yesterday, which is why I'm making this official announcement.
Blood Dark Thirst (my upcoming vampire RPG) will use the VSd6 system just like Crimson Dragon Slayer, Alpha Blue, and The Outer Presence. I'm going to start working on it soon, but until then... here are the basics.
- Pick two things you do well, and one thing you suck at. That takes the place of class, race, profession, ability scores, skills, etc. I'm talking about defining characteristics like "tough" and "clever." Let's say my character's weakness is "getting along with others."
- The stuff you're good at, you'll roll 3d6. The thing you're bad at gets 1d6. All things being equal, everything else is 2d6. However, if the GM decides a challenge is particularly difficult you subtract a d6 from your dice pool; and you add a d6 if it's easier than usual or you have some sort of edge.
- Other characteristics will be addressed in the form of a questionnaire, such as "What is your character's look, sense of style, or visual aesthetic?" There's no formula for coming up with an answer, it's purposefully open-ended.
- The following will be rated between 1 - 6 (instead of 1 - 10): Health, Willpower, Blood/Ichor, and Humanity.
I've got one or two things to finish up before I really dive into the revision, so expect a professional looking Blood Dark Thirst PDF available just before Halloween.
Saturday, August 19, 2017
Before August ends, I wanted to set down my own personal criteria for judging the Adventure Writing Contest - submissions due November 1st!
The following is what I came up with (in no particular order)...
- Genre emulation: If I'm playing or running a sci-fi game, then I want to see, interact, and experience sci-fi type stuff. Successfully emulating the genre you're writing for will surely deepen immersion - which is the primary goal of roleplaying games.
- Non-standardization: I don't want to see any +1 swords! Show me something different, something special. Attention to detail and a desire to make things weird will go along way towards giving your adventure the impression that it's not like any other.
- Conflict: As you've learned from Adventure Writing like a Fucking Boss, compelling conflicts are the building blocks of every scenario. I want to see something juicy that draws PCs in and forces them to act - not because they feel they have to, but because they really, really want to!
- Easy to use: Make the GM's job fun and simple by providing what's needed. Anything you can do to help the GM out - even if that's just you - will improve the scenario's performance once it hits the table.
- Encounter variety: You find monsters, they immediately attack. You find bad guys, they immediately attack. You explore an ancient tomb covered in green slime (cool), and immediately a lich-mummy attacks! Nope. I want all three pillars. Not only that, but nuance and subtlety, as well. This is a short scenario - no two combat-based encounters should be alike. Same goes for exploration and character interaction.
- Originality: While it would be great to read something so strange that I've never seen it before, I'm not expecting that. I merely want to see familiar things arranged in a new way so that there's some kind of surprise. If you can't remember ever seeing a story element in an adventure, then it counts as original - even if you essentially ripped it off from a cult TV show or movie and combined it with something else familiar but slightly different.
- Testing the limits: We all know how these adventures are supposed to go. The format is predictable. That's generally a good thing. However, every once in awhile, I want to read something that breaks the rules, that exceeds or confounds my expectations. Testing the limits is always a risk, so use caution... but also don't be afraid to shock your audience from time to time.
Those are the seven things I'll be looking for in order to determine whose adventure is the best.
Imagine that $500 in your hands. Sure, it'll be sent via paypal, but you could always cash it out and flutter the green paper before you - make it rain!
Plus, think of the bragging rights - and eventual RPG writing opportunities that may open up before you...
Bring us infamy with your creative genius! Help out your old pal Venger Satanis. Kort'thalis Publishing needs gamers like yourself to keep the dread gates open!
Bring us infamy with your creative genius! Help out your old pal Venger Satanis. Kort'thalis Publishing needs gamers like yourself to keep the dread gates open!
I hope to read your submission this fall. Start conceptualizing your adventure now! Bring your A-game and wow the fuck out of me! I know you can do it. Good luck. ;)
Thursday, August 17, 2017
Well in time for H.P. Lovecraft's birthday (he's in the adventure, after all), I proudly present the latest work in the Purple Islands franchise. Oh yeah, this purple shit is getting real!
It's O5R compatible and fully illustrated - the art and layout is expensive, but so worth it.
Additionally, I planned on this scenario and jungle hexcrawl sandbox to combine The Planet of the Apes, The Dream Lands, Thundarr the Barbarian, Heavy Metal, Land of the Lost, and so many other things that inspire me.
Get your Battle For The Purple Islands PDF here from DriveThruRPG.
Thanks to everyone for supporting me here, on Kickstarter, and other places in the universe. I'm grateful for your continued awesomeness!
Wednesday, August 9, 2017
This is the final installment of my RPGaDay answers. Hope you find them enlightening!
Here's part I and part II.
#18: Which RPG have you played the most in your life?
That's got to be D&D because I ran and played so many weekly campaigns years ago.
#19: Which RPG features the best writing?
I like Gary Gygax's writing style in some of those old D&D modules.
#20: What is the best source for out-of-print RPGs?
#21: Which RPG does the most with the least words?
I'm trying to think of the shortest and best RPG. Whatever that is will probably have to be my answer, because it does the most with the least words. Hmm, maybe WEG Star Wars D6? Of course, it's easier to convey a lot when you have a trilogy of movies behind the work.
#22: Which RPGs are the easiest for you to run?
With D&D, you don't need any kind of plot, story, or even a scenario. Just go from tavern to dungeon and start exploring, interacting, and hacking/slashing away until you've found the loot.
#23: Which RPG has the most jaw-dropping layout?
I'm not really impressed with a game's layout. Good layout is important, but I can't point to any book where I was just in awe of how the thing was laid out.
#24: Share a PWYW publisher who should be charging more.
I've no idea, sorry.
#25: What is the best way to thank your GM?
I mention several things in Play Your Character Like A Fucking Boss. How about words of praise like "Fire & Fury?" If our country gets nuked by North Korea, then I apologize in advance.
#26: Which RPG provides the most useful resources?
I like later editions to old school games because they usually include vital supplements and essential sourcebooks that improve upon the core text by itself. I'm thinking of Toon: the Cartoon RPG, Paranoia, Call of Cthulhu, etc.
#27: What are your essential tools for good gaming?
If I was to go to an RPG convention and asked to run some kind of sleazy pulp science-fantasy RPG (which happens from time to time), I'd take the following 7 books with me: How To Game Master Like A Fucking Boss, Alpha Blue, Universal Exploits, Girls Gone Rogue, Swords & Wizardry, Dungeon Crawl Classics, and whatever Monster Manual was nearest to me.
#28: What film/series is the biggest source of quotes for your group?
That's a great question, but I can't come up with anything. Which is weird because I feel like we joke around and laugh quite a bit during our sessions. Awesome and funny lines are said, but sometimes they're original and other times they're from disparate sources.
#29: What has been the best-run Kickstarter you have backed?
I haven't backed that many. Maximum Mayhem and Astonishing Swordsmen & Sorcerers of Hyperborea are two that I've been pleased with.
Surprisingly, my very first Kickstarter campaign, The Islands of Purple-Haunted Putrescence actually made the most money, but only a few dollars.
#30: What is an RPG genre mash-up you would most like to see?
Late 60's / 70's gothic exploitation vampire camp, The Vampire Happening meets Dracula: 1972 A.D. That's a genre mash-up I haven't seen yet. If not that, then maybe Shadowrun meets some kind of post-apocalyptic after-the-bomb mutant wasteland.
#31: What do you anticipate most for gaming in 2018?
Self-publishing some weird and wild stuff! I've got lots of ideas. Things I've already talked about and some things that will be a complete surprise (to me, as well).
Well, that's it. Thanks for joining me during this 3 part Q&A.
p.s. I had that exact Dracula poster on my bedroom wall after college. Mmm...
Tuesday, August 8, 2017
Here's part I of my RPGaDay answers. Let's get to some more questions, shall we?
#7: What was your most impactful RPG session?
I've had RPG sessions that were so bad that it forever changed how I approached the hobby. Some games were too boring, others too difficult, many too complex, a few that were too stingy. I've talked about many of these experiences before.
One that I've never mentioned happened just 2 or 3 years ago. Not sure why, but I was interested in joining a D&D game as a player. There was one I had heard about in my home town and even knew one of the players. Looking back, I can't remember if it was D&D or Pathfinder. I was coming into the middle of this "adventure path" type campaign. The entire session was getting from A to B and encountering a few things along the way. Most of it was combat and everyone had this specific role, including my character - a wizard. We were mid to high level and I just kept lobbing fireballs. While it was mildly exciting being in combat, the entire thing just left me wanting. So, I never went back.
Also, the game took place in this guy's cold, unfinished basement that smelled weird with boxes of kitty-litter everywhere and cats with dried dingleberries on their bottoms constantly roaming around. Oh, and we were seated on metal folding chairs that were super uncomfortable. Are you surprised I never returned?
These days, I've got to play somewhere decent and always try to give players something for their characters to do besides these ubiquitous robo-battles that could easily be handled with some kind of RPG autopilot or computer program.
Personally, I think both dungeoncrawl fantasy and investigative sessions are best when there's at least 3 hours to play.
What works best for shorter sessions, in my opinion, are RPGs that focus on interaction. These also take the most out of a GM, so it's probably a good thing that they're usually shorter.
Over the past year, I've run about a dozen 60 - 90 minute sessions of Alpha Blue on Roll20 and while they felt short, it seemed like quite a bit was accomplished. You go somewhere new, talk to some people, get in some trouble, have a short combat encounter, and get laid. Boom! Done. In, out, and put the kettle on.
#9: What is a good RPG to play for about 10 sessions?
Pretty much anything. If you're not doing a one-shot, I think somewhere around 10 sessions is just about ideal for any campaign. But then I prefer shorter campaigns.
#10: Where do you go for RPG reviews?
RPG.net, TheRPGsite.com, Endzeitgeist, Ten-Foot Pole, Tenkar's Tavern, and Swords & Stitchery.
#11: Which "dead game" would you like to see reborn?
Although, if the game exists, it's not dead. Sometimes, a company can kill an RPG by over-supplementing it. Like a really great movie, sometimes sequel after sequel dilutes its awesomeness.
#12: Which RPG has the most inspiring interior artwork?
Dungeon Crawl Classics is probably the best black and white interior artwork RPG I can think of. I was going to also pick out one with color artwork, but I'm drawing a complete fucking blank!
#13: Describe a game experience that changed how you play?
I'm trying to remember the first time (or just a vivid early memory) of using random tables during an adventure to improvise some detail about the adventure. I must have been exposed to random tables early on and loved them because that's the thing I'm probably best known for.
Hmm, besides rumors and wandering monsters, I can't come up with a damned thing. Too bad, that would have made for an interesting anecdote. [Edit: ok, I took a short walk before posting this and came up with something.]
I used one of the introductory adventures in the back of Call of Cthulhu 4th edition multiple times - especially when I wanted to introduce new people to the game. I dimly recall a d6 table for what happens when someone touches or activates this strange cube found below the house. Back then, it struck me that rolling on the table would send the rest of that adventure into entirely divergent narrative threads. And it did... forcing me, as Keeper of Arcane Lore, to go with the flow. Controlled chaos!
#14: Which RPG do you prefer for open-ended campaign play?
#15: Which RPG do you enjoy adapting the most?
If by adapting, you mean "changing," then I'd have to say D&D. There are so many rules and so many editions and partial editions or versions of the rules, plus all the retro-clones and retro-compatible RPGs that it begs to be adapted... molded to suit each individual table. In 2017, no two D&D games are exactly alike.
#16: Which RPG do you enjoy using as is?
The RPG I've adapted/changed/house-ruled the least might be Call of Cthulhu. Turning everything into a percentage role is so easy to use that it's almost a shame. I'm a firm believer that house-rules should organically occur during play - it means you're group is interacting with game instead of merely adhering to its rules.
There are a few RPGs I acquired in the late 80's / early 90's that looked promising but for one reason or another, we never ended up actually playing. Here's a brief list...
- DC Heroes RPG - too complex.
- Kult - lack of accessible entry point, but love the vibe.
- Skyrealms of Jorune - what are you supposed to do in the game - try to become a citizen? Uh, no thanks.
- Cyberspace - I'm not sure why I never tried to run this. From what I remember, it wasn't overly complex, though it did have a lot of numbers. Maybe lack of an introductory scenario?
Ok, I'll try to get the final installment of my #RPGaDay Q&A posted tomorrow.
Monday, August 7, 2017
Whether or not these lists have value in today's RPG blog-o-sphere, I'm going to answer as many as I can over the course of three days.
Why three days? I don't want to tie up my precious blogging space with random questions for each day of this month (and I'm a bit late to the party).
#1: What published RPG do I wish I was playing right now?
Assuming this is going to be a one-shot and assuming that I'll be playing as a player (rather than my usual position as GM), I'd love to play one of my own RPGs (Crimson Dragon Slayer, Alpha Blue, or The Outer Presence). To this day, I've never been a player in the aforementioned RPGs. I'm sure it'll happen soon, though.
But if that wasn't a possibility, then something fun, oddball, and awesomely ridiculous like Encounter Critical.
#2: What is an RPG you would like to see published?
Hasn't everything been published already? Just to see how far I could get (didn't really expect much), I contacted ABC to see what they wanted for the license to make an official RPG for Lost. They never emailed me back, unfortunately. So, I guess Lost might be my answer.
#3: How do you find out about new RPGs?
Through blogs and the occasional forum thread. DriveThruRPG makes it easy to see what's new or what one might like based on similar purchases.
I think that would have to be Alpha Blue. I've been running a lot of demos on Roll20 and ran 3 or 4 sessions at Gary Con IX. Plus, the odd home game.
#5: Which RPG cover best captures the spirit of the game?
Which game? My favorite cover is the Tom Moldvay magenta box with Erol Otus art. A close second is the AD&D Player's Handbook. I've seen a lot of cool answers that other people have given, and agree with many of them - 2nd edition Paranoia, 3rd edition Call of Cthulhu, Warhammer Fantasy Roleplay 1st edition...
#6: You can game everyday for a week. Describe what you'd do!
I'd either have to envision this as the mother of all RPG conventions or traveling back in time - before a career, wife, and 5 kids.
While I like hopping from one game to another, sampling this and that, there's something deeply satisfying about sticking to a particular game for consecutive days/nights. I have fond memories playing Vampire: the Masquerade, D&D, WEG D6 Star Wars, and Call of Cthulhu day after day or night after night in the summer with friends in the early 90's.
So, I'd probably run something simple and spontaneous where I never seem to lack for ideas - Alpha Blue. It's my sleazy go-to baby for when I don't have anything prepared.
BTW, just saw the PDF for the Masks of Nyarlathotep Companion. Awesome cover! Sure, it's over 700 pages (hmm... they can't all be winners with that much content, am I right?) but $47.50 for the PDF? Damn, that's expensive. I mean, it's more than double the cost of the actual Masks of Nyarlathotep campaign! Doesn't that kind of price gouging encourage gamers to pirate the digital content?
Ok, the next 9 or 10 questions tomorrow and the final installment on Wednesday!
p.s. Only 3 days left to back the Battle For The Purple Islands Kickstarter.
Wednesday, August 2, 2017
This blog post will serve 3 purposes - 1) a reminder that this adventure writing contest exists, 2) provide more details on what's expected, and 3) suggest a schedule to help you get started.
The adventure writing contest is happening! Ok, first one's out of the way.
I've received some great questions, let me try to answer them...
Q: Should my adventure be written for any specific system?
A: No, don't worry about system. Just write an awesome adventure and let me worry about the mechanics.
Q: Can I submit the adventure early or late?
A: Nope, I need it on November 1st. Otherwise... chaos!?!
Q: Can I submit more than one adventure?
Q: Where should I submit it?
A: To my email address: Venger.Satanis@yahoo.com
Q: Which file types are acceptable?
A: Word Document, Google Drive, PDF, and anything I can easily read on my PC.
Q: Who owns the intellectual property contained within the adventure if my adventure wins?
A: We share it. That means you can go off and use stuff in the future based on your adventure and so can I.
Now, for purpose #3... I'm going to share my noob-friendly three-month process for writing adventures like a fucking boss (this info will eventually appear in part II). Here's the process in brief: concept, write it out, revision.
Month One (August) - This is where you do the bulk of your brainstorming. At this point, you're just thinking about stuff, turning things over in your mind, gathering ideas, throwing concepts at the wall and seeing what sticks. Also, create an outline.
Month Two (September) - You start organizing your ideas into a cohesive structure. Refine all the stuff you came up with - subtract some things, add others, tweak what doesn't quite fit - until you have a rough draft.
Month Three (October) - Take that rough draft and smooth out the rough edges, polish it until is shines like a diamond. Everything should have some kind of purpose - take out all of the railroading, don't skimp on the details (but don't go into such detail that it's tedious) and customized monsters, treasure, etc. so that they're non-standard. Fine tune your adventure so it's ready to submit.
Since your contest submission is due November 1st, that means the month we're in right now, August, is the perfect time to start conceptualizing your adventure.
I'll post another reminder around the middle of September, but take the initiative without delay. Use the direction provided in Adventure Writing Like A Fucking Boss to craft a scenario worthy of winning the $500 grand prize!
p.s. Only a week left to back Battle For The Purple Islands via Kickstarter!
Monday, July 31, 2017
Sure, Adventure Writing Like A Fucking Boss is awesome, but it doesn't tell the full story. How could it in only 14 pages?
I've been giving it some thought over the last couple weeks, and today I started outlining part II. I probably won't have time to actually dig into the writing until this fall. However, it won't hurt to beef up my outline right now.
So, what topics would you like me to touch on? Where are you struggling? Why is it difficult for you to start writing adventures? What are the obstacles you need help removing? Help me help you!
Thanks in advance for your valuable feedback,
p.s. In a couple days, I'll be posting more details about the Adventure Writing Contest!!!
Friday, July 21, 2017
I've come full circle. My very first Kickstarter campaign was for The Islands of Purple-Haunted Putrescence. I've covered a lot of ground since then, and now it's time to return to those dreaded islands purple.
This project wasn't on my mind at all. I didn't plan for it. In fact, I made quite a few plans going into 2018 that had nothing to do with the purple islands. But inspiration struck when I noticed a new exhibit in an art museum near my work.
I went in, looked around, saw some cool stuff and then found this little room - an entrance covered with a black velvet curtain showing this weird art film. Strange words, bizarre imagery, and dark ambient tones reverberating in the void.
But it was that first moment walking into the room, before I knew what was ahead. For a couple seconds I was completely enveloped in blackness. The fear and thrilling joy of anticipation awakened my senses. What would I encounter beyond?
Upon leaving the art museum, I knew that I wasn't done with those islands - not by a long shot.
So, if you're down for some more purple action, back this project. It's going to be fucking awesome!
And it will include stats for both conventional OSR/O5R and the OSR outsider 4th Wave type stuff that I've been doing with Crimson Dragon Slayer and Alpha Blue.
Got a question? Please ask!
Thursday, July 20, 2017
I just found out the news - Star Trek II: The Wrath of Khan is returning to theaters in September!
That's awesome, since it's my favorite of the Star Trek films and was a big part of my scifi movie watching in the early 80's.
Some of you may remember the free Alpha Blue scenario I put out just as Guardians of the Galaxy volume 2 was released.
It's called Guarding Galaxy XXX and there's some amusing references to Wrath of Khan in there, along with several other pokes at beloved scifi franchises. After all, it's part scifi parody; part scifi porn parody.
In order to further celebrate this fine film, I might try to slip another short freebie into the busy Kort'thalis Publishing release schedule. Perhaps Obi-Wan'k will make a surprise visit. You never know...
p.s. If you're into Star Trek or Star Wars RPGs and you want it to have a sleazy edge, grab Alpha Blue while it's still on sale (and there's a softcover).
Wednesday, July 19, 2017
This is literally the coolest fucking thing I've seen so far this month. It's a dramatization of the classic "blood test scene" from John Carpenter's The Thing, but with the characters from Disney animated film Frozen using Play-Doh.
I would love to show this to my girls, but they're at an impressionable age and they come to me in the middle of the night when they wake up with nightmares. But soon...
This reminds me of that G.I. Joe version of The Thing that came out several years ago. I'll post the video below so you don't have to hunt around for it.
Tuesday, July 18, 2017
It's here! ;)
I had a lot of fun with this one. It was nice having a template and then doing things a bit different to both add to and diverge from what Glynn and I did with the original S'rulyan Vault.
+MonkeyBlood Design (Glynn Seal) has done another amazing job!
Basically, the dungeon is bigger (there are more areas within the space) and the PDF has a lot of cool stuff in it.
My favorite is the d100 table for faction quirks. This table alone makes it fast and easy to come up with a unique faction on the fly. Just roll on the table 3 times and the results will inspire you to fill in the rest of the details.
Thanks for all the Kickstarter backing and support - and thanks to everyone who purchases this!
Sunday, July 16, 2017
My latest guide in the "like a fucking boss" series, Adventure Writing like a Fucking Boss is still #1 on DriveThruRPG. I'm equally blown away and grateful to the entire RPG community (especially my OSR brothers and sisters) for the success of this book.
In order to facilitate the magic contained therein, I'm organizing an adventure writing contest. The details are below...
- 5 - 7 pages of one-shot scenario text showcasing the fundamentals you learned from reading Adventure Writing like a Fucking Boss.
- Anything in the following genres: scifi, space opera, science fantasy, fantasy, post-apocalypse, investigative horror, action/adventure pulp, supernatural horror.
- Submit the adventure on November 1st, 2017.
- The winner will be declared on November 25th and will receive $500 via paypal.
- Kort'thalis Publishing will supply the art, editing, and layout required to make the winning adventure PDF as awesome as possible.
- Kort'thalis Publishing will publish the adventure for FREE on OBS on January 11th, 2018.
Let me know if you have any questions. And good luck!
Venger As'Nas Satanis
High Priest of Kort'thalis Publishing
Saturday, July 15, 2017
A lot of people signed up (approximately 50) and for that I'm grateful, but that also means at least a half-hour of non-stop emailing, assuming yahoo is working that day.
After a couple people responded to the playtest packet "B" that I just dispersed last night, I decided it would be much easier to include a Dropbox link here instead of re-emailing everyone.
Some sort of google document open to playtesters might be better, so I fiddled around with it until I got this. Formatting seems even worse that what I had in the word doc, but oh well. It'll serve its purpose.
The newest version has some rules for grappling and feeding during combat and something to cover the vampire trope of victims who seem to enjoy having their blood sucked out.
Emailing me is still the best way for me to receive feedback, so please continue to use my personal email address: Venger.Satanis@yahoo.com
p.s. Meanwhile, I'm a couple days away from finishing The S'rulyan Vault II.
Friday, July 14, 2017
My vampire RPG Blood Dark Thirst, a sort of splatter-punk gothic heartbreaker, is still in the beta phase!
Tonight I'm sending out the second round of playtest documents to those interested in giving me feedback after reading and/or running one or more demo sessions with a group of players.
If you've already contacted me, there's nothing more you have to do. Just sit back and wait for the playtest "B" to be sent around midnight tonight. If you haven't emailed me yet but would like to receive this document, send me an email this weekend with "BDT - B" in the subject line.
My email: Venger.Satanis@yahoo.com
What's new? A lot of little things. I've been taking inspiration from the Subspecies films (I've re-watched the first three). So, the vampires of Blood Dark Thirst have a little bit of Radu Vladislas in them. ;)
I'm starting to think that "points" is preferable to "ranks" because the former is more neutral and innocuous, whereas the latter just seems more noticeable. So, little things like that.
But also big things! Setting-wise, concepts that will influence the play-style - rather than all cautious and brooding, I've got a few ideas that will speed up the action and get vampires involved.
Those looking for alternatives to playing a vampire, keep waiting for playtest packet "C" - that's where I'm introducing guidelines for playing werewolves, demons, and sorcerers.
That's it for now. Thanks for your participation and valuable feedback!
p.s. Gerardo Tasistro found an error in the combat example. Obviously, the 1 would take away from the single success. The target would lose two points of Health. Thanks, hoss!
Monday, July 10, 2017
To those who have the Blood Dark Thirst - playtest "A" document, thanks again for participating! I look forward to reading your feedback.
I've already received several surveys and even a review of sorts.
As I'm just about finished with my duties for The S'rulyan Vault II kickstarter, I've given more thought to the world of Blood Dark Thirst - the default campaign setting. Even though I want this vampire RPG to support multiple styles of play, I do want to focus on what makes this game special.
I need to ask myself, "How is this vampire RPG different than others?"
The following is a drop zone of things I want to explore and investigate. Some of these I've touched on in the playtest, others are new but still rooted in my growing list of influences.
- I've started watching the Subspecies films again (only the first one so far). I love Radu's belief that attachment to the feelings of mortals is a weakness that vampires can't afford to have. Also, his preoccupation with consorts and fledglings.
- I want character creation and the introductory adventure to focus on what it would be like to awaken as a vampire just after being turned - especially, under less than ideal circumstances.
- The existence of vampires is somewhere between an open secret and common knowledge. Maybe it's something that most people don't like to talk about, but is an ever-growing threat on the edges of popular culture. While I don't want to go anywhere as far as that Daybreakers (which I did not care for), the masquerade is certainly over. If you remember that Buffy the Vampire Slayer episode from season 3 "The Wish," that's kind of what I'm going for. Vampires have effectively taken over the bad parts of town - the inner cities, but the affluent areas and suburbs are more or less bloodsucker free... for now.
- Because mortals know about vampires, a fair number of them retaliate. The hunters become the hunted. So, that means the PCs will have to watch out. It won't always be easy pickings out there, they'll have to watch their backs. That's a good reason for vampires to form packs.
- This also means that vampire competition can be brutal. Remain in your usual hunting ground and eventually hunters will come after you. Stray too far from your usual hunting ground and other vampires might try to kill you because you're on their turf, indulging in their limited resources.
- Since the secret's out, it's hard to casually insert oneself into a gathering of mortals and drink their precious blood without causing a panic. That means vampires will have to be stealthier and smarter in order to feed. Some pale dude with a Eurotrash accent pulls up in his black porsche and asks a couple of females to get in because he's in the mood to party - that's going to work approximately 1% of the time. This forces vampires to be more creative.
- There's no strict hierarchy, political squabbles, or "vampire government." Vampires tend towards the animalistic, feral, demonic, impulsive, and predatory. They are more instinctual than contemplative. I can't imagine vampires in Blood Dark Thirst sitting in a fancy room of green marble, subtly manipulating other vampires like chess pieces in order to get what they want. Sure, you can plan, coerce, intimidate and even manipulate humans and vampires alike, but with this game it's more immediate. "GTFO or I'll kill you where you stand."
- Because of the nightly struggle for survival, there's no ennui or malaise - you fight to stay alive, night after night, enjoying small pleasures where you can. Achieving lofty goals is on the horizon, but that's tomorrow's problem.
Feel free to comment, share, ask a question, or whatever. Even if you just want to talk about vampires - go ahead and post something!
I'll let you guys know when the playtest "B" document is ready, possibly this weekend.
Friday, July 7, 2017
I'm keeping a close eye on The Midderlands Kickstarter because it looks to be quite awesome. An OSR mini-setting and bestiary by Glynn Seal of +MonkeyBlood Design (Glynn Seal) that should do for the color green what The Islands of Purple-Haunted Putrescence did for purple.
I've worked closely with Glynn Seal for a couple years now, and there's nobody I trust more to fulfill a Kickstarter than him. It's obvious that a lot of care and planning went into this project. The Midderlands is his first solo Kickstarter project, so I can understand wanting to get it right.
Check out the sample pages, art, maps, and evocative descriptions!
Wednesday, July 5, 2017
A few weeks ago, I reviewed a big, fancy hardcover book full of lots of familiar and well-respected names in the RPG adventure writing field.
Personally, I was underwhelmed by it, for a variety of reasons. But what really struck me was the lack of practical adventure writing advice.
So, the need for guidance, coupled with the fact that many fans of How to Game Master Like A Fucking Boss and Play Your Character Like A Fucking Boss suggested I write a similar book on crafting really great scenarios, fueled my drive to create Adventure Writing Like A Fucking Boss.
Little by little, in between my other writing deadlines and design work, I set down what I believe are the essentials. Without further ado, here's Adventure Writing Like A Fucking Boss on DriveThruRPG.
Before I go, let me quote a gamer who had this to say about How to Game Master like a Fucking Boss...
"I've bought something like seven copies of your How to GM book, and I have enormous respect for your work.
I got one for myself +PDF, then for my girlfriend at the time, then for my friend who runs a game, then like three more for my other friends who also run games, and then a couple more in case I ever made more friends. I give them as Christmas and birthday gifts. I call it The Bible. All of my friends with copies call it that too. It's good stuff." ~ Jeff Tatum
Reading stuff like that, as well as, reviews all over the internet (keep 'em coming!) gives me enormous satisfaction and hope for the future of our beloved hobby.
Monday, July 3, 2017
You play a blood-drinking demon, commonly referred to as a vampire, yet vestiges of your humanity remain. Struggling for survival and dominion, your vampiric nature makes you an extremely dangerous and desperate predator in a pre-apocalyptic world on the precipice of another inquisition. This night is for the taking!
At midnight tonight, I'll be emailing word documents with the bare bones beta-version of my vampire RPG, Blood Dark Thirst.
If you'd like to be a playtester, please send me an email with "BDT playtest" in the subject line: Venger.Satanis@yahoo.com
I greatly appreciate your support and hope that you will enjoy your first taste of Blood Dark Thirst!
Venger As'Nas Satanis
High Priest of Kort'thalis Publishing
Friday, June 30, 2017
I was slumming over at TheRPGpundit's blog and saw him writing about three distinct waves of the OSR here.
- The first wave is devoted to retro-cloning original material from the 70's, 80's, and early 90's. An example would be Swords & Wizardry.
- The second wave is devoted to new RPG systems that incorporate large amounts of the original 70's, 80's, and early 90's material but take them in slightly new directions. An example would be Dungeon Crawl Classics.
- The third wave is devoted to taking that original 70's, 80's, and early 90's material (specifically the rules and game mechanics) into new settings, genres, and milieus. Examples would be Raiders! of the Lost Artifacts, White Star, Apes Victorious, etc.
Well, I'm here to tell you about the OSR's 4th wave...
4th wave OSR incorporates the spirit, tone, objectives, aesthetics, play-style, rules philosophy, mechanical principles, and hobbyist attitude from the 70's, 80's, and early 90's into RPG material that does it's own thing. Many consider these products neo-OSR, OSRish, OSR adjacent, or quasi-OSR because they've taken the next logical, evolutionary step away from original D&D, Traveller, Call of Cthulhu, Gamma World, Ghostbusters, Toon, Vampire: the Masquerade, etc.
While Kort'thalis Publishing started out with third wave adventures and campaign settings like Liberation of the Demon Slayer, The Islands of Purple-Haunted Putrescence, and Revelry in Torth, it soon went 4th wave with such titles as Crimson Dragon Slayer, The Outer Presence, and Alpha Blue.
Mechanically speaking, they feel old school (rules-light old school, not giant tomes with a rule for everything and everything having a rule without streamlined congruency old school), but they do not slavishly adhere to the d20 or systems that came before.
While I doubt that 4th wave OSR will ever replace the first 3 waves, it is my belief that the 4th wave is necessary for continued innovation. Even though I won't be basking in the popularity of core OSR, I have my place just outside where there's more room to breathe.
Tuesday, June 27, 2017
I had a "working lunch" with a couple of my friends and gaming buddies today. I'm so strapped for face-to-face roleplaying time that I decided to combine roleplaying with having an extra long lunch at a nearby restaurant.
TL;DR: Still early nights (see what I did there?), but in general the playtest went well and we all had an awesome time!
Though the Vampire: the Masquerade bones are evident, it takes many twists and turns, ultimately going in a totally different direction.
A few people have mentioned, including one of today's players, that my d6 system (used in Crimson Dragon Slayer, The Outer Presence, and Alpha Blue) might be the way to go. After all, it's an established, awesome system that has worked perfectly thus far.
While I wholeheartedly agree, there's something about the d6 that works for those genres / games, but I've got a kind of mental block when it comes to transferring d6s to a game about vampires. I'm going to suggest something that probably sounds like pseudoscience - the d10 has formed neural pathways in my brain from years and years of playing V:tM in the 90's. It just feels more right than any other die type.
Where d6 has a fun, free-wheeling, super rules-lite, pulpy gonzo feel, the d10 seems a bit more sophisticated, intricate, mysterious, and... dark, for lack of a better word. That probably sounds crazy to non-gamers, but hopefully you guys in the gaming community understand where I'm coming from.
So, regardless of the sense it would make, I'm going to stick with the d10 system (VSd10?).
In no particular order, let me list some of the things that came up during the session...
- The spicy cheesebread was amazing! Actually, the entire meal was great. And the gaming space was better than average.
- While driving to the restaurant I thought of something - a way to emulate that scene in several vampire movies where the vamp sees blood spilled and has to resist his instincts taking over. Didn't get to use that in the playtest, but wrote it down once I was at the table.
- Explaining the origin of vampires to the players, +Tim Virnig and +Jacob Nelson, felt satisfying. It could probably use some flair, but it got the message across (you'll have to wait to find out).
- I came up with 20 skills, but think I can reduce those down to 10 or 12.
- Since this was a 90 minute playtest, we left a few details blank.
- Attaching blood lust dice to a vampire's blood supply worked out well. Though, it wouldn't make sense for mental actions to trigger frenzy. Hmm, let me do an occular pat-down on this guy coming into the bar [rolls dice, gets a red 1] DEAR GOD THE BEAST!!! So, I'm going to reserve blood lust dice for physical and social actions only, at the GM's discretion, of course.
- The mental ability score deals with noticing things, as well as, knowledge. Pretty much anything that's not squarely physical or social will be mental, I suppose.
- Combat seemed to work well. Didn't notice any glaring deficiencies. That's one of the downfalls of V:tM, in my view.
- The red glass beads represent vampire blood and the larger black beads represent willpower. They worked better than expected. It made both of those stats more... tangible, more real. I can't remember doing that back in the day with V:tM, but it seems like a no-brainer. Shading circles, erasing circles, and shading them in again was tedious and lacked immersion.
- The adventure? Not a lot happened - the PCs interrupted a bar fight and things got ugly. Then another vampire appeared while the PCs were making their way back to their apartment with a couple of soon-to-be victims. This new vampire watched them for awhile and attempted to intimidate them.
- Overall, it felt like I was playing a vampire RPG in the early 90's, but in some alternate dimension or surreal dreamland where the rules were vaguely reminiscent of what I'd known but completely different.
- By the end of our session, even the waiter had to ask what we were doing and told us he wished he could have joined in.
I'll be posting details about open playtesting of the beta this Friday.
p.s. Both Tim and Jacob were vampire RPG virgins, so popping that particular cherry (twice!) was an unexpected treat. ;)
Saturday, June 24, 2017
I'm developing my own vampire RPG called Blood Dark Thirst. I'll be self-publishing it through Kort'thalis Publishing.
I've got some of the basics down and recently re-watched my primary influences - The Lost Boys, Near Dark, and Fright Night.
While I consider myself part of the game's audience, I don't want to be the only one. So, this seems like a good time to engage the rest of you, getting valuable feedback while the concept is still malleable. If you'll oblige me, I've got questions and would love to read your responses...
- Single purpose or general purpose? By that I mean, would you prefer a game that focuses on one mode or playstyle or something open-ended that was more of a sandbox of design goals?
- Beta version first for people to try / playtest or would you prefer I release the game once it's more or less "done?"
- I've shared my big 3 vampire movies above, what are your top 3?
- Vampire origins? Would you prefer an origin story that describes how/why vampires exist? The downside to that is it demystifies the setting. Or no origin setting? Vampire: the Requiem tried to do multiple vampire origins, but I'm not sure how satisfying that was.
- What's something you'd like to see a new vampire RPG emphasize (one more than the others)- A) hunting, feeding, and dealing with mortals; B) squaring off against competing vampires, werewolves, sorcerers, demons, etc. C) politics, backroom deals, manipulation, influence, etc.?
- Theme? A) sex, drugs, and rock'n'roll - party it up; vampires as rebellious teenagers; B) angst, brooding, self-conscious, oh the curse of being undead! C) darkness, horror, eldritch Hellraiser shit. Basically, edgelord without the child molestation and infanticide of 5th edition V:tM.
- Is there any familiar RPG mechanic, system, or sub-system that you'd like to see here, perhaps with a fresh coat of paint or tweaked for a vampire game?
- Presentation - color vs. b/w, softcover vs. hardcover, PDF vs. print? Along with that... aesthetics? What kind of overall look do you want?
- What are some characters, conflicts, settings, and stories that excite and inspire you when you think vampire RPG?
- Anything I've left out? If I forgot to ask something, feel free to comment.
Thanks for taking the time to answer this questionnaire! Expect an official announcement post next week. Playtesting information will be included.
Thursday, June 22, 2017
I've been working with my friend / gaming buddy on a character generator and choose your own sexy space [text] adventure. Here it is!
This is only the beta, but I think it's pretty swanky so far. Go ahead and try it!
If you have any suggestions, please don't hesitate to comment. We want to know what you think of the site. ;)
Tuesday, June 20, 2017
That's a fairly dramatic blog post title, I'll admit, but today I'm talking about the recently released Vampire: the Masquerade 5th edition pre-alpha open playtest packet scenario "The Last Night." Yeah, that was a mouthful.
Up until this morning, I was focused on the rules portion of the open playtest. Then I stumbled upon +Erik Tenkar's blog post here.
Besides being really long and Vampire: the Masquerade meets Zero Dark Thirty, it includes some pretty awful stuff. Hey, this is Venger you're talking to. I get it. I'm all for edgy and pushing boundaries, but I personally find this objectionable in a way that just makes me not want to play.
There's a woman with a baby, a pregnant woman, dead teenagers, and a whole building full of refugee orphans. All of them provided with notes for vampires to feed upon.
One of the pre-generated characters loves to feed off of and have sex with "the young," meaning young vampires. Followed by, "Ventrue feeding restrictions: you only feed off children and very young teenagers." Yeah, those are instructions on how to run the player-character, not just some debased NPC villain.
Wow, gross! And this is an introductory playtest scenario... WTF?!? Where do they go from here? The PCs are expected to run a child sex trafficking operation in order to fund terrorism? Dear God!
As Tenkar asserted, this might appeal to pedophiles and fucked up individuals who have no issues whatsoever with child endangerment and infanticide, but I'm definitely out.
This means that going forward, my vampire RPG design will have nothing to do with White Wolf, Vampire: the Masquerade, Vampire: the Requiem, and any and all World of Darkness products. I want to differentiate what I'm doing with what they're doing in the strongest possible terms.
I currently have a couple items still on my plate, but come August I should have something to show you guys.
Venger As'Nas Satanis
High Priest of Kort'thalis Publishing
Sunday, June 18, 2017
June is a busy month, so I lost two players from last session and gained a new player (with whom I've gamed a lot over the years).
The PCs: Sir-Yut the human ranger (female), Iron Fist the dwarven fighter, George the human druid, and Bel-Vadren the elven magic-user.
So much stuff happened that I'm going to give the highlights (in no particular order)...
- Finally got to use The S'rulyan Vault map from last year's Kickstarter. It really made the game come alive - without using a terrain map and miniatures that could disrupt our theater of the mind approach.
- Before returning to Dwimmermount, the party acquired a new hireling in town - a 1st level human thief named Barret. He mostly keeps to himself, usually stays out of battle, and charges 5 gold pieces per day.
- I remembered to whip out the massive DCC tome in order to get the mercurial magic table for all spells cast. There were a lot of interesting results! The rat-like demons who crawl out of the wizard's sleeves to fight alongside him was possibly the best.
- The PCs discovered several steel cylinders containing azoth - a rare and potent sorcerous liquid that can be used to enhance magical properties. Instead of black, as Dwimmermount describes it, I went with a luminous yellowish-green, like Predator blood... and Mountain Dew (seemed appropriate).
- I realize that more than ever, I should be rolling for the amount of noise being made in the next room, especially when characters are actively listening for it. This is what I came up with.
- They fought gnolls, goblins, humanoids wearing dead spider parts, crab-men, a hollow-man from the DCC bestiary, and a gelatinous green troll based on a normal troll but given a little gin-sequoia via the Monster-Palooza random table in How to Game Master like a Fucking Boss. The only death was at the end with the green slime troll - Barret was hit, failed his save, and melted into a pool of slime.
- The PCs ransacked a forbidden library - all the books, save one, fell apart in their hands just like that scene in the original The Time Machine film. The remaining book was magical and contained the spell Flaming Claw of the Demon!
- A wand was discovered hidden under a lip of some marble altar the crab-men were using to sacrifice one of the spider-worshiping dudes. "Tastes like crab, talks like people." Wands are interesting because they expend charges in order to make magic. This particular wand had three spell-like abilities and each one used up a different amount of charges. The wand was almost dry, but Bel-Vadren had the idea of soaking it in the azoth - turns out he was right! The wand was fully charged again.
- One wooden door was carved with a triangle within a circle and that symbol had been glazed with azoth recently. It was also trapped, as it happens. Barret doesn't do so well with magical traps. Luckily, George got in the habit of knocking on each door with his ten-foot pole after Barret's check. It went from a ten-foot pole to a nine-foot and nine-inch pole as a sorcerous scythe swiped down and took three inches off it.
- I used a really old homebrew gemstone random table. Wanted to use my translucent green Kort'thalis Publishing dice with the demon/dragon logo in pace of the "6." First time I rolled the percentile dice, it came up "100," that made one of the found gemstones a star stone (aka sorcerer's crystal) which effectively doubled the potency of a wizard's spell once per day.
- Another time I rolled on the gem table one of the diamonds came up cursed. To differentiate that diamond from the others, I had Harold roll on the color random table also from How to Game Master like a Fucking Boss. The diamond had eggplant coloring with amethyst veins. The cursed gem was simply bad luck. Using the wand to remove its curse, the purple diamond became good luck, giving the owner a +1 to any roll he wished, once per day.
- They also picked up a magic weapon - a short sword +1, +3 vs. wizards; it detects the presence of undead with a sparkling black jewel in the hilt's crosspiece - it glows unnaturally when undead are within 30'.
- There was a dimly lit room where several robed cultists, chanting, sat around a feebly glowing shape set into a stone presentation area in the middle of the chamber. It was faceted and semi-translucent, it's glow was faint because of all the caked-on dirt, grime, dust, and cobwebs covering it. One of the cultists was about to pour a decanter of azoth upon the weird glass object. The cultists were killed, with the pourer dying first.
- Bel-Vadren attempted the same trick as the cultist pouring azoth. The azoth trickled upon an ordinary spider which turned it monstrously large and mutated. It bit the magic-user's face which made him nauseous (with vomiting), but also gave him 4 arms. After the spider was killed, George decided to smash one of the facets with his nine-foot and nine-inch pole. I rolled a saving throw for the ancient vessel of magic and rolled a "1." Bye bye, demon containment unit! Luminous steam rose from the glass-like object and a malevolent presence entered George. They now share possession of George's body and soul.
- In a circular chamber sat a large, hairy, corpulent demon upon a throne, attended by a variety of demonic humanoids. There was wine and Iron Fist rolled a natural 20 to sneak up to the cask of wine and drink himself silly. In exchange for a piece of jade found earlier, he let the adventurers pass through, after George negotiated with him in private, allowing them to head down the stairs to the next level of the dungeon, if they so wished (they did not).
If you're saying to yourself, "Hmm, this doesn't sound like the Dwimmermount I know," well... I've definitely made it my own. There's a passing resemblance, but no other GM will mistake his Dwimmermount for mine. It's been Vengerized!
We're all looking forward to next month's session #3. Until then, I've got a bunch of exciting new content for this blog and Draconic Magazine. Stay tuned.
p.s. Want your own (possibly) giant old school dungeon map? The S'rulyan Vault II kickstarter is still happening.