Showing posts with label ZineQuest3. Show all posts
Showing posts with label ZineQuest3. Show all posts

Friday, March 25, 2022

About Puzzle Dungeon: The Seers Sanctum


Puzzle Dungeon: The Seers Sanctum is a definitely interesting OSR dungeon adventure. It was originally launched during ZineQuest3, and is currently available at DriveThruRPG.








Some basic information. PD:TSS is a 22 pages PDF, offering a10 room dungeon adventure for characters level 1-4, with statistics that allow to use it with pretty much any odnd/BX/BECMI type of ruleset.

The dungeon is the underground temple of the long lost cult of the Seers, and sight is the theme of the whole place.



What's so great about the module? A lot:
  • Original theme. Being original is not a strict requirement for me, but having a dungeon which is not just yet another crypt filled with undead, or cave with a bunch of orcs, is definitely good.
  • Interactive environment. Each and everyone of the 10 rooms offers a "puzzle". These are not actual puzzles as much as environments that the players can examine and interact with in a series of meaningful ways, and this is definitely good. There's a hand mirror that allows to see how the place was in the past, allowing for a lot of investigation. And the general theme of sight is carried on consistently through the place, meaning that players should reasonably figure out how to circumvent traps and reveal secret passages and hidden things.
  • Non-necessary fights. The whole dungeon only host 4 rooms with a single creature encounter and one room with 2d4 creatures. The cool thing is none of them, except perhaps the grey ooze in the first room, is a necessary fight. The 2d4 floating eyeballs don't attack by default, and can be tricked in several ways. There's a medusa whose objective is to leave the dungeon, and a gelatinous cube that first appears trapped inside a pool, and so on.
  • Great formatting. The text organization and layout are excellent and make preparation and running the adventure very easy.

Things I'm not completely happy with.
  • Some unclear points. The text and formatting is, in general, excellent, but I've found a few odd bits. The iron doors in room 2 are described as "no handles, no hinges, locked" and that's it. Perhaps a paragraph is missing? Anyway, before running the scenario the GM must decide how to handle those doors. Personally, I would just treat them like the similar door found in room 1.
  • Treasure. There is a very cool magic item (a stick that can be used like a periscope), but the treasure in the treasure room is barely described ("coins, gems, golden monkeys") and the GM must decide the actual value. Being the only monetary treasure, I would go for something like 1d3 x 1,000gp worth of coins, and two more rolls for the gems and the monkey statues.
  • Treasure, again. The deepest room has a medusa trapped inside. She only wants to be free again, so unless the players mess with her, The problem I see is that getting to her room requires some effort and clever thinking, so I would rather put some treasure here: jewels, jars with precious oils, something like that, for another 1d3 x 1,000gp at least.
  • Room 8 has the "final puzzle", a planar travel device which the group might figure out how to use (finding it is one of the possible reasons to enter the dungeon, as per the provided hooks). It IS cool, of course, but I would keep it as it is only if I'm ready to have the player characters hop into other planes. Should I run this dungeon (which I definitely would like to), I think I'll change the device in someway, if I play it as part of a larger campaign.

[Please note my observation is based on the PDF version I bought and printed at home last week. Later versions (especially the PDF) might have these little things fixed]


 For those using VTTs, redditor StevenZivon has made a very cool map of the whole dungeon.






Into OSR? Check my other OSR posts and reviews!

Monday, September 13, 2021

10 QUESTIONS TO: Tony Vasinda

Tony Vasinda is a very active voice in the indie RPG community, and the founder of Plus One Experience, which “multiclasses in Beard & Skincare Alchemy, Game Design, & the Bardic Knowledge of Content Creation”.

He's one of the main voices in the RPG zines scene, networking and encouraging creators to make great stuff. You might have heard of him with regards to the Repugnant project during ZineQuest3, for example. And his enthusiasm certainly encouraged me with my Lands of Legends project!

He is currently crowdfunding Down We Go Infinite Edition, by Markus Linderum, on Gamefound.

He’s got an amazing beard, as you can imagine (and he's also written a game about that!), and he’s also a catholic missionary. Plenty to talk about here!





1 Hello Tony. First of all, tell us everything about Plus One Experience, from games to beards, as if you were trying to explain it to my aunt!
Hello auntie, I make beard balm (like a leave-in conditioner for beards) for a living and love sharing it with specific groups. So I made some that were RPG inspired because it’s something I love. As part of that I made a beard RPG called Beards & Beyond and started helping review and promote other folks' games on youtube. Folks love the balms, and the games, but most folks know us for reviewing other peoples games and promoting community conversations in the Indie RPG space. 


2 Let’s talk about Down We Go. How did it become a fully fledged KS multiple-contributors crowdfunding project from when it was a one page game? Are you the one to blame?


Yeah, it’s my fault. I saw a beautiful 1 page game that Markus Linderum made and asked him to run it on stream. He did and created some simple 1 page dungeons to go with it. I loved them and asked if he could make a city so we could print the game as a small zine. We kept playing the game on streams anytime we had an OSR module to feature and I and other folks fell in love with it.
So I worked with Markus to build a team, flesh out the content, and fill in the blanks on the project. 





3 Can you tell us more about the game as it is now?

So the core rules are still just 1 A5 page. We fleshed out the Ref (what we call game masters) page a bit, and built some simple procedures for helping folks make their own Dungeons. Currently we are playtesting our Faction, Event, Location, and Hexcrawl procedures that are getting added to the game. So the core rules fit on that 1 page, but you have a 10 more pages of option procedures to help the Ref have everything they need to run a session or a campaign with very low prep. The rest of the book is made up of and other support material for each of those procedures. The Dungeon section has 1 page of procedures and then 4 Dungeons. The Faction section has 1 page procedures and 10 Factions. Think of it as a toolkit that has everything you need in it to run an amazing game, but that you can ignore if it’s not a part of how you want to play.


4 Obvious question: why not Kickstarter? Why Gamefound?

Great question. In short it’s because we need to end the stranglehold Kickstarter has on the way we think about crowdfunding.

Kickstarter isn’t bad. I plan to use it for another project coming up. However, just having 1 good option for any process is never ideal.
Competition breeds innovation and the funding process needs lots of innovation to be healthier.
Kickstarter has a better reach and footprint, but I think Gamefound has a better toolkit for marketing and building the page you want to build. We are probably leaving money on the table by choosing Gamefound right now, but we can always sell more games. What we don’t always have the choice to do is to make a choice that improves the RPG scene for others. We chose Gamefound because I wanted to open the space up more for others who want to fund their games theer and prove small projects could thrive on the platform. 

I have been thoroughly impressed by Gamefound and the team. I can’t wait to finish the campaign and smoothly integrate their pledge manager into our process. 


5 Down We Go is the perfect example of what crowdfunding was originally designed for. Through the years, though, it has become more and more important even for the “big players” in the RPG industry.

Do you consider that unfair? Or is the presence of big publishers beneficial to the small ones? Do you see that changing anytime soon? How would YOU like things to change?


Look this may not be popular, but I love seeing bigger companies funding on the platform. There are two reasons:
1. It 100% brings people to the platform.
2. Producing games and printing books is a huge risk. WotC does not have to worry about a book not selling. Almost every single other publisher does.
A bad run at scale would ruin most publishers, or at least mean layoffs. I want us all to succeed, and believe it or not, I think we all can.
Competition breeds innovation, but it has to be healthy competition. We created Down We Go as a unitive game with a global team because I think the best thing we can do is be united as a community of players & designers. It’s the only type of success I am interested in. There will be bad actors who out themselves over time, and we need to be on the lookout for that, but not at the cost of our own dignity or mental health.
I work with publishers of all sizes who are interested in building up our community and speak out against those who act in self interest. That’s what I care about.

6 Inclusion and representation of minorities in RPGs are a hot topic. Considering the theme and size of it, I don’t expect Down We Go to address much of that within the game, am I wrong?

Great question. I don’t know because it’s a complex issue.
Down we go is about a dungeon crawling in and around a twisting dark hungry city that depends on the sacrifice of delvers to keep its economy operating.  We don’t have Races in the game, but we have had plenty of folks play different races, in our upcoming space hack Through the Void, I use Backgrounds that play a similar role.
Markus & I have never sat down and had a conversation about this, but from my perspective there are huge conversations about class, race, upward mobility, politics, religion that I expect every session to be able to touch on. For me games are about exploring the human experience in community with others. I think every designer needs to ask themselves, “Does this game encourage the players to have real conversations about moral, social, and political issues that humanize others?”
I think the answer should always be, “Yes”.
We built a diverse team so that these ideals would be baked into the game's DNA. I have never asked a single person on the team to make “inclusive content” because we picked a team who I never imagined would do anything else.
I really hope folks explore these issues when playing Down We Go. I hope they overthrow fascist bosses, and explore the injustice of unlimited wealth. However if they just go get weird mud for the Dirt Licker faction and fight a bunch of oozing slimes on the way, I want to hear about that also.


7 Let’s talk about other games now. What is the best game you’ve played in, say, the last two years?

Aaron King’s Patchwork World, Bloodfeud, or Gods of Metal Ragnarock are tied. Patchwork World is the best game. Bloodfeud had the best introspection, Gods of Metal… man Markeia McCarty is an amazing GM. 


8 Let’s talk about you as a catholic missionary. What does it mean, and do you put RPGs into that? Also a bit of a complex thing. In short, everything.

Let me start by stating I know tons of folks reading this might have some kind of religious trauma and that the Catholic Church might be the cause of that. Be kind to yourself if you need to stop reading here or skip this question. To make this easy I have asked to have the next section of my text spoilered so that you need to highlight it to read.

All the choices I make are guided by 38 years of being nurtured, fed, questioned, and challenged by my Catholic lens and imagination. I believe there is a God that exists outside of time who is love, goodness, and truth and from whom those things flow. I believe that He (and let’s acknowledge that pronouns fail to encapsulate a transcendent being) desires to be in a relationship with us. I also believe that I eat the flesh and drink the blood of this undying God every Sunday as a way to be in communion with him. Objectively, that’s pretty weird.
That impacts everything I do because, if someone says they believe these things and does not let it impact them totally... why believe it?
Here is a major thing though. What I believe is not what you believe. I don’t hold anyone besides other Catholics to believe what I believe, and the main group of folks I tend to disagree with are... other Catholics. 

For folks who are not Catholic all I want to do is to amplify what is most good and true and beautiful in your life. For most folks in the games community that means sitting down and playing amazing games, listening to others, but lots of times it means having real conversations and advocating for those in need. Lots of the time it means pushing back against toxic and harmful elements in the community.
Plus One is a diversity first channel and company. This means that we prioritize LGBTQ, PoC, and minority voices on stream and when choosing who to hire or support financially. A huge part of this comes from my faith, but I don’t promote this on channel because I understand the trauma that many folks have experienced around religion and I always put the needs of the person in front of me first. 

Like Jesus, I am here to comfort the afflicted, but to afflict the comforted. 


9 You’re not new to it, nevertheless I think I can say “KS Crowdfunding days are crazy days”. How are you coping?


Pretty fine. Gamefound actually makes running a campaign much easier in the middle. I am able to set up a number of items in advance that I normally have to manually schedule in which means I don’t have to look at the page if I don’t want to and everything runs really smoothly. I am playing more and doing a lot of press, but that’s the fun part. 


10 Please point us to a song you think we should listen to to get the feeling for Down We Go!


There is no better song to listen to than the Infected Tomb on the Down We Go Dungeon Synth album that you can get as part of the project. Loot the Body did an amazing job with it, and you can find it on the campaign page or right here.


Thank you Tony for your time, and best luck with Down We Go!


So folks, check out with Down We Go on Gamefound!

And stay tuned for more interviews!

Hit me on the Axian Spice Facebook pageon Twitter or even on Telegram to never miss one! Hit the comments if you want me to interview your favorite author, artist, or publisher!

If you want to support this blog, check my OSR and Savage Worlds stuff, or simply shop on DriveTrhuRPG (affiliate link).



Wednesday, September 1, 2021

About Lands of Legends!



Lands of Legends is a series of five zines designed to assist you in both prepping and running hexcrawl, sandbox, open world campaigns with classic fantasy OSR games such as Old-School Essentials, Labyrinth Lord, Sword & Wizardry and the various simulacra of the Original, BECMI and B/X editions of the classic fantasy role-playing game.

It was successfully funded in February 2021 as part of ZineQuest3 on Kickstarter, with over 200 backers in two weeks.

How?

Each zine contains 100 Special Areas and 100 Unique Encounters, with both categories sorted by terrain type (forests, mountains, cities, swamps and so on) and organized as d10 tables.

Special Areas are designed to help you create an engaging sandbox setting, where every mountain, swamp, island, forest, city, desert etc is unique and interesting.

Unique Encounters are designed to be used straight away while playing, and offer interesting and story-enhancing situations. No more boring random monsters! Have your group face unforeseen hazards, interesting NPCs, and puzzling situations during their travels!




Five Zines?

The Lands of Legends series includes five volumes:

Lands of Legends - Mundane focuses on the commonplace situations and everyday accidents, imbuing your campaign with the fresh breath of a living world! It suited for low magic settings, and can be used with just about anything you want to run.

Lands of Legends - Grim focuses on the darker, grittier nuances of fantasy games, and is the perfect fit for campaigns that explore grimdark, gothic, horror themes.

Lands of Legends - Fairy is the perfect book to enrich your campaign with the enchanted prodigies of the fae, bringing back the sense of wonder into the game, with magical places and events that are true to the spirit of the fairytales and folktales roots of the fantasy genre.

Lands of Legends - Holy makes the Gods -benevolent, whimsical, indifferent or cruel- an active power in your campaign world, along with their priests and prophets, crusaders and champions, and a whole lot of omens and portents to challenge your players.

Lands of Legends - Primeval is the tool to unleash the raw, prehuman, tumultuous forces of primeval civilizations and antediluvian elemental chaos into your campaign, enhancing a brutal Sword & Sorcery vibe! 

The five zines series totals at 500 Special Areas and 500 Unique Encounters!

The PDF version features:

  • Full color, bookmarked PDF
  • Printer-friendly/improved accessibility version via layers that can be turned off

Each volume is also available in a Print-on-Demand version:

  • 6x9" reversible book so that you have Areas on one end, and Encounters on the other, which is printed upside-down!




Some Reviews:

"Whether your adventurers are traveling to civilizations, deserts, forests, fresh waters, jungles, mountains, hills, plains, valleys, seas, islands, swamps, marshes, or wastelands there’s plenty to find and experience among the Lands of Legends!" - Cannibal Halfling Gaming


"Lands of Legends – Mundane is plain and simple in appearance, but its content is anything but. For the Game Master wanting ideas or inspiration, there can be no denying that Lands of Legends – Mundane is rich in both. Plus the fact that it can do both inspire world building and encounters gives Lands of Legends – Mundane a pleasing versatility to both the inspiration and the ideas." - Reviews from R'lyeh

"Do you like random charts? Then these books are for you. These entries are unique and engaging" - Thac0 blog

"The sheer level of creativity that went into these zines is staggering. Beautifully designed and incredibly well-executed" - Welcome to the Deathtrap blog, reviewing Lands of Legends Mundane & Grim 

"I have been amazed with just how much creativity goes into these zines; they always stun me. But this one has been a cut above. If you are looking for new locations, cool encounters, and want a divine twist on them, this will gave a few things you will want to steal." - Welcome to the Deathtrap blob, reviewing Lands of Legends Holy

"Incredible creativity. I have said this of the previous volumes of Lands of Legends, but I am again staggered by the level of creativity that has gone into the creation of Lands of Legends: Fairy." - Welcome to the Deathtrap blog, reviewing Lands of Legends Fairy

"If you like running sandboxes, hex crawls, or need some inspiration for the setting you are prepping, you really can't go wrong with Lands of Legend” - Tenkar's Tavern

Sounds good? Check it out on Drivethru!

Friday, July 23, 2021

About In the Shadow of Tower Silveraxe

 In the Shadow of Tower Silveraxe is one of the 'zines that were crowdfunded on Kickstarter during ZineQuest3. It's written and nicely illustrated by Jacob Fleming.

It comes as a stapled, A5, 64-page, black and white 'zine, with a nice color cover and a color regional map at the end of the 'zine.

It is a sandboxy adventure module for Old School Essentials, meaning you can play it pretty much as is with most OSR games, especially with OD&D, BECMI and B/X retroclones.



I've just read through it and I must say I'm absolutely happy I backed it! You may consider this a must have, if you and your players enjoy adventures with a really old school feel and gameplay (warning: this may include high lethality!). There is no predetermined storyline, you have rumors, locales and factions, and it's up to the players to explore and interact with the region, its dungeons and its denizens.



Silveraxe describes the Gemthrone Wilderness, a small region with the following details:

- brief history of the area

- description of the four local factions (dwarves, elves, bandits, and a tribe of cyclopean creatures called Goltheks)

- 16 adventure locales (9 dungeons, 3 settlements, 1 special forest, 1 special lake, 1 mage tower)

- player handouts (3 treasure maps)



What's cool about it?

In 64 pages, you get A LOT of gaming, with enough information to play for months. No pointlessly long descriptions and backstories, just the functional details that you actually need, such as NPC motivations.

The region, dungeons and factions are frequently interconnected with rumors, clues and pieces of information (such as treasure maps) that will push clever adventurers to explore on and on.

The dungeons are cleverly designed and nicely mapped. They are quite small (7 to 33 rooms), which I like because that means most of them can be cleared in one session, usually have non-linear exploration (i.e. players can find multiple paths), and include at least one engaging situation, puzzle, trap, or secret, and often more than one in the case of larger dungeons.

The first printing, which I received as a Kickstarter backer, has some very minor editing flaws, but other than that, it's an awesome supplement with an excellent gaming/page count ratio.

After the Kickstarter, it is now available HERE in PDF, or HERE in print, if you want to check it out.

If you are into Old School, don't forget to check out my Lands of Legends 'zines designed for OSR hexcrawl/sandbox campaigns!

Monday, February 8, 2021

My TOP 5 Zine Quest 3 Projects FOR NOW

Zine Quest 3 is the third edition of Kickstarter's RPG event showcasing small RPG projects in the shape of zines, and is going strong with hundreds of cool brand new mini-games and supplements for existing RPGs.



I'm in there too with Lands of Legends, the OSR six-zine set I've concocted together with my good friend Mauro Longo.

So many projects, in fact, that it's hard to figure out what are the coolest offerings. So here's my personal TOP 5 of ZQ3 projects FOR NOW, and in no particular order. More and more projects are coming in the next days, until the end of February,  so a second round will surely be in order!

The Lair of the Manticore

A Micro-Dungeon Adventure and mini-campaign setting for several systems: Savage Worlds, 5e, Swords & Wizardry, and Tiny D6. 

This one by Frank Turfler Jr. is an obvious choice for me: an old school dungeon, with stats for THREE of my favorite rulesets!

It also features several interesting stretch goals, including an amazing old style character sheet!


The Many Crypts of Lady Ingrade

A series of Old School dungeon adventures by Gothridge Manor, (with stats for Old School Essentials), focused on Lady Ingrade's crypts: the lady feared a filthy group of adventurers would violate her in death, so she compulsively built crypts to lure in tomb raiders and dispatch them with deadly traps and creatures.
Bonus points: maps are drawn by Rob Conley!



A solo journaling rpg about creating rituals you don't actually believe in, for the sake of your community. This one struck me immediately because of the parallelisms with one of my favorite Spanish novels: San Manuel Bueno Martir. This one launches on Feb the 10th, but I was so intrigued by the theme I contacted the creator Alberto Furlan to get to know more about it, and can't wait to pledge!




A tabletop role playing game with minimalist art, where you play a mech pilot and mix-and-match parts to build your own mech and fend off invading alien forces. I love mechs, and simple games, this looks perfect!





An original single-player roleplaying/strategy game about infiltration, espionage, and careful use of resources. The game begins as you, an operative of D.I.C.E (The Department of Infiltration and Covert Extraction), parachute down onto the roof of the Royal Flush Corporation headquarters; a 52-story skyscraper (represented by the deck of cards) that has been taken over by an unknown terrorist organization. I LOVE games that create content using cards!



And then there's my thing: Lands of Legends!

A set of 5+1 Old School zines packed with tables to create and run sandbox/open world campaigns!

It's just hit 100+ backers and is 500%+ funded and racing through stretch goals to fill up the sixth Companion zine with awesome tools, check it out!



New projects pop up everyday, so I'll surely post more soon!

Monday, February 1, 2021

Lands of Legends hits Kickstarter!

 




 Axian Spice is on Kickstarter. Here's the story!

Lands of Legends is a collection of five zines, each of which is a unique tool to craft and enrich your fantasy sandbox and adventures with unique areas, locales, encounters, and events.

It can be used with most fantasy RPGs, and occasionally refers to the basic concepts of the world's most popular role-playing game (things like Armor Class, Hit Dice, and so on), so it is readily usable with the vast majority of OSR rulesets.

Each Zine contains 10 Area tables and 10 Encounter tables, for 10 different terrain types: Civilizations, Deserts, Forests, Jungles, Mountains & Hills, Plains & Valleys, Rivers & Lakes, Seas & Islands, Swamps & Marshes, and Wastelands.

To sum up, each zine holds 100 unique areas and 100 unique encounters.

The whole set of five zines gives you FIVE HUNDRED OF EACH.

Each zine has a double use: the Special Areas tables are designed to be used as a resource when shaping and designing your campaign world, while the Encounters & Hazards tables are the tool you'll want to keep at hand while running your game.

For this reason, the print version is double-sided! Seen the video above? 

 The Lands of Legends - Mundane zine features places and situations which are perfect for low fantasy/low magic settings and campaigns: natural environmental features and commonplace events which will spark life and add depth to your adventures and campaigns.

Then there are four more zines that push and empower the magic and wonder of your fantasy world to a higher degree. Each has its own unique flavor:

 Lands of Legends - Grim: dark magic, terrible secrets, and horrific threats

 Lands of Legends - Fairy: enchanted lands of gentle wonder

 Lands of Legends - Holy: lands and events displaying the powers of the gods

 Lands of Legends - Primeval: where the brute force of Nature is at work at its utmost power

You can combine Grim and Fairy to create a sandbox campaign mixing the bleak horror and gentle wonder of both flavors into one unique setting, blending surreal and grotesque; you can set an epic campaign where Nature and the Gods are turbulent, ever-present forces just by mixing Holy and Primeval!

And on and on, you can mix two, three, or more of the flavors, or use each as the predominant note for a specific region of your campaign world: use Primeval for a "lost continent"; try Fairy for a realm of gentle fantasy, and so on. The possibilities are endless!

 Lands of Legends is our love letter to the OSR, and a set of tools Mauro Longo and I have been using for years in our games, both as GMs and as content creators. We decided to release it as a zine because we wanted to stay true to its Old School spirit, and to try and get as many people to know about it.

Find Lands of Legends on Kickstarter!!



 




  

Popular posts