Merry Christmas

Everyone has a favorite Christmas song. Here’s mine.

But these are the two that really bring me back to my childhood.

Yes, I grew up weird. Shocking.

Merry Christmas from me and mine to you and your’s, and heartfelt good wishes and hopes that 2017 is…easier on all of us than 2016 has been.

High Seas Holiday (Reprise)

What?  You thought that was it?  A bunch of ship names you could have gathered yourself?

How about I raise you one Uncharted Island Generator?

Again, not claiming sole ownership on this one.  I’ve cobbled it together from several nice resources floating around out there.  I’ve included my sources and links.  So show these guys and gals some love this holiday.  They do great work!

Happy Holidays, everyone!

 

 

 

Oh, ok.  And here’s an Anatomy of a Ship and Nautical Terms document, too.  Merry Christmas!

High Seas Holidays

The votes are in, and my group of players have almost unanimously elected to go with a high seas adventure game with strong involvement of secret societies.  And with that, prep for our 7th Sea game can really begin in earnest.  Not that I haven’t been brainstorming and scribbling down ideas for awhile now, but this gives me a definite direction with which to steer the ship, so to speak.

With the holidays upon us, I am sneaking in whatever time I can manage to do a bit of prep for the forthcoming 7th Sea campaign.  It’s coming along nicely.  I feel I have quite a few resources collected that will make my work easier when we dive in around mid-January.  And since it’s the holidays, I want to share some of the fruits of my labor with you.

So first up, a 7th Sea Ship Name resource.  Along with a reformatted version of Finn’s Companion #3 (any of you old hands remember that one?), I’ve included a list of authentic ship names from the 17th Century British and Dutch navies, along with pirate vessels of ill repute.  So you can either grab a name from antiquity or mix and match something new for your players to grapple with.  This should be of help to anyone running a historical (or semi-historical) nautical game.  I’m going to add this resource on the Downloads page as well.

Happy Holidays, everyone!

Ch-ch-ch-changes

“So we wake up in a barn…with Isaac Newton.”
— Heather

That’s the quote that wrapped up last Friday’s Witch Hunter game.  It marked the end of a pretty tense adventure that found our heroes on the losing side of a blossoming Hell Point in northern France and the forces of a Duke Unchained who had been summoned there.  Things probably would have been more tense had we not played in nearly two months, what with conflicting schedules.  Still, in the end, it felt like a satisfactory “season finale.”

And that’s what its going to be.  The last Witch Hunter game until at least July.

Maybe it’s the two month hiatus, the kids’ schedules, or the fact that we’ve been at this campaign for three years.  But my Witch Hunter take is feeling a bit dried up.  It’s been coming.  I felt it back in the early part of the year.  There are still plenty of stories to tell, and I really want to see how they shake out.  But I feel like, as a GM, I’m at the line between phoning it in and running an inspired game.  And my players deserve the latter.

So a month ago I proposed a finite break from Witch Hunter to try out one of a couple of new games sitting on the shelf.  By a very thin margin, we settled on the new 7th Sea.

I’m excited about the change for a whole host of reasons.  For one, as I’ve stated here and elsewhere, I really feel parts of the new 7th Sea are outside of my comfort zone as a GM: the way the core mechanic is structured, the removal of roadblocks, and just the sheer level of improvisation the game really steers towards.  And while I’m very familiar with the world of Théah, I feel like the game is going to be a real challenge to run.

It also makes a great opportunity to shake some old habits.  After all, what’s the point of taking a break from an old game if you are going to do everything the same way you did before?  I’m looking to push myself in new directions and new challenges as much as recharge my creative batteries.

The biggest change I’m making is with prep!  Since my D&D 3e days, my prep has become steadily more heavy.  If you look at my adventure notes, they can get quite elaborate sometimes.  I look back at my games pre-3e and see that most of my session plans took maybe a page or two.  Post-3e, I average about 4-5 pages of prep for 2 sessions worth of play (mostly due to over prepping).

Because of the game’s emphasis on improvisation, I’m going to try something new: the Index Card method.  I’ve shied away from this method in the past because putting 5 pages of historical detail on index cards just doesn’t seem very practical.  In fact, the Index Card approach is almost the polar opposite of how I prep.  What fun!  Let’s give it a whirl!

Another technique I’m hoping to try out is Floyd Wesel’s 3x3x3 method.  In short, rather than request a detailed character background from the players, or have them fill out a questionnaire, I’m going to ask them to provide a number of contacts, allies, and rivals for their heroes.  Nothing too taxing: a name and a sentence or two should do.  Coupled with 7th Sea’s Story mechanic, these should provide plenty of grist for the mill.

So there you have it.  The next couple of months are going to be full of experimentation.  Hopefully, I can bring some of it back to our Witch Hunter game when we resume later in the year.  Hopefully I’ll learn some tricks to improve the game experience and make myself a better GM.  And you can bet I’ll be discussing all of it here.

In other news, for those of you who haven’t wandered through the downloads section lately, advanced prep work for 7th Sea is already well underway.  You’ll find an updated version of the Ship Manifest (with a corrected “death spiral”) and a Villain character sheet (both a simple and advanced version).  I’m working on a few more cheat sheets and references for the game which I hope to have in place before we launch in January.

So hey, that’s what I’ve got.  How about you?  Have you ever done a total audit of your GMing and prep style?  What did you learn about yourself?  What did you keep and what did you pitch?  Share your story in the comments section, please.

Villain Archetypes for 7th Sea

 

This is something I started working on as a shorthand method for creating interesting villains on the fly.  The idea was based somewhat on D&D 3/3.5’s monster templates.  Find the archetype that fits your concept of the villain, and you now have a handful of related Advantages you can apply as desired.  Not every villain who fits an archetype will have all the recommended Advantages, nor are they limited to just those Advantages.  But now the GM has a condensed list of “go-to” abilities for creating villains on the fly, or just as an idea generator.

These archetypes don’t address Arcana or Stats, as those will need to be personalized to the villain.

I hope you find them useful.

Villainous Archetypes

Villainous Archetypes are meant to be broad pictures of a villainous character. They are tools meant to speed up the design of a villain. Find the one that best fits your concept of the villain and then apply the recommended Advantages.

Archetype Recommended Advantages
The Betrayer Come Hither (2), Disarming Smile (2), Opportunist (3), We’re Not So Different (5)
The Bureaucrat Friend at Court (2), Indomitable Will (2), Lyceum (4), Opportunist (3), University
The Fallen Hero Connection (2), Fencer, Perfect Balance (2), Quick Reflexes (3), Reputation (2)
The Fanatic Fascinate (2), Indomitable Will (2), Leadership (2), Quick Reflexes (3), Together We Are Strong (5), Trusted Companion (4)
The Fop Connection (2), Friend at Court (2), Inspire Generosity (2), Leadership (2), Reputation (2), Specialist (4)
The Mad Scientist Specialist (4), Spark of Genius (5), Tenure (3), University (4)
The Mastermind Connection (2), Duelist Academy (5), Friend at Court (2), Hard to Kill (4), Indomitable Will (2), Leadership (2), Quick Reflexes (3), Staredown (2), The Devil’s Own Luck (5), Time Sense (1)
The Pirate Bar Fighter (3), Direction Sense (1), Fencer (3), I’m Taking You With Me (5), Perfect Balance (2), Sea Legs (1), Slip Free (2)
The Priest Fascinate (2), Indomitable Will (2), Leadership (2), Lyceum (4), Ordained (3), Tenure (3), University (4)
The Weakling Dead Eye (3), Disarming Smile (2), Psst! Over Here (2), Reputation (Contradictory) (2), Small (1), Sniper (3), We’re Not So Different (5)
The Zealot I’m Taking You With Me (5), Indomitable Will (2), Quick Reflexes (3), Reputation (2), Specialist (4), Staredown (2), Trusted Companion (4), We’re Not So Different (5)

Samhain is for Witch Hunters

Tonight All Hallow’s Eve is upon us, and compared to last year there has been a complete dearth of Witch Hunter material.  Especially compared with last year!  There are a lot of excuses I could throw out there, chef among them being that my group really hasn’t played since August!  But most of it comes down to just being a bit tapped out this year.  I’ve had to focus on a lot of other things, which hasn’t meant much time scratching notes in the old notebook.

But I’m not going to let a Halloween go by without something for fellow fans of the Witch Hunter rpg.  This has been a strange year for us.  No official releases, very little ink spilled about the direction of the game.  The property has changed hands, and while there have been some promises, for the most part it’s been quiet as the grave.

j-_sprenger_and_h-_institutoris_malleus_maleficarum-_wellcome_l0000980Those of you who visit this site regularly know that since my group started play four years ago, we’ve incorporated a lot of “fixes” in our game.  Most of them I’ve posted here in various blog posts spread out over three years.  But if you are one of the two or three people who wish you could get all of our House Rules in one document, well today is your lucky day.  Now you can download the Malleus Maleficarum (the Hammer of Witches) for Witch Hunter: The Invisible World 2nd edition.  This is a compendium of all the house rules and tweaks we use in our game.  I’m adding a link to the Downloads page as well.  I’m understandably biased, but I feel these changes have really fine tuned the Witch Hunter experience for our group.  And until we get an official errata document, this may be the closest thing you are going to find for the game.  I claim no official position here, and obviously none of this is sanctioned by the Witch Hunter: Revelations campaign.  But I really hope this is useful for those of you who have been following this site for your home games.

(Yes, this is a not-so-clever play on the real Malleus Maleficarum, an actual 17th century account of witch hunting and the Invisible World.  Beyond the title, there is no relation between the two documents.)

Happy Halloween, everyone!

Halloween Dark Release 2.5

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So yeah, you didn’t think I was going to leave everyone with a broken game for Halloween did you?  With the help of a good friend, Matt, and two surprise enthusiasts, Bruce and Jim, I have a new release version cleaned up, expanded, and ready to go just in time for some serious Halloween gaming this weekend!

So here you go.  Halloween Dark version 2.5 is here and more terrifying than ever.  And what could possibly be more terrifying than every one of your fellow players callously pushing you towards your inevitable death scene?  No, this is not the creeping doom of Graham Walmsley’s Cthulhu Dark, though it certainly owe his its inspiration and DNA.  No, this one is for people lining up to be a hot lunch over a cold beer and a bowl of chips, pretzels, or candy corn.  And don’t forget to download the Joyland horror story scenario while you are at it.  Together they’ll give you all you need for a fierce, hilarious night of spook-tacular gaming with friends.  And that is what it’s all about, right?

Please don’t hesitate to share your thoughts and experiences.