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Ramblings of an Old Gamer

Painting Hero Forge Mini – Part 1

Here are the in-process pictures of my painting efforts for my Hero Forge Miniature of Griswald, my representation of my favorite AD&D character, from my brother Robert’s AD&D campaign.

While I was at it, I also painted my miniatures that I have had from back in the day and not yet painted.

I began with washing them with warm soapy water and gently scrubbed the non-painted ones with an old toothbrush.

After letting them air dry a few hours, I painted them with a coat of white Testors acrylic as a primer. I know there is a special primer, but my hand is not the steadiest for this detail work, and my eyes don’t see those small details so well. I finally have the patience to do a good job, but my hands aren’t as steady and my eyes aren’t as goo up close. Well, I have been nearsighted since junior high, and now have bifocals, but I have to take of my glasses to see anything closer than about 6-8 inches, like the back of my hand or when I am shaving. So I am curious to see how well this turns out. So we’ll call it an experiment. I don’t think I’ll have people seeking me out to do their miniatures, unless their eyes are in worse shape than mine.

There aren’t enough hours in the day to paint and let dry and repeat to get each part painted. I focused on the big parts, the cloaks. I let them dry overnight after each step. So instead of one article showing all the progress and the final result. I will break this up into multiple postings.

It takes up my work space to spread out my game materials. I have to use that space because I can close the door to keep my son’s cats out. The last thing I need is cats breaking or hiding these.

So here are the before and after priming pictures. Yes, those are blue shop towels under them. Much thicker than regular paper towels and I can wipe off excess paint from the rush without it soaking through.


Hero Forge


Hero Forge


Oldest Minis – Example of the ones I pained decades ago vs. one unpainted.


Oldest Minis – Example of the ones I pained decades ago vs. one unpainted.


Oldest Minis – Example of the ones I pained decades ago vs. one unpainted.


Oldest Minis – Example of the ones I pained decades ago vs. one unpainted.


All my minis


All my minis


Hero Forge


Dwarves with mattocks painted vs. unpainted. There were six in the original package. I’m not sure why I only ever painted one. Perhaps I was going to make each one look different.


Dwarves with mattocks painted vs. unpainted.


Dwarves with mattocks painted vs. unpainted.


Dwarves with mattocks painted vs. unpainted.


Here are the after painting the cloaks & boots pictures. Yes, I know, that black is really dark, but it is a work in progress. It is only paint after all, and I can just start over if I goof it up or don’t like the end result. I had to take off my glasses so I could see the details when I had to hold them close. Do I get extra XP because I didn’t get paint on my glasses?


Long shot – all primed.


Hero Forge & Dwarven Mattockers primed.


Hero Forge & Dwarven Mattockers primed.


Ral Partha Three In One Pack Half-Elves Primed.


Hero Forge & Ral Partha Three In One Pack Half-Elves cloaks painted.


Hero Forge & Ral Partha Three In One Pack Half-Elves cloaks painted.


Hero Forge & Ral Partha Three In One Pack Half-Elves cloaks painted.



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Clean up of New Purple Game Science Dice

Inked Dice

I tried using my camera for better pictures to show the burrs on my new Game Science dice, but it is a cheap camera and better suited to taking pictures of people and larger objects.

The burrs turned “white” and did not come off in big pieces, so what I ended up with were flecks that barely showed up. I did not have a dark background to place them against.

Below shows the transition in brief.

I have had this X-Acto knife for a couple of years, but only now took it out of the package.

I had to buy silver Sharpies. This was not a fine point, so ink was both in the groove of each number and on the face of the die. As soon as I filled in the number, I used a napkin to rub the face and only the ink inside the numbers was left.

I have about five reams of paper that is printed on one side, from moving to working at home. I use it for taking notes when I am on the phone or when working on a data issue for a client. I folded over about ten sheets of paper and slowly shaved off the burrs. The burr on the d24 was huge. A large piece of it broke off and I heard it bounce off something, so I don’t know where it went. NOTE: An old catalog or phone book or magazine also works well for a surface for using an X-acto knife.

I like the final results, and it makes these dice usable. Without coloring them in, I had to pick them up to attempt to read them. Certain rolls, you don’t want to pick up without others verifying. Older eyes make reading un-inked dice quite the challenge. I used to be able to do the fine work, like inking these dice with my glasses on, but now I have to take them off to see clearly such close up work. Let that inform your purchases and products going forward.





Silver Sharpie

Silver Sharpie





Inked Dice

Inked Dice


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Zombie Plague – Innnn Spaaaace!

I’m sure that I’m not the first one to suggest zombies in a science fiction, post apocalypse, or Metamorphosis Alpha (MA) setting.

In my recent MA kick, I had an idea for one level to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants?

I don’t have any specific game mechanics in mind, but there are certain questions to be resolved.

    • What are the zombies after?
      • Do they want brains, entrails, or just to kill the living?
      • Are the zombies mindless killing machines, or do they have some level of intelligence.
    • Is this form of zombieism contagious? Does being killed by a zombie make you a zombie?
      • If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation?
      • If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison?
      • If caused by a virus or microbe, is there a cure or inoculation?
    • Do you have to destroy the brain to kill them, or just do enough damage?
      • If the brain, then does it require a called shot, or some special mechanic?
        • I vote for just enough damage to keep combat moving.
    • Will their be warning signs on doors?
      • If so, will the characters be able to read or understand them?
      • What happens when the doors are opened?
        • Are their hoards of zombies on the other side, or a single one to give the players a chance.
          • I smell a random table!
    • How long will the zombies last?
      • If you have an ongoing campaign, will the zombies reach a point where they cease to be and there are no more new ones?
        • Who am I kidding? These suckers are going to happen whenever the players stumble upon them!
    • If the zombie’s quarantine/containment is breached, how far will it spread beyond the containment point?
      • Is the nature of the substance that makes a zombie able to spread throughout the ship?
    • Fast zombies or slow zombies?
      • I think let them move at 75% or so of their living speed, unless they are fresh.
        • Fresh zombies do surprise and initiative standard. (Can you tell I play AD&D?)
        • Really old zombies that are becoming skeletal would be the slow kind.
          • They could have tatters of colonists’ clothing, or crew uniforms.
            • Have a valued arm band on one of them in the midst of the swarm
            • Perhaps one of the captain’s rings could be here. (How bad do you want that ring, and will the player’s even know it is there?)
        • Not so fresh zombies only get initiative on an exceptional roll, and surprise is by chance when players stumble on one and are surprised.
          • Keep this mechanic simple and consistent.
    • Can the computer or medibots be of any use?
      • If the computer is cut off from this area of the ship, it may not be able to update the programs of the medibots.
      • There could be one or two medibots with helpful answers, including inoculations, or some sort of spray or foam that stops the zombies.
        • It depends on how detailed you want to be, and if you want to be this “nice” to the players.
    • If the players let it loose on the whole ship, are you ok with the rest of your campaign being about pockets of survivors who have zones where the zombies can’t or don’t enter?
      • If you are the referee, then you can control this however you like, just think it through to the logical conclusion. If you want a game like this, then you are OK with it being like that. If this is too much change to your vision for the campaign, you can make it work however you want; it is your campaign.
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Rule (-1)

Everyone knows about Rule 0 – “The DM/GM makes the rulings.” Or some variant to that effect. Briefly, this means that the DM uses the rules that fit the spirit of the game(s) he or she run. This can include adding new rules, ignoring or changing existing rules. It especially involves borrowing ideas for rules from other DMs.

What many don’t talk about is what I call Rule (-1). It is so simple and involves the whole idea of playing games. “If you’re not having fun, you’re doing it wrong.”

This concept applies to any game, boardgames, RPG’s, card games, sports, computer games, etc.

This concept also applies to life. Perhaps the best example is sex. If you don’t like it, you’re doing it wrong.

We don’t eat foods we don’t like. Why should we do anything else we don’t like?

Some might point out holes in this concept of applying to all of life. Exercise – you may not like exercise, but you have to pay the price to get the degree of health and fitness you like. If you like being overweight, good for you. If you like being fit and trim, good for you. But neither should get into a war about which is better. There is an RPG, Hero’s Journey, that mirrors ” every hero’s transformation from minion to master.” That is a way to make things fun!

We may not like going to work, but we like the things money can buy, like food, clothing, shelter, and GAMES! We like our stuff, so the things we don’t like should be seen as journeys, challenges, etc. to overcome, like adventurers in a tomb or dungeon seeking treasure. The goal is the loot and experience points, even if you risk your favorite character dying to do it. I read an article a couple of years ago, that talked about people new to the workforce only working enough to support them and the things they wanted to do.

So if edition wars and railing against X because it isn’t Y is your thing, do you really have fun with that? Does putting others down bring you joy? Well, then you’re doing it wrong. Everyone knows that having fun at the expense of others in a mean and hurtful way is wrong. So take your toys and go home.

You don’t want to game with women? Well, then good luck getting a girlfriend or wife. If you already have a girlfriend or wife, good luck keeping them.

The whole essence of RPGs is true of life, we need to get along to succeed. How many hours have you played an RPG solo, i.e. no GM? It isn’t too much fun, other than as a different type of diversion once in a while, or if you are in a strange situation that it is your only option.

RPGs are about bringing people together to PLAY. I have played with people that are of the total opposite political spectrum to me, who have different ideas about ethics, politics, religion, etc. Since I don’t post about those things here, those people may not have any clue what I believe. Such discussions don’t go at the gaming table, if the goal is for everyone at the table to truly have fun. If you can’t game with people who are vastly different from you in ideas and opinions, then find a way to do that without being an ass about it. I know people on all aspects of the political divide, and just like any other topic, some of each general leaning can be total jerks to people who disagree with their position.

The specific definitions of how that fun plays out will depend on the group. A group of teenage boys is going to have fun in ways we may not approve of. That’s why we need teenage girls involved in RPGs, so that those hormone laden fools learn how to interact with females at a young age. Fathers should step up to DM/GM to show his sons how to treat a woman with respect. Or to make sure the boys in the game treat his daughter(s) with respect. Mothers should also DM/GM to keep her boys in line and support her daughters.

The OSR is partly about perpetuating our hobby to the next generation. With all the weirdos we hear about on the news, it is unfortunately asking for trouble for a group of teenagers to come to your house to game, if there are no children of your own, or other adults present. Finding a venue at the local library, or a place at school after hours, or going to one of the kid’s homes when their parents are there would be the smart course of action. (Can you tell I’ve been to multiple mandatory work seminars about how not to get sued?)

Players that talk over everyone else, and who try to be rules lawyers need special handling. Depending on their age, they may just need to have it explained to them. If they are 18+, then you should be able to talk to them without an emotional meltdown. However, age does not equate to maturity. If the person is emotionally fragile, I would suggest that RPGs where you pretend to be someone else is not always the best way for someone to deal with severe mental or emotional issues. The group should do their best to help someone with no social skills to fit in. If you have to talk about health and hygiene so others can stand to sit next to that player, then have that talk. Such a person obviously needs social interaction, and they will enjoy it more as they build their social interaction skill set. If all the players are not having fun, then there is a problem. This requires that all players stand up for themselves in a positive way. The DM/GM has a part to play her in making sure each player has their moment to shine, their share of speaking and interacting with the game world.

DMs/GMs should not be dictators that force the players to do what they don’t want to do. They should not totally ignore players’ suggestions for interpreting situations. At least acknowledge their input and move on. A good referee clearly describes things so that players make informed decisions. The referee who is a self centered, self righteous, egotistical, control freak, will have a hard time finding a consistent group of players for more than a few sessions. The DM’s fun should be had in watching how the players go off in unexpected directions, and misinterpret things, not in making them follow some elaborate script. If you have a novel to write, write the novel; don’t force your players to act out a script, when they want a world to explore. If you can’t find a way to have fun without alienating players, perhaps you should not be a DM; or go online and clearly advertise for online players that want your style of running a game.

I wrote this post a couple weeks ago, and on March 16, I ran across this article on Beer, Pretzels, and 20-Sided Dice. It is another way of saying what I am saying. Cameron sums it up nicely, “To my mind, the key is to have fun. If you aren’t enjoying yourself, find a different group or run a campaign yourself.”

Just yesterday, Tower of the Archmage, had this article, Playing With Adults, about the challenges of interpersonal interaction at the game table, and how cooperation is key. Dealing with the threats to maintaining a regular game is like facing the boss monster. It is so worth it when it’s over.

Game play options on the internet, like G+ and Roll20, for example, make it easier for those of us that can’t seem to find a local group. Also it can help us find more opportunities to game, if we have the time to put into gaming more frequently. There are more choices than one could hope to ever experience.

Similar things have been said by others in recent years. Editions don’t matter. The point is, find the rules and the group that work for you and enjoy it!

So go out there, find the RPG of your choice, and have FUN!

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Metamorphosis Alpha – Random Plants & Animals

I posted a few days ago about my itch to dig into Metamorphosis Alpha. While starting to write this post, I realized that the Starship Warden is a megadungeon Innnn Spaaaaace. 17 levels plus the mid levels. Except like one may normally think of a dungeon, it does not have a clear 1st level equals easier. Particular locations double as both traversing the wilderness and dungeoneering. The inhabitants see themselves as travelling in wilderness, and the inter and intra level tunnels and so forth and the buildings on the habitation levels are the dungeons.

After getting that realization out of the way, on to random plants and animals.

On page 19 there is a procedure for Creating Non-Player Creature Mutations. This table focuses on animals, but is easily modified to substitute the plant mutations on page 16.

Begin by choosing the plant or animal type, then determining the number of generations for which a new mutation might be introduced. The rules say 1 – 10 generations, so a d10 easily handles that.

Then roll percentile dice for each generation to determine if a physical, mental, physical and mental, or no mutation for that generation.

Then roll 1-50, d100/2 and look at the physical and mental mutation charts, and if the roll is off the chart, there is a sub-chart for physical mutations, and for mental it always means higher intelligence.

It is simple to do the same procedure and substitute the plant mutations for the physical mutations..

Finally, there is a note that if there are two or three early generations with a defect mutation, that that organism was not viable and start over.

One need not limit themselves to the mutations available in the rules. Make up your own, or borrow from other games. There are enough options here that one need not expand unless a busy campaign with lots of players digs into a lot of options.

I rolled up one animal and one plant using this method.

Chipmunks are small and cute, so why not randomly mutate one and see what happens?

I rolled a 5 on my d10, for 5 generations. So next I rolled percentile dice for each generation to determine what kind of mutation. I came up with physical, physical, no mutation, mental, and physical. Next I rolled d50 (d100/2) for each mutation. In the first generation, I rolled a defect of skin structure change. Then I rolled heightened strength, heightened intelligence,and ended with a defect of anti-reflection, which means that a mental attack or defense has a 25% chance to backfire.

My interpretation of all this is that these are normal looking, if slightly larger chipmunks, that are physically strong, but can’t take a hit. They are smart so they know to avoid a physical fight. They have a crude mental attack ability that sometimes backfires, so they need a few more generations for this power to strengthen and for the defect to fade. These small creatures can get into nooks and crannies and might have arm bands and other useful, but small devices; and know how to use them. They don’t have the power of speech or telepathy, so communication will be crude unless a member of the party speaks chipmunk, or has telepathy.

For a plant, I did not initially specify a plant, but let’s say it’s a dandelion. I rolled 9 on a d10 for nine generations of mutations. I rolled five generations of physical mutations, one generation of mental mutations, and ended with three generations of physical mutations.

The physical mutations are: electrical or heat generation, symbiotic attachment for both the second and third generations, contact poison sap, a defect of an attractive odor, poison thorns, manipulative vines, and texture changes. The mental mutation is telekinetic arm. Since there is no heightened intelligence, there is no communicating with this plant. It merely seeks to eat to survive and reproduce.

It can generate an electric shock to stun or perhaps kill small prey. It has two methods of symbiotic attachment that allow it to control another creature. It’s manipulative vines are a refinement of it’s ability to make symbiotic attachments. It has a contact poison sap, like poison ivy, yet it has an attractive odor that puts it at risk of being uprooted before it bears seeds. It also has poison thorns that keep away unarmored creatures. I interpret this defect to be attractive to some creature or other plant that is immune to its poisons, thus making it vulnerable to specific animals. It must be armored to resist the symbiotic attachment, and have some way to minimize the effects of the telekinetic arm. This means that another creature needs to be generated to fill this niche. Perhaps the skin of this creature will allow the party to pass through an area of these plants with minimal difficulty. Or it could get all the plants in the area to gang up on the party….

The manipulative vines and telekinetic arm server to draw in nutrition from the surrounding area, whether plant or animal. Its poison sap is a weak digestive enzyme that with prolonged contact helps speed the breakdown of plant and animal matter into the soil. It has a structure change to its leaves that are rougher in texture to normal dandelions, but its characteristic bright yellow flower and white seeds remain. One thing it will do with its symbiotic attachments is control a creature to blow its seeds to reproduce. Like dandelions, unless the root is sufficiently uprooted, it can come back. Like regular dandelions, I can see there being a thick patch of these that are slowly growing and spreading throughout their area. Their symbiotic/manipulative vines have a length of 1d3 feet. Perhaps in a few generations the manipulative vines will enable these plants to move towards food, rather than merely draw it in. They could become mindless predators only seeking food when their current soil becomes used up.

It is easy to create new creatures and plants for a variety of purposes, both helpful, neutral, and dangerous. Some dangerous things could be harnessed to be of use, like poison glands, or explosive fruit.

I like how simple this was, and in a few minutes I had two new creatures. The GM can determine how long a generation is and how many generations for negative mutations to fade and something new result. Exposure to additional radiation and other environmental toxins might speed up the possibility of new mutations.

Since some levels are sealed off from others, one could easily generate different plants and animals using the same type as a starting point. One chipmunk on one level has descendants who are intelligent creatures, another remains mostly unchanged, while another might be a deadly and vicious predator.

Of course, as with any RPG, the GM is free to ignore or tweak any random roll, or just make up a creature to suit their tastes or needs.

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The Passing of DAT – One Year Later

I saw mention of it on a post on the FB page, David A. Trampier Fan Club.

I jumped over to Wikipedia and confirmed it.

Wow. One year.

So many enjoyed his art. For me, his images are iconic and when I see them I am instantly transported to thinking of all his various RPG art and all the books and modules, and of course, Wormy, and The Dragon.

I wish I could make it to GaryCon. Such remembrances make me nostalgic. I thought it would work out this year. Now, my goal is for next year. I met several from back in the original TSR days at GenCon last year, but I always wanted to go to GenCon when it was in Lake Geneva. I hope GaryCon doesn’t get too big by then. There are a lot of the original creators and movers and shakers still around that I want to meet. Perhaps even get a chance to play.


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Laminating My Hommlet Map


In February, I ran Village of Hommlet at Marmalade Dog 20. I was very much over prepared. The map in my original module is very faint, and the blue of the ink is the kind that does not copy well. I purchased the PDF from DriveThruRPG, but the map did not print very clearly. So I got a couple sheets of tracing paper and traced it. I then ran by Kinko’s and made copies to regular paper and taped them together. The map did not feature very much in play, but since I put so much time into it, I wanted to preserve it, in case I ever need it. I am sure I will run Hommlet again someday.

Note on this process. Make sure the ink side of the tracing paper is facing down when you go to make copies. I didn’t realize the error of my ways until I got to the con and the map didn’t line up right. One page was correct and the other was not. I had to find a back lit window by the doors to trace the other side of the paper so that it was legible. I then ran by Kinko’s and made a correct copy of that part of the map for the last two days of the con. I later grabbed my colored pencils and colored my map.


Colored and ready to be preserved.


My map face down on the Contact Paper. Center it and apply pressure from the center out.


So I made a trip to the craft store and bought some clear contact paper. I cut some off a bit longer than the map.

Contact Paper

Contact Paper

After getting the backing off, I spread the contact paper on my table sticky side up.

I then laid the map ink side down. I cut out the corners of the contact paper and folded it over to wrap around the back of map. I used the scraps to cover the seam where I stitched the paper map together into one.

Map Face Down On Contact Paper

Map Face Down On Contact Paper with the edges folded over.

Rather than try to cut a piece of contact paper to fit, I used packing tape to cover the bare paper on the back of the map. (I know some might cringe at this. However, this is copy paper. It is NOT acid free paper, so using packing tape plus keeping it out of the light, will make it last longer. Unless I get a light table and acid free paper to trace a new map, I can’t make it last any longer. This is just a tool, even faded it will still work, and that might add a bit of character to it.)

Packing Tape Dispenser

Packing Tape Dispenser


Clear Packing tape on the back so all the paper is covered.


Now, other than sitting in a spill, someone being deliberately destructive, or a disaster, I have a map that I can write on with dry erase markers and use for years to come.




Rolls up nicely.


A couple of angled views.


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RPGBloggers – Application Submitted

I just click send on the email to apply for the RPGBloggers site. The similar site with an automated sign up, the RPG Blog Alliance, of which my blog already belongs, is shutting down at the end of April.

Yahoo stopped supporting RSS feeds of Yahoo Groups a couple years ago, and Google dropped support for it’s feed reader. RSS seemed to serve a need, until things like social media sites like FB and G+ made management think that the established ways were not good enough. Instead of the format of RSS where you can pick and choose and easily filter, you have social sites that have their own rules for how you see what you want to see, and then they keep changing the rules, so you never know that you aren’t seeing something you want to see, and are flooded with things you wonder where they came from.

I’ve had spammers manage to inject crap into my RSS feed, and it was a pain to figure out how to fix it so that I could retain that feature on my blog.

I have heard that it takes a long time to get a response to an application. I know about the controversies surrounding the site a few years back when there was a big blow up among different RPG bloggers about a topic not directly related to RPGs, and the handlers of the site changed.

It may not make a difference to my blog’s traffic, but I had a goal of applying for a couple of years now, I figured that since the RPG Blog Alliance (RPGBA) is going to fade into the aether, I figured that would apply to RPGBloggers, with 49 days until RPGBA shuts down. Call it a little race to see if I get approved on the one site, before the other shuts down. I’ll post an update once either I get approved, or May arrives, whichever happens first.

If May arrives, and I’m not approved, I will post an update if I ever do get approved.


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2015 A to Z Challenge Theme Reveal – Cities/Cities As Ruins/Cities As Megadungeons


Initially, I was struggling with the idea of a theme for this year’s A to Z Blogging Challenge. Last year I just picked a topic that fit the letter for that day and went with it. Then I remembered my half started project to help me deal with cities, ruined cities, and my thoughts that a large city was in many ways equivalent to a megadungeon. Indeed, a ruined city is but the surface level of a megadungeon.

I will be fleshing out general ideas and ideas for tables, and on-the-fly information for navigating a large city or ruin without advance preparation, or with a set base of preparation, like a map and a general idea of where the different quarters are, etc. Planning a ruined city relies on planning one that is inhabited, the only difference is that a ruined city needs a reason for why it is now in ruins.

This project is as much a tool to help me as it is to share my insights with others.

I will reference past articles on some of these topics. Some information I may have previously only collected information and not yet made an article. I wrote at least a rough outline of each article and have them scheduled to post. I have been going back to each one and adding, revising, cross linking, and otherwise trying to improve them. So far, I don’t have as many tables as I initially envisioned, but I do have many lists I will work to develop tables or clean up for a list of ideas on various topics. Since this topic is so much on my mind of late, I am linking to posts that have come up and continue to be published by others. One relatively new blog, Lost Kingdom, has coincidentally, published articles that tie very well into mine, and I link to their articles for more details. Trying to find the time to read all of their past articles is a challenge, but well worth the effort.

Building a city for an RPG, whether a living city, or a fallen, ancient one, requires thinking it through and populating it in a pattern that fits. Not everyone needs this level of detail to guide them in creating their cities. I often just determine that there are so many of this or that business and don’t worry about a map. This project is for improving the level of preparation by creating a sort of checklist to touch on, to help DM’s that aren’t so good at spur of the moment to have some ideas to help with improvising their cities.

I look forward to feedback and ideas to fill in gaps.

There will be new tables for some things, and my detailed slant on how to build cities/ruined cities. Of course, in the A to Z Challenge format, it won’t be a complete system, but will contain points and questions to ponder for anyone developing a city. Some of these ideas will translate into building cities for any genre of RPG.

I will quote myself from my Post-Con Write Up of Marmalade Dog 20 and a relevant conversation I had with Adam Muszkiewicz:

When Adam and I were talking the topic of random tables and drop tables and all the dice tables came up. I mentioned that I am slowly crafting an all the dice type table to help me generate area of an ancient “abandoned” city for houses, building, and other features. Adam pointed me to a display at Roy’s booth for Metal Gods of Ur-Hadad, Winter 2014, Issue #1. Pages 10 and 11 have a neighborhood generator, and pages 12 and 13 have a gang generator. The neighborhood generator has a lot of ideas that I am looking for so I bought it.

I am going to enjoy this!

All my posts on megadungeons, and cities.

I also have a list of those RPG bloggers that used the (GA) tag on the A to Z Sign Up Page. I didn’t have time to look for those that didn’t use a tag, so if you want to be on my list, just let me know your number on the sign up list. My list, 2015 A TO Z CHALLENGE – RPG BLOGGERS, is on the right side of my blog under the A To Z Challenge logo.

[UPDATE] I went to each of the RPG blogs signed up for this year’s challenge, and only a couple of them appear to be participating in the theme reveal, so I wait, as do all of us until perhaps later today, or April 1st, when the posts begin.

[UPDATE 2] Here is a link to the List of Those Signed up for the April, 2014 A to Z blogging challenge.

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Grimtooth’s Ultimate Traps Kickstarter Update

I came home from running some errands to find this announcement in my email. This Kickstarter was funded at just over ten times its initial goal, and all of its stretch goals were funded.

Hello, Grimtooth backers! Just wanted to give you a quick status update on one fun part of the project: the DCC/Grimtooth crossover adventure module. Jobe Bittman has finished the manuscript and Doug Kovacs has finished the cover art. Here is a preview of the current cover design! We are still playing with the typesetting so the final font details may change a bit, but I thought you might enjoy seeing Grimtina in action!

If art and typesetting is the only fiddly bits they have, it won’t be long now. Estimated delivery is July, 2015, and unless something totally out of the blue happens, there is no reason to think that this won’t ship on time.

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