Shipwright. Title is a Sabaton reference. For Adventure Hour!, Adventure World, Skorne, and other systems with fewer dice: When you're Taken Out of the action or at zero hits, make a death save. Roll 2d6, minus one for every time you’ve rolled a death save up to now: On 10+ you rally with heroic effort … Continue reading Until Your Last Dying Breath
Tag: adventure hour!
Appendix N – d666 Media Influences
A. Shipwright TetraLlama asked "Could you share your d366 list of movies? What are your top 5 that you get the most inspiration and use out of?" Well, I hadn't typed that list up... BEFORE NOW. Here is my table of media influences. So, it's not just movies, but shows and books and what have … Continue reading Appendix N – d666 Media Influences
To be understood
Shipwright It feels nice to be understood. My filmmaker buddy Matt said that he was always surprised and glad when someone after seeing a film of his would tell him something they picked up on. It could really be anything. "They got it!" And it's not that his films are obscure or obtuse, but that … Continue reading To be understood
Current setup and recent findings (2022)
Shipwright I'm running everything at the table out of a 1" binder with pockets. Here's what's inside: Front pocket Adventure Hour!Maze Rats20-some index cardsTiny 2d6 in a bagAdventure World one page rules and character packages (we've been marking off character packages so every character is unique).Bastionland name list (alphabetical and by failed career)Dungeon World GM … Continue reading Current setup and recent findings (2022)
Into the Odd Remastered Commentary
"These hands! These amazing hands are destined to create undreamt-of wonders, and yet here they're worn to bone and unfulfilling drudgery! What a monstrous injustice! Chris McDowall and I got to talking about Into the Odd and its derivatives on the Bastionland podcast. We got how I got my start writing, my influences, and what … Continue reading Into the Odd Remastered Commentary
Adventure Hour! – You can now hold it in your hands!!
Crispy! Adventure Hour! has been featured through its many iterations on the blog, its development over many months documented and commented upon. But now, it is here! To be held! And swaddled and brought to life at the table! It's the concentration of many ideas written about here. The tools to solve many system and … Continue reading Adventure Hour! – You can now hold it in your hands!!
Nim Style
The vast majority of actions require a quick judgement call to resolve. Players who leverage their environment, use their items and common sense, and clearly declare their actions often receive success. The consequences of any described actions follow accordingly. If an action described by a player is uncertain, the GM may call for a roll. … Continue reading Nim Style
Playing with Youngers: Pets
From Adventure Hour!: To use animals as loyal pets, make them friendly, smart, or powerful, but not all three. Let's give some meat to these words: Friendly Likes owner, likes strangers, empathetic.Opposite: Jerk, doesn’t care, needs to be motivated Smart Independent, adaptable, courageousOpposite: Clumsy, afraid, needs to be told what to do Powerful Skilled, effective, … Continue reading Playing with Youngers: Pets
The all-terrain adventure game
It is only AFTER release that I realized what makes Adventure Hour! so special. I mean, I already knew it at some level, but often intuition comes before introspection. That's why it's intuited. Let's take a look. Outside Summer of 2020, I'm a summer camp counselor at the YMCA. There are so many things are … Continue reading The all-terrain adventure game
Plug n’ Play: Slimes are janitors
Slimes are janitors. They were introduced long ago, slorping around in the sewers to help with the disposal of waste. Gelatinous cubes were engineered to perfectly fit the long tunnels and make several passes in the same muckish water week after week. A month in, the waters looked almost pleasant. Then there were black slimes, … Continue reading Plug n’ Play: Slimes are janitors