the_gneech: Kero Asleep (Cardcaptor Sakura)
My beloved problem child.

So lately I have had some pain points around our regular Saturday night gaming group, and have been kinda passively looking around at some possible alternatives. I don't really want to go into what the pain points are here, suffice to say I love my friends but I have not been getting a lot of satisfaction out of the games lately. Also, I really, really, really want to play Shady. Like, she's the only character I truly want to play, playing other characters when I want to be playing her low-key makes me sad, and the chances of getting to play her again in the current setup are, well, slim.

Today I happened upon a game on Startplaying.Games (the site that manages my Sunday night professional games) that, with the exception of being 5E instead of PF2E, really sounds like it hits all the right notes: RP-centric, pirate-themed, lore-heavy, backstory and plot tied directly to the PCs, heavy on the swashbuckling romance. It appears to be scheduled to run on alternating Saturday nights, with the first session being while I'm away at MFF (so I couldn't make that one), but the GM says I could start with the second session without it being a problem.

So now the question is... do I do it? >.>

My two big hesitations are a) disrupting the Saturday night group, and b) the cost. On the latter front I'm a professional GM myself, and the price is completely reasonable for the amount of work that entails, I'm not balking at that, I'm balking on whether or not I have room for it in my budget. On the former front, I dunno, I kinda feel like some of the people in the group would find it a relief to have every other week off from gaming, but I don't want them to feel abandoned either.

I suppose there's some nervousness about trying a new group too; I've been stung by that once or twice, but I don't have to go back if it sucks, so I'm not that worried about it.

I dunno, I'm very conflicted about the whole thing. Gonna try sleeping on it.

-TG
the_gneech: Kero Asleep (Cardcaptor Sakura)
So while my body has been out doing stuff all week, my mind has been busy chewing on what I want out of gaming. And as interested as I was (and still am) in running some PF2E, I think what I really want is to try a more narrative approach, specifically using the "Powered by the Apocalypse" approach. The only problem there is, none of the ready-to-go, already-have-a-module-on-Roll20 PBtA games are really what I'm looking for. Generally speaking, they're either too grim or horror-themed (e.g., Monster of the Week), or too "rainbow sprinkles" to work with the group (e.g., Glitter Hearts or Thirsty Sword Lesbians). The closest one in tone to what I'm looking for seems to be Masks: A New Generation, but that is hard-locked into "teenage caped supers finding their identity".

Now I can and have run supers games; I had a CHAMPIONS campaign in Richmond that ran successfully for several years (and was heavy on the feels). But supers is not my native genre, and I suspect that only one or two of my players are really into it as its own thing. Everyone else will play it if that's what's going, but are likely to treat it more as a high octane urban fantasy rather than The Incredibles.

Contradictory as it may sound, what I'd really kinda like is a "generic" PBtA engine that I could easily customize, pulling a playbook from MotW here, a condition from TSL there, etc., but of course that's inherently not how any of it works. PBtA is a philosophy, not a mechanic, so the closest I could come to that is "translating." What would "The Beacon" look like in TSL? What would "The Beast" look like in MotW? How could Dungeon World's Bonds work with TSL's Strings?

Foundry has a "build your own PBtA" module, so, I mean, I could do that. But if I'm already skirting the edge of burnout, do I really want to put in that kind of work? XD I don't even know if my players would get into it, most of them seem to be fine with killing monsters and taking their stuff. It's no secret that what I really want is to play something like this more than actually run it, but that's literally true of everything I have ever run, ever. So. I dunno.

There's no urgency to the question; it'll be January or later before I come back around as the group GM, so I can let the issue simmer—assuming my hyperfocus will let go. I do have more urgent things to deal with, after all! In fact, I should be drawing instead of even making this post. But, y'know, the old brain problem.

-TG
the_gneech: (Default)
I run D&D "professionally" on Sundays, and I both run and play in a regular Saturday night group that's been going for many years now; I engage a lot in killing monsters and taking their stuff. But for some months now I've been left unsatisfied by it. Not because of any problems with other players or anything like that, but because the stories have felt shallow. All plot no theme, I guess? Lots of tactical engagement, but little or no character development?

And, I mean, you can't force a TTRPG to have depth. There are ways to encourage it (see also The Rise of Cozycore TTRPGs), but it has to be something that is consciously brought to the table, it has to be something everyone who wants it is engaged in, and it has have a safe space to be. RP deeper than table banter and dice rolling can be a vulnerable thing, often better expressed in text than face to face. I think that may be one reason I got so much "pure RP" enjoyment out of the TwitterPonies: it was RP-by-post, with time to hone your character's thoughts and actions, and without having to actually look at the other player during intense emotional scenes.

As a player, some of this boils down to the character I'm currently playing. Aurora is fun, but compared to Shade-Of-the-Candle she's shallow as a flea's footbath. "Be nice, make puns, and punch badguys" is the entirety of her personality and she has zero ties to the setting—because the setting is "we've been launched into space and don't know what's going on." She has no demons to overcome and no goals to achieve, other than whatever the current scenario puts in front of her; as a player, I'm not even really invested in the "save the world" metaplot, because Faerun is just a cardboard cutout of a world.

It's not a reflection on the GM, Blitzy is great; it's a natural result of creating a character who is intended to find her story in the adventure, and the adventure (so far) being a linear series of fights with here-today-gone-tomorrow NPCs. I built Aurora this way specifically because Shady is such a force of nature that she's all but shaped the campaign she's in by force of will, and I don't want to hog the spotlight. I am prone to Main Character Syndrome, and I wanted to make a character who was a better team player, but unfortunately the result has kinda been a character who is passively watching the story unfold, going where I as the player perceive the "Story Over Here ->" signs, rather than pursuing her own agendas.

As the GM, the issue is a little more complex. There is a lot of "managing spinning plates" as a GM: presenting a cohesive world, creating engaging characters, keeping the session moving, and more. My Sunday game is an adaptation of Red Hand of Doom, which is a very plot-heavy story of impending war—and the ongoing challenge has been making sure it was more than just an ongoing series of skirmishes with goblins. I've worked to create recurring characters both good and bad (much annoying the barbarian when the enemies run away so they can have a rematch later) and make Elsir Vale a place that the players care about. The players are enjoying it, which is gratifying, but again for me it feels shallow, and I don't know what if anything I can do about that. If the players are enjoying it, what would "more depth" even look like, for me?

For the Saturday night games, I've been building a new setting that moves away from the standard "D&D-land" and looks more to JRPGs and anime as inspirations. Besides deliberate echoes of Final Fantasy (chocobo-esque "riding drakes," anime-style visual handouts, that kind of thing), the setting has kaiju stomping around, airships, tsundere NPCs, and whatever else I can think to toss in. At the very last second, the campaign framework turned into a Monster Hunting Academy inspired by RWBY and Strixhaven: A Curriculum of Chaos (which is probably the most "anime" official D&D project ever), but the campaign is still basically D&D (even if it'll be using Pathfinder 2E as the actual ruleset). Part of the reason I've gone this route is to create a setting where a deeper story is baked in from the ground up. Yes, that story is tropey as heck, but it is still more than just "kill monsters and take their stuff."

I'm thinking, tho, that I should probably do more. I'm looking at the character-driven mechanics of Powered By the Apocalypse (particularly in reference to Masks, Monster of the Week, and Thirsty Sword Lesbians) for inspiration, as well as trying to re-frame how I build adventures. Back in my HERO System days adventure building always started with the PCs (specifically, rolling to see which Hunted and/or Dependent NPC disads would appear, as well as looking for opportunities to poke their Physical and Psychological limitations), whereas migrating to D&D inverted that to the point where the adventure is there first and the PCs have to be fitted into it. I want to get back to the way I used to do it.

Also, honestly, I think I may just need a break. >.>

-The Gneech
the_gneech: (beachy)
So today I happened upon a review of a tabletop RPG called Wanderhome, which is all about furries rebuilding and healing after a devastating war. In that regard it joins Reclamation Project, Kipo and the Wonderbeasts, Biomutant, et al. in the "furries fix the apocalypse" genre, which I am pleased to be a part of, but in the RPG space, it also immediately makes me think of two recent standouts: Burn Bryte and Thirsty Sword Lesbians.

All of these games have as a core premise that they are "all about the feels," so to speak, instead of the usual gaming priorities of killing monsters and taking their stuff. Both Thirsty Sword Lesbians and Wanderhome particularly use the characters' emotional states as the touchstone for their mechanics. This is not a totally new idea: Gumshoe often had characters' chances of success connected to their defined traits, and of course GURPS and the HERO System were famous for disadvantages/flaws (particularly "Psychological Limitations") as character-building components, and that was 1985, guys. XD

But these newer games don't just include this aspect as part of a larger mathematical and narrative framework, they lean into it, hard. It's kind of awkward to use the term "queer" outside the context of sexuality or gender identity, but it's the closest analogue I can think of. Even the straight characters in these games are queer AF. XD These are worlds full of neurodivergent, norm-disregarding, existing-hierarchy-smashing characters, often with a radically kind agenda, and I'm here for it.

That radically kind part is where "cozycore" comes in. Like the aesthetic movement of "cottagecore," this genre is about creating a place of comfort for those who have been traumatized, a warm place to escape a cold world. With the possible exception of Burn Bryte (which is actually hopepunk, a related but noticeably different vibe), these places are cute. They are soft. The over-the-top "Here comes the Evil Queen and oh no, she's hot!" camp of Thirsty Sword Lesbians may not seem like the Frog-and-Toad gentleness of Wanderhome, but what is TSL founded on? The willfully self-indulgent, tropey escapism of fanfic, a world where "hurt/comfort" and "redemption arcs" are foundational pillars.

After forty years of "darker, grittier" all the everything, this is not just a breath of fresh air, but I'm hoping it's a harbinger of a cultural shift in the making. Counter culture becomes popular culture and the fringe becomes mainstream, and lord, if a culture could ever stand to become more kind and way more hella queer, it's contemporary western culture.

Maybe living and dying by the sword can finally give way to just plain living, by the plowshare?

-TG
the_gneech: Kero Asleep (Cardcaptor Sakura)
Our D&D group has had a recurring tension for a while now, of when to use or avoid lethal force—brought up, largely, by the fact that I keep playing neutral good monks. >.> But even Shade-Of-the-Candle follows the piratic tradition of giving defeated foes the option of signing up instead. If it was good enough for Sun Tzu, it's good enough for my angsty murdercat.

This tension has been in RPGs for as long as I've played them. When I was in high school, CHAMPIONS included whole sections on the Code vs. Killing disad, and the legal ramifications of superheroes just slaughtering henchmen. But a lot of gamers have as part of their fantasy "I get to kill people as part of my job." It's just a thing. For me, "I get to beat up bad guys" fills that slot nicely, with the desire to actually kill anyone usually not present. Maybe it's growing up on Saturday Morning Cartoons, who knows. But also, I love recurring villains! How can you have a meaningful rival/enemy/frenemy/enemies-to-lovers situation if you just KILL everybody who opposes you?

My first monk, Kihai, was extremely pacifistic in nature, making a point to do nonlethal damage to even the lowliest goblin. At one point they were attacked by some kind of big predator (I forget what it was, something like a giant crab maybe) and the rest of the party was like "YARR! KILL THE MONSTER!" while Kihai was like "Guys, we just walked into its house. It's not going around menacing the countryside, it was just hanging out here. How would you feel???" (Let's face it, Kihai was not suited to be a D&D character. But I still don't think he was wrong.)

My current monk Aurora doesn't have as much of a hang-up on the issue—she was trained by dragons, after all, and they're notably not pacifists—but she is still neutral good, with a strong Wisdom score. She prefers not to kill somebody she can subdue or drive off instead. So last night, when confronted by a gang of toughs on the Neverwinter docks, she spent most of the combat shoving them into the bay. The rest of the party pretty much did the debuff-and-gank routine on the gang's crimelord boss (with a local noble's blessing), but Aurora didn't kick up a fuss about it, and neither did I. The boss had giant "It's okay to kill this guy!" flags pasted all over him, and 1/3 of the party is archers, who generally aren't great at nonlethal damage. XD On top of that, the current scenario has all been a prologue to get us off into Spelljammer anyway, so the chances of said crimelord being important later are effectively zero.

BUT, and this is the part I'm pleased with, most of the gang actually ran away. It was a brawl rather than a murder spree, and that's totally my jam. And unlike some of our other outings, I didn't have to cajole or argue with the rest of the party about it, it was just a natural outcome of the scenario. By throwing them into the bay, Aurora rendered the thugs mostly a non-issue, so the rest of the party didn't have any reason to go after them. In her own way, Aurora considers those thugs "rescued," because without her there, they would have probably ended up taking an arrow, warhammer, or acid spray to the face.

Some D&D characters growl and fume when an enemy escapes. I may be weird in that I cheer about it. But I'm proud of how many got away.

-TG
the_gneech: (Default)
Shade-Of-the-Candle
The gray cloudy bleah is hitting me hard, so to cheer myself up I am obsessing on my little problem child. I don’t want to have to seek a side gaming group, but I might have to at this rate.
Screenshot of Shady's Sheet

Roleplaying

Traits

“Between my flicking ears and thrashing tail, my thoughts and feelings are an open book. Weird how that can still lie.”

“If you want me to do something, then tell me I can’t do it.”

Ideal
“Dancing on the edge of the blade lets you know you’re alive.”

Bond
“Thrillseeker. Give me the most dangerous, harrowing adventure. If there’s a dragon around, I’ll poke it just to be chased.”

Flaw
“Reckless. I risk my life, and sometimes those around me, in pursuit of my thrill-seeking whims.”
the_gneech: (Default)
Spectral Slug

A post from AI Weirdness has been going around in which the author had a neural network create several monsters based on the bazillion or so created for 2E over the decades. Some of them are just funny ("Great Space Pat" is my particular fave), but a lot of them are pretty evocative or at least funky names that I want to remember for the future. So, note to myself...

Brain of Fire
Spider Horse
Undead Lake Man
Walfablang
Giant Fraithwarp
Jabberwont
Dome Animal
Giant Dwarf
Burglestar
Pigaloth
Desert Beeple
Wendless Woll
Memeball
Marraganralleraith
Death Seep Dragon
Fumble Unicorn
Stone Feast
Durp Snake

-The Gneech, shall rend thee in the gobberwarts with my blurglecruncheon see if I don't
the_gneech: (Default)
Fire giants. They're just bad.

It's been a year and a half since the campaign started at the Keep on the Borderlands; the characters have reached 7th level and finally, after much meandering, gotten to the Eye of the All-Father in Storm King's Thunder. If we assume that KotB was the prologue, and snuffing out (so to speak) the fire giants' hopes of reviving the Vonindod was Act One, we are now at the beginning of Act Two.

Storm King's Thunder is written in the weird meandery style for the first part, but then once you hit the Eye of the All-Father, it pretty much becomes a straightforward run to the end. There are some branching points, but they all lead to the same destination, somewhere around 10th or 11th level. So it's still a bit away, but we are now at the point where I can see the end of Storm King's Thunder looming on the horizon, and have been thinking about what the campaign would do next.

I had the idea of ending the campaign when we reached the end of SKT to start something new; I was particularly looking at doing a Spelljammer(-ish) campaign that brought in a lot of the flavor of the MCU cosmic stuff, inspired by Thor: Ragnarok. And I still like that idea, but as I was thinking about it, I had a very sudden and definite message from the subconscious:

No. I want this campaign to go to 20th level.


...Well okay then. O.o

There's lots of reasons for this, not the least of which being we've never reached that kind of a level in any of our campaigns, and so it would be something completely new for us. Also, I just like this group of characters, and I'm not ready for their story to be over– and I suspect the players probably feel the same way. Finally, by all accounts (and our own experience so far), 5E is the system that, if you're going to go to 20, you want to do it in.

(In Pathfinder we'd already be hearing creaks around the edges of the system by now. In 5E, at 7th level, the combats are taking a little longer than they did back in the KotB days just by virtue of having more complex characters and tougher opponents, but the action is still fast and furious. Out last session had a chase/combat against a behir in a cave maze (CR 11!) that was done 75% as "theater of the mind" and basically went like this:



For all the chasing around and getting in potshots at the monster (or FROM the monster) it all ran very smooth and quickly and led to a fingernail-biting climax where the barbarian NPC was one round away from being digested in the creature's belly and saved by the players pulling out all the stops to save her. I can't think of another system we've used that would have handled the situation half so well.

But having decided that I want the campaign to reach level 20, that leads to the question of what to do for the second half. There are some tweaks written into Storm King's Thunder itself that provide ways it can be expanded on, and I'll happily add those in, but even that isn't likely to take the party past 12th or 13th.

So what I've decided to do was to pull out some of my still-unplayed higher level 3.x edition adventures, particularly from Goodman Games' Dungeon Crawl Classics line, and tie them together into an "adventure path." Some of them involve giants and make for obvious "sequel" material, particularly if [SPOILER REDACTED] manage to escape rather than suffer Death By PC when their nefarious scheme to [SPOILER ALSO REDACTED] comes to light. I also found another one that could provide a kind of cool "Return to the Keep on the Borderlands" side-trek as a change of pace from fighting giants all the dang time and that could possibly act as setup for Spelljammer later.

The ones I've found so far could take the game as far as 16th or 17th. Beyond that... I have no idea. That's probably at least another year and a half away itself anyway, so I have time to work on it, and by then hopefully WotC will have gotten around to some of that "supporting higher-level play" they've been talking about. But it seems to me that once you get into that realm, where even the wizard has 80+ hit points, the barbarian becomes as strong as a giant and can rage indefinitely, and the cleric can literally resurrect people at will, the stories are going to have to look very different.

You don't "dungeon crawl" at that kind of level. I don't know what you do do... but you don't dungeon crawl. Really that, more than anything, is going to be the challenge at that point.

-The Gneech
the_gneech: (Default)
A very simple Pathfinder encounter.
Pictured: A particularly simple and streamlined 1st level Pathfinder encounter.

So Paizo announced yesterday they're doing a new edition of Pathfinder, pretty close to the ten-year mark. For me, this is a shrug moment, as I am for the first time that I can recall perfectly happy with a ruleset, namely D&D 5E. (I like it even better than Star Wars Saga Edition, which is saying something.)

My big hope for it would be a turn to simplicity and general "shedding of baggage" in the Pathfinder line, because I find most of their adventure modules unusably bloated and byzantine– and adventure modules are what I want from Paizo more than anything. (Man, I miss the days of 32 page "drop this in your campaign" modules. Even more I miss Dungeon magazine.)

But looking at all this with the detached view of someone who isn't going to change game systems in any case, I wandered over to ENWorld and the Paizo forums and... ugh. I always forget how pessimistic and pointlessly cynical the online gaming community is, until I go wade in again. I mean, I know the term "grognard" is used for a reason, but the gamers I actually hang out with are overall pretty awesome and upbeat people just there to have fun.

At this stage, I mostly feel bad for the Erik Monas and Mike Mearlses of the world, who have to try to engage with their user base and are constantly beset by this crap. "It's just a cash grab!" "YOU'RE DESTROYING MY GAME!" "I'm sooooo disappointed..."

And yes, I engaged in it myself, back in the day, I won't bother trying to deny it. I regret that, but the damage is done and I'm not the person I was ten years ago. But also, the online gaming community is not what it was then, either.

Long story short? I miss the days before "Don't read the comments." Internet forums are all comment! And they used to be fun and useful, once. :P

-The Gneech
the_gneech: (Default)
Brother Drang summons lightning against the cave leaper. It's SUPER EFFECTIVE.

An epic moment from last night's D&D session. Wandering around the underdark because reasons, the party was attacked on a long and narrow span by "cave leapers" (a kind of bat-winged flying dire toad thing) and purple worm larvae, in an encounter literally named "The Gorge of Horrible Things."

Hantamouse's storm cleric ("Brother Drang") was swallowed whole by a leaper, which then tried to fly off. The barbarian lassoed it, and SirFox's rogue (an anthropomorphic flying squirrel) jumped on it, stabbing the thing with his rapier to make a handle. At this point Hanta, who had already cast summon lightning at the beginning of the fight, decided he had no fucks to give and blasted the thing from the inside out, failing the saving roll against his own spell and taking the full brunt of it as well.

Me: "The good news is, you killed the cave leaper! The bad news is, you're now 20 feet in the air trapped inside a dead leaper. You take five more points of damage from the fall."

Hanta: "No I don't! I'm at zero already."

They won, in the end. ;)

-The Gneech
the_gneech: (Default)


Good morning, this is The Gneech, with your Monday Report.

The NaNoWriMo novel has reached 14,161 words, bringing my WPD to 1,180. Still roughly 6,000 words below par, so it's going to take several days of pushing to catch up.

However, my first day at Barnes & Noble is Thursday (or at least, orientation is), and I will probably get some crash training in preparation for "black Friday," so finding time to write may be a challenge. Further bulletins on this as events warrant.

[personal profile] laurie_robey and I made a banzai leaf-peeping trip to Maymont Park in Richmond on Friday, which was very nice. We used to love to go to Maymont Park when we lived there, and it is particularly beautiful in the fall. We also did a metric boatload of packing on Saturday, with more to come over the next week.

Saturday was the last D&D session until December sometime. Finally got to use a mind flayer! It was creepy and disgusting, so, mission accomplished!

My plans for today are: MOAR NaNoWriMo, and probably a commission for LKCMSL. Even tho I did say commissions were closed for November, this is a cover for his own NNWM project, so I made a particular exception. At some point I plan to check out Mastadon, which is basically billing itself as an ethical Twitter alternative. As nice an idea is that sounds, there's already such a crazy diaspora of social media, will there be any kind of a user base?

This has been your Monday report.

-The Gneech
the_gneech: (Default)


Wrote 2,194 words yesterday, bringing my wpd to 1,112. Still below par, but gaining ground quickly. I also had a couple of big "Aha!" moments about the plot and added more to the outline, which will make the next stretches go a lot faster.

Also need to prep for this weekend's D&D game and do an "Ask the Cast" or something for next week's SJ.

I... am busy. >.>

-The Gneech
the_gneech: (Default)
Friggin' orcs, man.
Friggin' orcs, man.

Storm King's Thunder involves a lot of overland travel. I mean, a lot of overland travel. One reason I created a ginormous continental map for the campaign was to keep track of all the tromping all over everywhere that the adventure calls for (and to have an everywhere to tromp over).

The question then becomes, how best to handle these long hikes in-game. There are a few possibilities:

Travel By Montage


This is the mode I practiced for many years, and it's not a bad one per se. Essentially I just decide what happens between point A and point B and tell the players. If it's interesting enough, the journey pauses and a session or two is spent dealing with the narrative pitstop, then off they go again.

There are some downsides to this. First of all, because they're glossed over, long journeys feel cheap. Telling the players "You leave Argent, ride a boat for six weeks and now you're in Zan-Xadar, what do you want to do?" makes it seem like Argent and Zan-Xadar might as well be right next to each other. The world "feels" smaller because there is no real marker of time or distance.

(See also the Fellowship of the Ring movie, when Gandalf leaves Bag End, travels by montage to Gondor, then travels by montage back to Bag End, all in the course of three minutes. Did that trip take a day? A year? No context.)

Second, it takes away from the organic nature of the world and puts me back in the place of being the one who decides what the characters do on their trip, both of which are against the spirit of My Gamemastering Credo.

Overland Travel: The Mini-Game


The One Ring RPG (or its 5E variant, Adventures in Middle-earth) has a whole subset of rules for overland travel, because let's face it, "walking" is the primary activity of any character in a book by Tolkien.

Brief summary: using the player map, the group picks a destination and a planned route and each character is assigned a task (Guide, Scout, Hunter, or Lookout). The GM then determines the overall "peril rating" of the journey based on their own map, which will then be used as a modifier for the rest of the trip. The Guide makes an "embarkation roll" which determines the general mood of the trip, which has results ranging from "The Wearisome Toil of Many Leagues" to "Paths Both Swift and True." The higher the peril rating of the journey, the more likely it is to be a rough slog.

Once all this is worked out, you turn to actual encounters along the way. There is a generic table of journey events, but the GM is encouraged to customize it for specific regions or a particular campaign. This part is a fairly standard random encounter table, but built around themes instead of specific events: "Agents of the Enemy" or "The Wonders of Middle-earth" or "A Fine Spot to Camp", etc. Combat and skill checks within the encounters are often modified by the Embarkation Result or the Peril Rating, and so forth.

Finally, assuming the party survives the encounters, they get to their destination and roll on the "Arrival Table" to see what kind of shape they're in at the end, ranging from "Weary to the Bones" to "Inspired and Filled with Hope."

Essentially, the whole journey becomes "a dungeon," with characters only able to take short rests after each encounter, with something like "A Fine Spot to Camp" providing a rare long rest opportunity. It's a neat system, somewhere between the Hex Crawls of old-school yore and the Travel By Montage method. But it is... crunchy. A long journey with a lot of encounters will certainly take several sessions, and you'll have to keep track of the Peril Rating, Embarkation Result, and rest resources along the way. It's probably not that much more overhead than a dungeon map is, but for some reason, it feels like a lot of work. It might just be a matter of what you're used to.

What I Have Done So Far


When the campaign transitioned from Keep On the Borderlands to Storm King's Thunder, that was definite Travel By Montage moment, because the whole nature of the game shifted (and I didn't have a map ready for travel then anyway). But now that the game is up and running, I have largely been treating Orbis Leonis as a giant hexcrawl.

In order to not have to rigorously define every bloody hex on the map, I make liberal use of random encounter tables, with a core assumption of one random encounter check every four hours during actual game play, and one check per day between sessions, unless the players are somewhere that is already a keyed encounter.

This doesn't mean there's going to be a fight every four hours! "Encounters" in this context aren't necessarily wandering monsters: my tables are also full of things like random terrain bits ("a wooded bog," "an ancient burial mound," "an orphaned castle wall of old"), changes in the weather, or other travelers on the road (which get re-rolled when the characters are in the wild, obviously). There are also "no encounter" slots, which is typically what goes into a slot after that encounter has happened once and becomes the norm when I keep rolling an 8 over and over again. XD

Although I was once very sneery about them, I've come to love random encounter tables because they make the world feel alive– there's stuff going on in it and if the players ask for Survival checks to see what sort of things they might run into, I can look at the random encounter table and tell them. I sometimes go as far as to put a whole five-room dungeon on the table, but that's usually more work than it's worth because that will naturally be the roll that never comes up.

They're also great for making places feel different from each other. Argent is mostly wooded hills and has things like cleric-eating owlbears running around in it. Hestelland is a grassy plain and so it has herds of wild horses and packs of worgs. The Silver Spires Mountains are lousy with harpies, gargoyles, giant spiders, and the kobold minions of Cagarax the Red. Add to this the overlay of giants, with their frequency based on where the various giant holdings are, and you get a nicely-varied, very organic-feeling world.

I'm thinking of adding some of the elements of The One Ring's Journeys system to my game, without going quite so crunchy– maybe adding "Journey Mood" items to the encounter table for instance, something like "This leg of the journey has been plagued with bad luck. You got mired in a bog, losing an hour, and [random character] slipped on a rock and turned their ankle. Make a Dexterity saving throw to avoid having your movement halved for the next 24 hours."

Giant Eagles, Pls


Eventually, Storm King's Thunder has some story items built in to enable characters to travel faster. I'm not going to enumerate them here (because spoilers), but the latter parts of the campaign do require a lot of going from one end of the map to the other, possibly multiple times, and having to play all of those trips out, whether Hex Crawl or Journey Mini-Game style, would get real old after a while. Sorta like the teleporting chain from the original Against the Giants series back in the day, these are plot devices mostly and relatively limited in applicability, so they don't break the rest of the campaign by making long journeys trivial forever.

The main challenge with these is deciding when to introduce them, and figuring out just how limited they actually are– because once they're in place, we're back to Traveling By Montage as a plot element. And after putting so much work into building a large, well-populated world, I don't want to apply the fast-forward button just yet.

-The Gneech
the_gneech: (Default)
The Grand, Unified Map of Gneech's Campaign World

Then, the world changed. Continuing from part five...

I was going to finish the recaps with the discussion of last weekend's session here, but I got to talking about the map (as one does) and realized the last recap would have to wait for one more post.

Once I realized that Storm King's Thunder was a "build your own campaign" framework and not a straightforward adventure module and embraced it, that meant that I had to build out the world in order to make room for it all. I went through the module from front to back and placed every location important to the campaign somewhere, and then set myself to the task of filling in as much of the blank space around that as possible.

I discovered that the Silver Coast was waaaaay too small... )

It took several days and the project pretty much ate my brain the whole time, but now that it's done I'm really happy with the result. This is a game world that I can see going pretty well forever, with enough detail and history to feel "lived in" while still having plenty of room for expansion as needed (I tried to leave myself lots of open spots). It's not suitable for publication or any such thing– it's got chunks of Greyhawk, chunks of Faerûn, bits of Lovecraft's Dreamlands, and of course the Middle-earth nations of Rohan, Arnor, and Angmar with the serial numbers shaved off. But it is a cool place for me and six friends to visit every Saturday night.

It also taught me a lot about world-building in general, which is valuable for creating original works. I will probably use a very similar process to build out Calypsitania and the Fortress of Tears world for writing novels in next.

Next time, part seven, in which we finally catch up to the campaign!

-The Gneech
the_gneech: (Default)
This Round's On Lem, from the Pathfinder Wiki
This Round's on Lem, from the Pathfinder Wiki


He spews lightning. He crashes into everything he gets near and knocks trees over onto himself. And yet he's still kinda adorable. Continuing from part four...

The first town on the road north was Tyvalich, a major trading town at the mouth of a pass up into the richest silver mountains in the world. Before they got there, however, the party was confronted by Felgolos, the Flying Misfortune, a young-ish adult bronze dragon who came swooping in, blasted a line of lightning between the party and the road, and proclaimed that he was the protector of the north and they would go no further. And then had to duck from the lightning-blasted tree that almost fell on his head.

Seeing Xerlo in their company had apparently... )

They headed back to town to collect their reward, stopping briefly to aid and comfort the same band of Calladganger hunters they had met before, who had been tracking a herd of aurochs through the mountains and gotten the snot pounded out of them by a bunch of hill giants. Still convinced that Nikki is some kind of nature spirit, they turned down his offer of "eagle" (actually bloodhawk) meat, because eagles were sacred to them and this was obviously some kind of spiritual test Nikki was putting them through to make sure they followed the old ways or some such. Nikki informed them that there was a nicely large, vacant Calladganger-style homestead in a box canyon just a ways up the mountain that they could safely camp and recuperate in, as long as they didn't mind the smell of burning dead monster. Their leader promised they would ritually sanctify the house and that anyone who settled there would be named the People of the Squirrel in gratitude for this beneficence.

"Right. You do that."

(For the record, the Calladganger leader is not whimsically eccentric, even if I do refer to him as "Kronk." He's a perfectly normal big dumb amiable lug.)

After a night of rest, it was time for the four day hike to Hierandal, which will come in part five.

-The Gneech
the_gneech: (Default)
Ghost paladin possessing a troll SMASH!

Kolstaag Albrek never knew what hit him. Continuing from part two...

It has always been true, but it is especially true of 5E that rolling low on initiative kills bosses dead. Between being blasted by the party's wizard and cleric, sneak-attacked by the rogue, and having a ghost-possessed troll flip a desk on him then pick him up and go all TROLL SMASH, Kolstaag Albrek didn't even get a spell off before the party had wrought their revenge. The pair of drow he was meeting with decided that was their cue to call it a day, and the wizard's vicious gargoyle pets were quickly dispatched. The only other occupant of the house was a cranky old coot named Xzyyzx, the wizard's housekeeper, whose opinion was that the wizard's death meant it was his house now.

The party were not inclined to debate the legalities of property ownership in Three Roads, but instead reclaimed their gear ([profile] jamesbarrett was quite jazzed to discover that Togar was the owner of a suit of adamantine plate), read Kolstaag's mail, and headed back to town. Kolstaag, it turned out, was working for a drow by the name of Nezannar, which triggered deja vu in players from my previous Silver Coast game.

(Since that game is actually set 50 years in the future relative to the current one, the events of that game are history repeating itself, even though it got played first. Wibbly-wobbly campaigney-wampaigney.)

They also fetched Xerlo the stone giant out of the basement. He was quite surprised they were no longer in their cells, but on being informed that his former employer was dead, he adopted a very c'est la vie attitude on the subject. The party invited him to come along back to Three Roads with them, with the plan of setting him up as an 18' tall Lurch-like guardian angel.

Lord-Protector Shendrel of Three Roads was a bit taken aback by having the party come back two days later from the opposite direction the fire giants had gone, with a troll and stone giant in tow. However, when shown the evidence of Kolstaag's shenanigans, took them at their word. (Having a paladin in the party really does wonders for the group's trustability.) She installed Xerlo in a barn outside of town, but took pains to point out that the job she'd hired them for– make sure the fire giants don't come back– was still not done.

So they set off north, tracking the fire giants. Even two days cold, the trail was fairly easy to follow for most of the way. They ran into some Calladganger hunters from the Clan of the Eagle, who seemed to think that Nikki was a nature spirit, but eventually found a cave complex populated by orcs herding axe beaks.

Their attempt at scouting the caves was thwarted when Rina botched a Stealth check. The orcs thought she was just a random wood elf in the forest and were going to bully her for fun, but the rest of the party came swooping in and disabused them of that notion quickly. A general alarm was raised and it turned into a huge furball with orcs, maddened axe beaks, fire giants, and their fire elemental pets/familiars/adds/whatever they were.

In 30+ years of playing Dungeons & Dragons, I would have never guessed I would see opposed Animal Handling checks be a factor in combat. Achievement unlocked.

Hathas, his time "bonding" with the troll seeming to rub off on him, waded into the fray with more bloodlust than one generally expects from a paladin, even a fallen one. The fire elementals damaged the troll so badly that Hathas abandoned it and joined the fray in ghost form instead. While the troll retreated to a cave in the back where it could munch on dead orc and regenerate, Hathas attempted to terrorize a fire giant (not unlike the librarian in the prologue of Ghostbusters). The fire giant was not terrorized... but members of the party were. Nice jorb, Hathas.

The odd thing about ghosts in D&D is... they have hit points. They resist nonmagical damage, but in order to interact with the world they must manifest on the physical plane. Fire giants do an average of 28 points of damage with a single hit and their attack bonus alone equals a ghost's AC. The fire giant made short work of Hathas, much to everyone's surprise (including Hathas).

The fight was a tough one, but the party rose to the challenge. Brother Drang finally got to use the call lightning he'd been itching for, and Togar entered a new phase of his career by being the tankiest ever but not getting one-punched in the first round. When the dust settled, the party was battered and bruised but victorious. They retrieved the giants' rod of the vonindid, a kind of dowsing rod for adamantine golem parts, and also discovered that these giants had found the vonindid's entire left hand. They rather hastily buried this where it was, as it was way too big to haul anywhere, and headed back to town.

The troll survived.

It turned out there were developments with their new stone giant friend, which will be revealed in part four!

-The Gneech
the_gneech: (Default)

Ghost Martyr Paladin by SpiralMagus
Ghost Martyr Paladin
by SpiralMagus

"So there we were, locked in a dungeon with a stone giant." Carrying on from Part One...

The new phase of the campaign really began with the first session down in Kolstaag Albrek's dungeon. [personal profile] inkblitz's new character was introduced to the rest of the party ("A talking griffon? Neat. I'm a five foot tall flying squirrel!"), as was their erstwhile guard, Xerlo the stone giant, whose first line was a straightforward, "If you try to escape, I will kill you," but who seemed more interested in scribbling on the floor than anything.

But he was willing to chat, assuming you could parse his mode of speech. Riffing on the idea that stone giants are sort of the hippie-dippie mystics of giantkind, I decided that Xerlo didn't care about things like "good" or "evil," but was only interested in what was "true" or "untrue," and that he was on a vision quest to find out what was really going on with the breaking of the Ordning– because he didn't believe that the stone giant thane's interpretation ("We must destroy every town, city, or building of the little folk!") was correct. I chose a stone giant particularly because, being inherently neutral, he could be a wild card. The players could recruit him or fight him, but it would be their choice and an impactful one.

They decided at first, once they'd gotten the gist of what he was about, to basically leave him alone, and that was probably a good call. They also worked out that while he was completely serious that he would kill them if they tried to go out the front door, there was also a back door that he apparently couldn't see and wasn't aware of.

So, being the mighty heroes they were, they slipped out the back, and again, that was a good call. They managed to scrounge up some sharp bits of broken metal or rusted bars from the cell doors to make crude weapons, and plunged into the depths. They found an old series of vaults that either Kolstaag didn't know about or wasn't interested in, origin and purpose unknown, populated by orcs, whom they avoided, but who were also between them and the exit.

They also caught glimpses of a ghostly figure in the darkness... )

They will confront the wizard in part three!

-The Gneech
the_gneech: (Default)
The Silver Coast Map, Revisited

So there have been some pretty big changes in my D&D game since the last time I posted about it. I want to bring my chronicle of the game up to date, but there's a lot of ground to cover so it's going to require several posts. So here's part one!

The party did in fact defeat The Yellow Lady, mad priestess of Hastur behind the evil brewing in the Caves of Chaos, only to discover that she had in fact been the missing daughter of Duke Blakewell all along. Oops. >.> A tragic and somewhat downer ending to the scenario, but also completely in line with the kind of crap that happens when Hastur gets involved.

The players all wanted to continue, and after presenting them with the various options I was weighing the group voted for Storm King's Thunder. So I said that with everything at the Keep being so awkward ("Sorry, m'lord, we kinda killed your daughter... but in our defense she tried to kill us first!") the party decided to move on to greener pastures. They heard that Mt. Thunderdelve, over on the Silver Coast, had erupted, and decided to head over there to see what they could do to help, and maybe find some gainful employment on the way.

Unfortunately, here I hit a bit of burnout, and floundered for a time. Far from being something I could easily pick up and run more-or-less off the shelf as Red Hand of Doom was, I discovered that Storm King's Thunder is an immense, sprawling, hot mess of an "adventure." It's not like a traditional module, so much as an enormous sandboxey "Build Your Own Campaign!" kit. Which is cool if that's what you're looking for, but at the time, that was so totally not what I was looking for.

Storm King's Thunder as written covers pretty much all of northern Faerûn, and the Silver Coast wasn't anywhere near that developed. I didn't realize it then, but the monumental task of actually sifting through SKT from front to back and building a world that could accommodate all 256 pages of it while still being a world I liked and wanted to run adventures in, was really biting off more than I was prepared to chew. And because of the way the book is structured, it isn't really something where it's easy to just toss the tracks down in front of the train as it goes.

So, I kinda bobbled a bit at first. I spent several weeks grinding my gears on the problem and not really getting anywhere. But I knew if I let it sit too long, the campaign would pass its expiration date. So I transposed Triboar in the Forgotten Realms to Three Roads, its Silver Coast analog, and ran the giants' assault on the town pretty much as written in the book just to get the game moving again. After a big hairy fight against orcs riding axe-beaks and a lot of what-the-helling at fire giants pulling an enormous adamantine staple out of the ground under the town fountain, the players decided to go visit a local wizard named Kolstaag Albrek to see if he could give them any insights before they chased the giants down– only to have Albrek knock them all out and toss them into a dungeon, the jerk.

Somewhere in here, two things happened... )

These two seeds turned out to be the defining factors of the game. Once I embraced the idea that SKT was a campaign kit and not an off-the-shelf adventure, thirty years of DMing instincts took hold and I was suddenly on fire! But how the party escaped the dungeon and what they did next, will have to wait for the next installment.

-The Gneech
the_gneech: (Default)
Writing this as part of my World Map Project for the Storm King's Thunder campaign. Chunks of it will go into the gazetteer handout for the players, but I'm also posting it here for my elfy players (lookin' at you, Plotline and [personal profile] laurie_robey).

Elves are always a joy, and always a problem. Every campaign, and every edition, has treated them differently, to the point where it’s become a giant blurry mess. So for Orbis Leonis, my “grand unified D&D setting,” here is the definitive word on elves.

Earliest Days


In prehistoric times, the elves were a single people. They have a variety of creation legends, but they are largely biased and contradictory. What is known is that there was once a wide-ranging high elven civilization throughout the region now known as the Marches, ruled from the great spiraled tower Elfspire. Before the foundation of Elfspire, even the elvish histories are lost, other than that the elves fled from some calamity across a seemingly-endless plain– a plain that would have to be where the Gulf of Irul Kinthé is now– only to stop in despair upon sighting the eastern reaches of the great desert of Xadar. The Elfspire was created, the story goes, when the Maimed King, Iearendir, prayed to Corellian Larethian, who appeared before them and commanded a unicorn to touch its horn to the ground. From that spot sprung a well of miraculous healing powers, and around it grew the Elfspire in “an echo” of the unicorn’s horn. This happened, according to the elves, “hundreds of centuries ago.”

For an indeterminate (but presumably very long) time, the elves ruled the region. How the elvish realm interacted with other ancient kingdoms is open for speculation. However, roughly 30,000 years ago, according to what elven records still exist, there was a bitter internal conflict among the elven gods, which was in turn echoed by enclaves of elves in the mortal realm. This conflict led to a massive event the elves call the Sundering, that splintered the elves into the eladrin, high elves, wood elves, and drow that the world knows today. (Some scholars point to this as also being the origin of the orcs. Orcs deny this. Often via manslaughter.) This event also ended the elvish dominance of the region and seems to have led the decline of the entire elvish race.

Note that this story seems to conflict with the giants’ tradition that there were no civilizations of note on the surface other than Ostoria during its heyday. Either the elvish record is incorrect, or the giants’ idea of what is a “civilization of note” is disputable. Which of those may be true is left as an exercise for the reader.

High and Wood Elves


Of the elven kindreds, high elves and wood elves are closest to each other, with their differences being purely cultural. A high elf raised by wood elves, is a wood elf, and vice versa. They are called "high" elves because they prefer to live on the surface, or even better, in trees or tall spires, but also because they did not follow Lolth into the Underdark. Although the stereotypical high/wood elf is of fair complexion, with very fine, straight hair, there is more variation than people generally think. In the Sea Kingdoms and realms further south particularly, elvish complexion ranges to a copper or deep brown color.

Eladrin


Eladrin ("noble elves" in their own language) are the most powerful of the high elves, with the strongest attunement to the realm of Faerie, to the point where they are infused with its magic. They are closer to elemental spirits to mortal beings, being tied to the passage of the seasons and the movement of the sun, stars, and planets. Although physically similar to their more terrestrial kin, Eladrin are readily discernible because their eyes are solid orbs of color with no visible pupils, and their bodies often radiate a visible aura. Tales say they can speak any language, and step between the mortal world and Faerie/Feywild at will, and while this may certainly be true of individual eladrin, it may not be true of all of them.

Drow


Drow, the "dark elves," followed their goddess into the Underdark. Before the Sundering, the elf goddess Araushnee was a patron of the stars, destiny, and craftsmanship, whose emblem of the spider represented her weaving of the fates. Her favored followers, although still high elves, would undergo a ritual transformation that altered their skin to an intensely dark blue and their hair to a shining white or silver as a mark of their devotion. During the great conflict that caused the Sundering, Araushnee forsook the light of the stars and fled the realms of light (or was banished, or simply left, depending on who you ask), taking her followers with her into the Underdark. From that small pool of common ancestors came the modern drow.

(Note: Araushnee's daughter Eilistraee, a high-spirited goddess of moonlight and dancing, shares her mother's appearance, and what few drow who have forsaken the worship of Lolth for its wickedness and cruelty, have generally turned to her as their new patron. A small cabal of drow worshippers of Eilistraee can be found in Myth Talminden, and it is something of a "promised land" for discontent drow of the Underdark who would flee their dark mistress.)

Orcs and Elves


How do the orcs fit in? The truth is that mortals don't know and the gods aren't telling, but there are clear signs of some sort of connection. First, is their shared mythology: the story of the battle between the orc god Gruumsh and the elf god Corellan Larethian, allowing some variance for which side you are rooting for, is remarkably similar in both cultures, and always highlights the famous cutting out of Gruumsh's eye. It is also worth noting that elves and orcs are both interfertile with humans and each other, unlike any of the other demi-human races. (It is rare in the extreme that an orc and an elf would have a child, but such a child would essentially be either a half-elf or a half-orc depending upon which parent they favored.)

Elvish Homelands


There are two major elf holdings in Orbis Leonis. First, and oldest, is the Elfspire, in the southeastern portion of Thessalaine near the Gulf of Irul Kinthé. This consists of a massive, spiral conical tower formed out of a unique mineral reminiscent of mother of pearl, a dizzying fifty stories in height and crowned with an ever-burning beacon. The mountainside below the spire is also populated by houses and fortifications in the high elven style.

The second largest is the western seaside realm of Myth Talminden ("Silver Lighthouse" in Elvish), a fair and green country on the westernmost point of the mainland. The city of Myth Talminden proper consists of several large stone towers inlaid with silver from Argent, in a curving spiral style that echoes the Elfspire, but on a much smaller scale (the tallest reaching only seven stories). The towers are connected by a dizzying network of narrow, gracefully-arcing catwalks that not only provide walking access from one spire to the next, but also reinforce the overall structure like a lattice.

There are many smaller settlements across the land, usually referred to as "havens." These include the wood elf settlement of Starsong Hill in Elsir Vale, Mother Oak of the Westdeep, or Dimhaven and Mistvale in Thessalaine. Of course, the drow have their own cities in the Underdark, but the names and locations of these are not generally known to surface dwellers.

-The Gneech
the_gneech: (Rastan Kill Monsters)
This weekend, if all goes to plan, will be five sessions into The Keep On the Borderlands. We're somewhere near the mid-point depending on how deep into the Caves of Chaos the heroes want to plunge, so it's worth putting some thought into if we want to continue beyond it, and if so what we want to do. Some possibilities…

Call It a Game


The object of the game was to show Seifer the ropes of Dungeon Mastering. To that end, I'd say "mission accomplished." There’s always more to learn of course, but once you've got a basic idea of how it goes, there's really only one way to learn, and that's to do it yourself. So in this option, once the Caves of Chaos are dealt with and the Keep on the Borderlands is secured, the group is simply declared heroes, rewarded for a job well done, and they ride off into the sunset. Pros: Simple, clean, provides a satisfactory "the end" which can be a rarity in roleplaying campaigns. Cons: No more game.

Storm King's Thunder


The most recent 5E adventure from Wizards of the Coast, theoretically at least the state of the art in D&D adventure design. I've looked through this and honestly it looks pretty darn cool. It does present me with a quandary, however, because it really should be set over on the Silver Coast and some 65-70 years later than the Keep as I've been doing it. However, a) I’m really the only one keeping track of my in-world canon, and b) the Appletop Wines are an anachronism already. So I don't imagine it would make that big a difference if we just slid over there and said the game was at the right point in history. Pros: Modern adventure, starts at around 5th level (which you might reach or be close to by the end of KotB), seems like a good adventure. Cons: Wibbly wobbly continuity wontinuity, and takes us to a different part of the world that only my previous players have any real connections to. Also, commits us to a much longer game. Adventure Size: Quite large, intended to take characters to level 11+.

The Lost Caverns of Tsojcanth


Another classic module by Gary Gygax, a straight-up dungeon crawl of the old style. The archmage Iggwilv, mother of the demonborn Iuz the Old, was rumored to have left "her greatest treasure" buried somewhere under the Barrier Peaks. Seeking something that will help in the never-ending enmity against the Empire of Iuz, the party is hired by Thessalaine to find and recover Iggwilv’s treasure. Pros: Lots of old school dungeoney goodness; considered a classic adventure; smooth transition from Keep. Cons: Another Gygax module, with the usual backstabbing NPCs; set in the wilderness, providing limited RP opportunities. Adventure Size: Comparable to Keep on the Borderlands.

The Dragon’s Demand


This is a Pathfinder module involving the machinations of a devious dragon and its kobold minions; the basic idea would be that you’re following the kobolds south to make sure they don’t cause trouble wherever they land. Pros: A relatively modern adventure, focusing more on story and NPC interaction and less on dungeon assaults. Can tie nicely to Keep. Cons: Suffers from a lot of Pathfinder bloat; designed to go from 1st to 7th level on fast forward and is actually a bit thin for all that, so might require more conversion on my part (although probably just condensing will work). Adventure Size: Hard to tell. Probably about half again as long as Keep on the Borderlands.

The Temple of Elemental Evil


One of the definitive mega-adventures of Advanced Dungeons & Dragons, also written by Gary Gygax. A generation ago, a massive horde of evil creatures swarmed out of the Temple of Elemental Evil, to be defeated at the devastating battle of Emridy Meadows. The temple lay quiet and all but forgotten, but in the little village of Hommlet, there are hints that evil may be stirring in the temple again. Pros: A cool adventure and one every D&D player should at least be familiar with, even if they never play it. Cons: Gygax yet again; in many ways, it’s a rerun of The Keep On the Borderlands just on a larger scale (the same way Lord of the Rings is The Hobbit again on a larger scale). Adventure Size: Roughly three times the size of Keep on the Borderlands.

The Age of Worms


One of the Dungeon magazine adventure paths that set the stage for Pathfinder, this is actually twelve sequential adventures. Prophecies foretell the coming of a new age of the world– the Age of Worms, in which the great god Kyuss will rise from the dead, to fill the world with his endless hunger. Pros: A complete campaign of creepy crawly undeady adventure that namechecks a lot of Greyhawk lore. Cons: All the usual problems with Adventure Paths, plus conversion from 3.x to 5E (which is actually a little trickier than converting older editions for various reasons). Adventure Size: Considerable. Designed to be a complete campaign.

Make Seifer Run Something ;P


This whole thing was his idea in the first place, wasn’t it? Just sayin’.

I have my own thoughts on the matter, but I'd like to hear from you, players! What sounds good?

-The Gneech

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