Showing posts with label Trident Con. Show all posts
Showing posts with label Trident Con. Show all posts
Sunday, 29 October 2017
TridentCon 2017
Hey everyone! I'll be running two games of BREAK!! at TridentCon this year. Everyone should check it out. 😄
Tuesday, 23 August 2016
TridentCon 2016
First things first!
While I still have some lists to fill (oh boy monsters!) and a good chunk of under-the-hood type stuff to write, I can say now that all the core rules of BREAK!! are drafted. Patting myself on the back for a moment. Now then, on to that other stuff!
I'll be running a session of BREAK!! at TridentCon again this year. The summary for the adventure is as follows:
DIVINE DINNER DELIVERY
Written by Reynaldo Madrinan
While I still have some lists to fill (oh boy monsters!) and a good chunk of under-the-hood type stuff to write, I can say now that all the core rules of BREAK!! are drafted. Patting myself on the back for a moment. Now then, on to that other stuff!
I'll be running a session of BREAK!! at TridentCon again this year. The summary for the adventure is as follows:
DIVINE DINNER DELIVERY
Written by Reynaldo Madrinan
Consigning a bundle of Ever-Fresh Fish to the village of Amado is a annual tradition for Portia's Paw Post, but a tragic bakery incident has put all the local couriers out of commission! Now a group of temporary Post-Persons must brave land, sea and sky to make sure a temperamental lake God doesn't miss his yearly lunch.
Characters will be generated at the table.
Some new stuff that will be tested by this Adventure:
- Character Generation
- Overland Travel
- Adventure Site Travel
I'm pretty excited! I'll even be playing in a few games there to, so if you live in the USA and near the state of Maryland you should definitely check it out.
Saturday, 11 October 2014
Hobo Thundercats and Pushover Monsters
Running a new game is exciting, if a bit stressful. No matter how intimately you know the rules, no matter how much you understand the theory behind the game, it's almost always a bit different on the ground. These concepts to not exist in a vacuum; there are other people there to, and they interact with mechanics differently then you do. It's multi-leveled learning experience, and one I dread and never get tired of.
Multiply that by ten and it sums up how I felt today, running prototype of a game that I've put a great deal of effort into.
Fortunately, I can say that I had enough fun that any nervousness I felt was shooed of for the duration of the playtest. Not only was Trident Con full of lovely, friendly people, I also managed to find enough players to fill my table and they all seemed to have fun playing Break!!
(Special thanks to My friend at Dungeons & Donuts, who helped me with the Pre-Gen character sheets. Great guy, I'll tell you what)
Also fortunate was that I got both positive and critical feedback. While you secretly want everyone to tell you how great it was and how you're obviously some game design prodigy, the truth is that critique is necessary for this sort of thing - and regrettably uncommon. (Well, in a constructive manner at least.)
I don't want to drone too long, but basically;
The Positives!
- The basic rules were easy to pick up and were fun in play. Someone pointed out that they would likely be easy to teach to someone who didn't have much experience with these games at all, which is a big pro for me.
- People liked the special species and calling abilities for the most part. They came into play a lot, and while I could use a bit of tightening on the verbiage, there was enough there that people felt their characters unique and interesting to play.
- I had one unplanned player, but we had a new character rolled up for him rather quickly. The "Hobo Thundercat" he ended up with was popular, so I think I may have to make it an official pre-gen.
- Apparently the bits of setting they got to interact with interested some of the players enough they wanted to see more, which is a great feeling when you're a giant ham like me.
I should note that the group itself was a very good mix of players; some of them were fans of games like Dungeon World and Fate, others liked older games and Dungeon Crawl Classics and one had only recently started playing, with 4E D&D. I was really happy for this, because what they seemed to like during the session was pretty diverse. I want Break!! to be enjoyable on multiple layers.
Though...
The Negatives!
- The Wounds system has a good structure, but it isn't as severe as I'd like it to be as is. I'm going to tweak it a bit to be a tad more dangerous, at least in the standard game. I'll probably keep the current method in as a sort of "Easy Mode" for GM's who want to tone back character death/mutilation without eliminating entirely.
- The Monsters were a bit too easy to beat. While the players enjoyed themselves, they pointed out that with the exception of one rather nasty creature they were generally convinced they could take on anything they met without much hesitation.
- Minor, but as stated before, I really need to tighten up some of the verbiage.
I think of all the problems to have, this is one of the best. Hope you are all ready to hear me go on about monsters for a while.
Monday, 29 September 2014
The Cavern of the Forgotten Song (Playtest Blurb)
Beyond the untainted water of Prism Falls lies a dark and dangerous cave. For many generations it was ignored, for it was clearly haunted by some terrible ghost of the old world. This fact was made clear by the strange song that echoes from within. Even the most foolish among the locals knew such a place was to be avoided.
A stalwart Tenebrate Warrior who tires of the suffering of his people, be it from their shadowed home or some strange phantom melody.
A compassionate Mechanoid Knight, awoken from a long slumber to find that her duties as a protector are not over, nor her strength obsolete.

A determined Chib Troubleshooter and his boon companion, who have decided that the big folk just aren't up to this daunting task and that the treasures within the cave are likely worth seeking.
Alas, the same can not be said of the most foolish of travelers...
Not three months have passed since a trio of wizards entered the Cavern in hopes of unearthing some dark secret. No advice could dissuade them, no warnings could clear the poisonous greed from their eyes. Now the song swells in volume, drawing innocents in and guiding horrors outward. Fearing the worst, adventurers from throughout the province and beyond form an alliance to enter the terrible place together.
Will they end the threat the Echoing Cavern? Perhaps unearth the power the Wizards sought? Or will they to vanish, like the others before them...?
Assemble, Vagrant Heroes!
A compassionate Mechanoid Knight, awoken from a long slumber to find that her duties as a protector are not over, nor her strength obsolete.

A determined Chib Troubleshooter and his boon companion, who have decided that the big folk just aren't up to this daunting task and that the treasures within the cave are likely worth seeking.
A reckless Promethean Battle Caster, who seeks to undo the damage done by her former companions and test her own might against their wayward magics.
A strange girl from the Other World, whose heart born powers are mighty enough that her companions can easily forgive her unerring fixation on the "selfie."
And a mischievous little pixie who can't resist such an adventure, even if it does mean revealing themselves to both mortal and monster. (Portrait Forthcoming)
Subscribe to:
Posts (Atom)



