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Legends and Labyrinths

13 July 2011 in News by

Thanks to some incoming posts on my Google+ stream, I’ve spotted a new upcoming RPG recently, by the name of Legends and Labyrinths.

I was directed to a blog post that outlined how L&L is different from other fantasy RPGs and it makes for a very interesting read.

My first reaction was, do we need another old school remake of early D&D? But I was wrong, it’s not an OGL clone but an entirely new creation from the dark mind of George Strayton, screenwriter and game designer.

It’s seems to have a feel of early D&D melded with elements of more modern RPG thinking and I can’t wait to give it a go.

I was so taken with the ideas and game-play possibilities, that I pledged some cash to the L&L Kickstarter Campaign, thereby securing my hardcopy of the book on release. That release date of course will be GenCon next month.

Check out the blog post about how L&L is different and if you it tickles your fancy then why not secure your own copy!?

I’m looking forward to making some helpful little L&L software projects to aid my job as GM.

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Coffeebreak Cartography #4 – The Mutant Future Megadungeon

2 December 2009 in Coffeebreak Maps by

Today I didn’t finish my map in my break. Firstly because I plan for it to be rather large, and secondly because I’m learning new techniques.

This is a map for a megadungeon in my Mutant Future game. I’m trying to simulate here the kind of visitor floorplan you see in hospitals or universities. I did search around on the net as Carl Nash suggested and didn’t find any plans online I liked, so I decided to go for it. Here’s the first three floors.

Mutant Future Megadungeon

Mutant Future Megadungeon

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We Build Worlds

18 November 2009 in Articles by

The work of building a world is usually left to the DM. DMs can spend large chunks of their life building the perfect world for their players to play in. They create maps, histories, classes, races, continents, nations, power groups, and plots.

It’s a lot of work, and often thankless as well. Even once you’ve handed out the condensed campaign introduction document, the players will never be as deeply immersed in your personal world as you, as writer of it, is.

Build a bare-bones world

In our last campaign I tried something different. I wrote a very quick bare bones history of the world. Here’s the original entry from my design notes. This campaign was following from a failed Shackled City campaign, where a gate to hell was opened at the end of the campaign.

The Great Gate opened and Demons enslaved The World That Was. The powers of the Astral Sea won the millennia long war, at great cost: The world was catastrophically flooded, and the population decimated. Now, a few generations later, the people of the New World are recovering, spreading out across the vast archipelago that The World That Was has become.

This led to a map, upon which I slapped some hurriedly invented names. I then presented this to my players as a post apocalyptic pirate infested archipelago.

A quickly imagined archipelago

A quickly imagined archipelago

Now it was time to get the players to join in…
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