RPGNow

Monday, January 31, 2022

Humble Bundle - Stories From the Worlds of Warhammer 2022, by Black Library

I've always enjoyed the various worlds and settings of Warhammer and immersing myself in fiction is a fun pastime. These days, I prefer audiobooks, but with my Kindle app, even my tired old eyes can read the selections available in the Stories From the Worlds of Warhammer 2022 Humble Bundle by Black Library.

For as little as a buck, you can snag six bucks in Kindle and epub formats. $18 dollars gets you 25 books. If you are into fantasy and/or fantasy/sci-fi fiction, this is a hard-to-beat deal.


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Sunday, January 30, 2022

Do You Ever Envision an End-Game for Your PCs?

Do You Ever Envision an End-Game for Your PCs?
Yeah, so if you think I almost forgot about today's post........you'd be right. This last week I managed to sign on a new home and then my car up and crapped out on me. Not really a good time to be needing to purchase a new vehicle, but you gotta do what you gotta do (Futurama anyone?).

So basically I'm leveling up and am able to "create" a Stronghold. I mean it's not my 1st house, but it's "my first" house....as in all me and just me. So the first thing I have to do, after "evicting" the previous tenets (i.e. bought the house) was to secure the premises.....in this case change all my locks.

Now I'm at the cleanup and slowly moving in phase.

Anyway, clearly that's my real life at the moment, but I've yet to be able to do this in-game. I did get close once. My DS Invoker got a high enough level and saved up more than enough coin. The tipping point was my PC getting a Pseudo Dragon familiar, so then he was all set to "retire", build a library, and begin his practice (he was working on being a Doctor of sorts)*

I've never GM'd a player building a bonafide Stronghold either.

In-game I like the idea of a Stronghold/Library/Whatever, but it seems to me to be more of a goal....a journey, not really a destination, something to work towards, but probably a campaign-wrecker if it ever came to fruition. While I can certainly come up with ideas for adventures emanating from the Stronghold, or during it's creation, they just seem way too different from the types of adventures during the normal murder-hoboing.....

So basically I see the creation of a Stronghold as more of an end-game thing. Retire the PC and maybe bring them back out here & there for one-offs. I often have some sort of end-game idea in mind for my PCs. My current OSR Magic User doesn't have one....yet, but my last HackMaster PC was expected to return to the homeland and probably die leading a rebellion to free his enslaved brethren. I was hoping that'd be an epic campaign, but alas the gaming group broke up and I haven't touched that PC since.

Usually I like to pose a question to the 12 13 readers I have here at the Tavern and the obvious one would be if anyone has built a Stronghold before, but what I'd rather read about is if/how many of us envision an end-game for their PCs. Not just what, but when (level?), and what is involved in that thought process?

Saturday, January 29, 2022

Deal of the Day - Advanced Labyrinth Lord (Dragon Cover)


Labrinth Lord was my initial introduction to the "real" OSR. Those art-free PDFs were eye-opening as to what one could find in the modern market that emulated the RPGs I cut my teeth on.

For years Labyrinth Lord was the OSR system of choice, not just the original rules but the Advanced Labyrinth Lord rules, which did an effective job emulating the AD&D rules while using the B/X / LL chassis.

Today's Deal of the Day, which is on sale until tomorrow morning, Jan 30th, 2022 is Advanced Labyrinth Lord (Dragon Cover) in PDF. Normally 14.99, it is currently on sale for 8.99.

Labyrinth Lord doesn't waste precious game time.

We're older now. It's hard enough setting aside time to game.

Then you have to wrangle all your players together at the same time.

The last thing you want is your hard-fought game time wasted.

Combats in Labyrinth Lord are resolved quickly. Running adventures isn't bogged down with bloated monster stats and overcomplicated combats.

Get right into the fun stuff, squeezing the most adventure out of your time.

Play the game on your own terms. Most of us started out with the basic game, working in advanced elements without even realizing basic and advanced were supposed to be two different games. We all might have created our own Frankenstein's monster of rules in slightly different ways, but Labyrinth Lord lets you play the game the way you want it.

If you want to keep basic classes, you can, and play them right along with the advanced classes. Or just use the advanced options. Pick and choose what you want to place in your game on your own terms.

Play the game like you remember it. Feel the adventure like you remember it.

That's why I want to share Labyrinth Lord with you.

COMPLETE AT LAST!

Basic and Advanced

Finally the basic and advanced game rules are in one volume!

This book combines the material originally presented in the Labyrinth Lord core rules and in the Advanced Edition Companion. Play advanced and basic characters in the same group, or choose to play one or the other.

Enter a world filled with labyrinths, magic, and monsters! Choose a basic race-class, advanced class, or even multiclass to combine the two! All of the basic and advanced options are within reach.

Labyrinth Lord is the Rosetta Stone of old-school fantasy rules.

It is easy to use basic and advanced game adventures from other publishers with these rules.

In this book you will find...

  • A complete guide to basic and advanced characters
  • All core basic and advanced monsters
  • Basic and advanced spells
  • The full repertoire of basic and advanced magic items
  • Optional rules to make your game even more advanced
  • Welcome back to old-school gameplay.

**Note that the PDF includes both the Dragon cover and Orcus Cover images.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

 

 

Friday, January 28, 2022

Quickstart - RuneQuest (Free)

I've mentioned this on The Tavern's YouTube channel, but the best campaign I ever ran was using the RuneQuest 2e rules with the Pavis and Big Rubble boxed sets over 30 years ago. We never called it a sandbox, but it was by far an open-world-style campaign and very driven by player actions.

I recently picked up the RuneQuest Starter Box directly from Chaosium for 30 bucks, and the value is amazing. I'm sure you could snag a copy on Amazon, but the instant gratification you get with the accompanying PDFs for purchasing direct is hard to beat.

Want to take the RuneQuest rules out for a test drive before plunking down a few bucks? Snag the free RuneQuest Quickstart rules.

A mythic world of mortals and gods, myths and cults, monsters and heroes. In Glorantha, the Runes permeate everything, and mastery of Runes allows astonishing feats of bravery and magic.

Glorantha is ancient, and has known many ages, but now it is at the brink of the greatest conflict it has ever known… the Hero Wars.

Glorantha is the setting of RuneQuest, one of the oldest and most influential roleplaying games ever published.

Welcome to Chaosium’s RuneQuest Quickstart Rules, a booklet that collects the essential rules for RuneQuest: Roleplaying in Glorantha and presents them in abbreviated form. Use this booklet to play the new edition of RuneQuest immediately, and to discover the improvements to the system. These game rules and a new adventure—The Broken Tower—preview the new edition of RuneQuest, developed in close consultation with the original designers and creators of RuneQuest and of Glorantha.

The Broken Tower, set in the heart of the Dragon Pass, is suitable for up to 5 adventurers and one gamemaster, complete with all the rules needed to play.

I'll likely record an unboxing video of the RuneQuest Starter Box on the Tenkar's Tavern YouTube Channel this weekend.


Thursday, January 27, 2022

Deal of the Day - FlexTale Solo Adventuring Toolkit (multisystem: Pathfinder, P2E, 5E, OSR, DCC)


Now, as a long-time fan, and collector, of Tunnels & Trolls, I'm no stranger to solo play. More importantly, as a DM, I tend towards loose plots with a fair amount of DM improv. I find it keeps me on my toes and lets much of the session surprise me.

Reading over the description of Today's Deal of the Day: FlexTale Solo Adventuring Toolkit I knew I had to own it. Seriously, at 4.99 (normally 9.99) until tomorrow morning, I think this needs to be in every DMs toolkit. Solo players too, I guess, but I'm always collecting DM tools ;)

This book aims to be the most complete, most comprehensive, most innovative authority on solo tabletop roleplaying game adventuring ever produced.

After more than 30 years of gaming, both old-school through to today's most popular systems, the Solo Adventuring Toolkit culminates a lifetime's passion for the hobby into a massive volume that can be instantly useful to any gaming group, in any context, using any rules system.

Although superbly complex, the FTEG SAT infinitely flexible, and can be used immediately with zero preparation or exhaustive reading beforehand.  Its hundreds of tables, tools, and techniques can be used in infinite combination, powering the creation of endless solo adventuring content.

Especially with the COVID-19 pandemic, you've either dreamt of playing pen-and-paper RPGs solo, have tried to do so and found it frustrating and unsatisfying, or are blessed with an abundance of free time and friends whose schedules sync with yours.

This book will help with all but the latter situation.  :)

What is This Thing?

The FlexTale Solo Adventuring Toolkit (FTEG SAT) is over 580 pages, and contains more than a thousand rules, tools, templates, and other resources that can be used to run ANY pen-and-paper RPG as a solitary individual, without a gaming group.

Will it do everything that a traditional gaming group of 3-8 people, each with their own vision, sense of humor, creativity, and a dedicated Games/Dungeon Master make possible?  

Nope.  But it will help approximate that to such an extent that you might discover that you don't mind!

The FlexTale Solo Adventuring Difference

Unlike some "prepless" tools, the Solo Adventuring Toolkit lets GMs or solo players alike immediately jump into the action, rolling a d20 and generating a dynamic, interesting, and level-appropriate adventure with zero preparation or reading.

The Solo Adventuring Toolkit features the FlexTale approach to gaming design: the content herein supports ANY set of PCs of ANY level, and scales accordingly.  No two adventures or quests are the same.

Although the Solo Adventuring Toolkit was designed first and foremost to help solo adventurers, its powerful content tools are equally useful to help dedicated G/DMs to generate feature-rich, engaging adventures for a traditional tabletop gaming setting with zero preparation.

The majority of the book is system-agnostic, and can be used easily with any TTRPG system.  Some specific tools and elements contain rules language tailored to 5E, Pathfinder, Pathfinder Second Edition (P2E), OSR, and Dungeon Crawl Classics (DCC).

What's Included

The Solo Adventuring Toolkit features:

  • Over 660 tables, each designed to make it a simple as rolling a d20 to generate dynamic adventure content.
  • Over 80 FlexTables, each one four tables in one, with different results coding and probabilities based on the circumstances.
  • Over 420 optional Rules Adjustments, from minor tweaks and house rules to game-changing capabilites that make your solo warrior a truly formidable force.  From the straightforward "use a bigger hit die for your HP each level" to rules guiding the distribution of "overkill" damage to multiple enemy targets, each rules adjustment contains a Balance Point Handicap that reflects its utility and helps guide its use in your adventuring party.
  • 28 exhausitvely-detailed Plot Templates, each with pages of custom tables, rules, and guidelines; each one can be used to create an infinite variety of quests.
  • Detailed discussions on party composition and multiclassing, both in the context of a traditional gaming environment as well as specific to a Solo Adventuring setting.
  • Hundreds of content variations recognizing the difficulty difference between OPOC (One Player, One Character) and OPMC (One Player, Multiple Characters) approaches to solo play.
  • Dozens of Generator Tables aimed at making it quick and easy to instantly generate dynamic adventure content.  From a simple Yes/No, to what direction the wind is blowing in, to what sort of environment you discover, to the social attitude of an NPC, these are the sort of generator lists that typically go for $1 apiece as indie RPG tools... but here, you'll find dozens of them bundled and organized together, and linked to the rest of the book's massive trove of content, for a huge value.
  • A complex but easy to use Balance Point / Handicap system, describing the impact of accumulating beneficial Rules Adjustments, and/or upping the challenge for better rewards by imposing Restrictions on your party.
  • Hundreds of Rewards and Penalties, and dozens of tables to drive randomization thereof, to be received or imposed as consequences for success or failure.
  • Dozens of pages of exhaustive Indexes to make finding what you want as quick and simple as possible: these reference Tables, FlexTables, Plot Templates, Rules Adjustments, and much more.
  • Simplified FlexAI rules to drive dynamic and interesting creature behavior in combat and in social interactions.
  • And much, much more!


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Wednesday, January 26, 2022

Far West Forums are now Dead - So, Where Do We Get Our Promised Updates Now, Gareth?


And so it was, in the month of January, in the year of our Lord 2022, that the Far West Forums went offline. Our savior, Gareth Skarka, had promised over the last few years that the forums would be his salvation from the toxic comments on the Far West Kickstarter page. Now, even this latest promise is dead - From the History of the Failed Far West RPG - Iconic for a Failed Success

I'm guessing we are being set up for yet ANOTHER failed delivery date in five days.

Gareth is nothing id no dependable in his unreliability.

But hey, the twit is still on Twitter. Nothing about Far West though...



The Tavern
 is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Monday, January 24, 2022

State of the Tavern Keeper - OSR Christmas Catch-Up Possibly Completed - Check Your Emails

Last night I enjoyed the Bills/Chiefs game from the privacy of my own home with a large amount of caffeine ingested. Apparently, caffeine in large doses does a fine job of combating long-term Covid's brain fog. Seeing my chance, I dove into emails last night.

Quick notes:

  • I BELIEVE I have responded to every OSR Christmas Gift Claim submitted to tenkarsDOTtavern at that Gmail thing. If you emailed me at the above and I haven't contacted you, email me anew with OSR Christmas Day X (X=the day # in question) in the subject, and your handle you commented under, and the gift you are claiming in the body of the email and I'll try to make it right.
  • There are unclaimed gifts. No, I don't have a list of what hasn't been claimed yet. Gifts that are still unclaimed by the end of the day, January 31, 2022, will be forfeit. Gifters (donors) will have the option of adding those gifts to a supplemental gift-giving day later in February 2022.
  • Gifts being mailed by me (Torchlight and FloofQuest) should ship before the end of the week. Arduin should be shipping this week, as well as the gifts being shipped by Bad Mike.
I expect to start doing reviews before this week is out. Probably under high doses of caffeine to clear the fog.

I truly appreciate the patience from everyone involved in OSR Christmas, from the gifters, the giftees, and especially the commenters. Covid sucks ;)


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern. 

You can catch the daily Tavern Chat podcast on AnchorYouTubeor wherever you listen to your podcast collection. - Tenkar 

Sunday, January 23, 2022

Thinking About the Concept of Player Agency and GM Prep

Thinking About the Concept of Player Agency and GM Prep
I'm in the bit-too-painful process of purchasing a new home and moving out of my rental into the new place, and this has really occupied my waking thoughts far too much. Literally when I wake up I'm thinking about where I'm at in the process and how much, or how little, time I have to do X, Y, and Z.

Last night I had a game and I am so ashamed to admit I fell asleep during the session. I wish I could blame the GM for that, but that's 110% all me. Last night I crashed hard and then managed to get up from the computer and crawl into bed.

I cannot quite recall my dreams last night, but they were definitely game related and when I woke up this morning instead of lying there telling Google to snooze my alarm while lamenting how much packing I need to get done today, I was thinking of adventuring. The ass-end of the dream I was having wasn't so much about being in an adventure (1st person), but playing in an adventure (3rd person). Definitely not as cool, but I guess my mind was trying to make up for what I missed out on last night.

So basically I'm half-awake, half dreaming of playing a RPG and at one point the GM is giving us an option for travel, basically left or right at the fork and I'm brought out of this sweet moment by the snoozed alarm...and my cat wanting to be fed. In that sharp moment as I'm pulled out of one world and into this one I get a moment where I question the fake reality of the previous decision and wonder if the choice to travel either side of the road fork is a railroad in the making.

As a GM I can tell you all my games are freaking railroads. To a large extent the player's thinking they have a free choice in their adventures is just part of the fantasy world I'm working to create. Now don't get me wrong, I do give the players choices, and they can easily veer away from the main adventure path I've planned, but they rarely get to adventure off of one of my paths...

In my opinion, the whole idea of free choice is a bit of a misnomer to begin with, even in the "real" world. People are creatures of habit and easily 95% of our life is predetermined, and that 95% is largely created by the 5% of decisions we actually do make. Odds are you're waking up from your bed, putting on an outfit you've work countless times before, and going to the same job you've done for who-knows how long. Just because you could "chuck it all" and go off on some wild tangent, maybe move to the hills and live off of the land.......that is the fallacy of free will/choice. You aren't going to, just because you could. Even if you did, you'd just be changing routines and soon enough every new day will be 95% just like your last.....

As a GM I generally try to anticipate the player's desires and prep accordingly. I like to use a defined game-world where I have a good map and a rough history setup. I have a rough plan of the "big strokes" of what is going to happen locally/regionally and when. The PCs can affect that and hopefully will, but I spend most of my time prepping for the path/direction the players indicate they are going to go. I'll spend a little bit of time on a backup plan, and usually I'll have some (at least one) small generic encounters/dungeons that could be mopped up in a single session or so for the times the party does exercise the 5% option and forge ahead instead of taking the left or right fork.

A HUGE part of my preparations is really streamlined by managing expectations. Knowing what is generically going to happen and being able to express that to the party, and being able to (hopefully) read the players and guesstimate what they're going to want to do.....

Another big part is making the players work for that 5% "free choice" deviation from the path set out ahead of them. When the players clearly indicate they want to travel down the road to the next big city, most of my work is going to be planning on that trip and the city. To keep the party "on the path", cut down on their ability to change their minds....on a whim. The adventure may call for a wandering monster check every hour (just for this example). After every check, don't ask the players if they want to continue down the road. On a straight path this gives the party eight chances to decide to say "fuck it" and go off cross country. Instead offer opportunities at natural decision points. If the road into the city has a single crossroad four hours in, then that would be an appropriate time to see if the players want to change their travel direction. The same would go for river crossings or when the party starts up after camping overnight.

Yes, the party could decide at any point to change their collective minds and head off in another direction, but the players are creatures of habit and usually will not deviate from their own decision to travel to their desired destination. 

As I see it most players/parties are more than happy with the illusion of "free choice" where they can do anything they want. A little nudging and the players will usually make one decision and then largely travel along that path until something major comes up. As long as they feel, or even just have the option, to change their minds (even though 95% chance they won't), then they will pretty much railroad themselves. 

Make GM prep a lot easier.....

Saturday, January 22, 2022

Free Quickstart - Dune: Adventures in the Imperium Wormsign

Another thing I want to refocus on in 2022 is the free games and resources that are available to the gaming community. Today, I'm highlighting Dune: Adventures in the Imperium Wormsign.

So, what do you get for the investment of your time and bandwidth?

The Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. 

Sent out to investigate beyond the shield wall for your House, you know deadly dangers await you on the sands of Arrakis. Can you locate the smugglers stealing your House's spice? Or will you run afoul of the mysterious and territorial Fremen who live out in the deep desert? Out here you only have yourselves to rely on, and there is no power greater than the vast worms who jealously guard the spice.

 Whatever you do, remember that those that control the spice control the universe. 

 ‘Wormsign’, the Dune: Adventures in the Imperium quickstart:

  • Introduces you to the byzantine world of the Imperium, putting you in the heart of events set to change the universe.
  • Offers you the basic rules you need to play, including both physical and social forms of conflict.
  • A complete adventure designed specially to introduce the rules and the incredible science-fiction setting of Frank Herbert's Dune.
  • 6 elite agents as pregenerated characters to let you get playing as quickly as possible.

Note: This uses Modiphius' 2D20 System. For some, that's a selling point. For others, that a deal-breaker - Tenkar

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Friday, January 21, 2022

Kickstarter - Rancid Canyons of the Floating Death Sheep (S&W, 5e, DCC)

It used to be, the trifecta of RPG systems one released a product for, hoping to cover all markets was Swords & Wizardry, Dungeons & Dragons 5e, and Pathfinder 1e. Frog God Games is no longer producing products for Pathfinder, and Glynn Seal has put the Dungeon Crawl Classics RPG into that third position. Interesting turn of events.

Short FYI: I've known Glynn for a number of years. He produces amazing stuff for Swords & Wizardry and his Midderlands setting. If you haven't read any of his prior work, you really should.

This all brings us to the Rancid Canyons of the Floating Death Sheep, a Kickstarter for S&W, 5e, and the DCC RPG brought to you by Glynn Seal.

Rancid Canyons of the Floating Death Sheep is a low level adventure available in three rule variants: Fifth Edition (5E), Swords & Wizardry* (S&W), and Dungeon Crawl Classics** (DCC) and therefore can be used in all retro-clones and old school role-playing games with little or no work.

The adventure features the following.

  • The detailed village of Yarrowbone featuring NPCs and 22 locations (can be used as a base for any future adventure).
  • Immersive NPC and building art.
  • Six pieces of cool cartography.
  • Three new juicy magic items.
  • Seven tricky new adversaries.
  • Five engaging mapped encounter locations.
  • Table of additonal adventure hooks.
  • Table of NPC names.
  • Information on fitting the adventure into the Lost Wyrld setting of The Midderlands.

I love drop-in pieces like this.

PDF for one system is 11 bucks. Print plus PDF (not including shipping) is about 28 bucks.

I'm in for the Print plus PDf myself, as Glynn's print products are second to none.



The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

 


Thursday, January 20, 2022

News - Marmoreal Tomb Kickstarter PDFs for Backers Are LIVE

I forget to post this earlier in the week:

Link to the original Kickstarter page: https://www.kickstarter.com/projects/1709227718/ernest-gary-gygax-jrs-marmoreal-tomb-campaign-star

Greetings! As Steve mentioned in updates over the past few days, we have a couple more PDF rewards for you. They are the wilderness expansion and the appendices. You can download them here: (note - not the full links below - backers, check your emails)

Wilderness -- https://www.drivethrurpg.com/browse.php…

Appendices -- https://www.drivethrurpg.com/browse.php…

Most of you have downloaded the original book, but if you have not, here is that link again: https://www.drivethrurpg.com/browse.php…

Hope you all have a great Sunday and we will be back as soon as we have more, I think the underworld is up next. A huge hand and thanks to our editor, Wayne Tripp, for stepping up and taking these on. Trollzah Wayne!

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 

The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Wednesday, January 19, 2022

Indiegogo - Shepherd’s Bane: An adventure for 5e and OSR games (OSR & 5e)


The moon is full! Can you protect the villagers from the teeth and claws of the Shepherd’s Bane?

Alright, here's the part where I pull back the Veil of Secrecy! Or not, as I don't think that what follows is a secret, but it does bear repeating. Necromancer Games is a publishing house wholely owned by Frog God Games. Frog God Games published Swords & Wizardry Light, written by myself with assists from James Spahn and Zach Glazar, and granted me permission to publish the expanded rules for SWL, Swords & Wizardry Continual Light (soon to be re-released in digest size as simply Continual Light). For a number of years, Rach and I helped run the Frog God Games table at various conventions. Oh, and I consider Pete Spahn a friend. Also, Tenkar's Tavern (as well as a version of one of its iconic banners) graced the contents of one of Pete's Amherth fantasy setting books under his Small Niche Games? Did I mention that Pete does some really strong old-school releases? He does! :)

So, where does that leave us? Oh yeah, that's right, Shepherd’s Bane: An adventure for 5e and OSR games is currently funding on Indiegogo. Written by Pete Spahn and published by Necromancer Games, it potentially has "conflict of interest" written all over this page. Except for the above paragraph, of course ;) 

Shepherd’s Bane is a freeform adventure that is centered around on the village of Harroch, which lies in the bleak hills and bogs of Sterling Moor. Dark forces beset the village. The trouble started with the arrival of a group of wandering entertainers known as the Calatoré, one of whom was a werewolf. A fight occurred and the werewolf was driven off, but not before it infected the village priest and the many of the villagers with its disease. The village’s women and children know that something is wrong with their sons and husbands, but they believe they are just overwhelmed by the search for the werewolf that still prowls the moors.

Shepherd’s Bane, available in both 5e and OSR for characters of levels 1st to 3rd, takes our heroes from the fog shrouded Sterling Moor into the village of Harroch as they face off against a danger that stalks the night and takes the unwary or unlucky.

Shepard's Bane is 10 bucks in PDF, 22 bucks for the PDF plus print.

 The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 

The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Tuesday, January 18, 2022

State of the Tavern Keeper - Not Yet Clear of the Long Term Covid and Plans for The Tavern in 2022


For those following along at home, I've still got some lingering effects from COVID/Omicron. I'm sleeping a good 10 to 11 hours a day and I'm still combating brain fog. I'm quite grateful that I'm retired and I do not have to make any life or death decisions. My biggest one these days is "cook breakfast or pour a bowl of cereal". That one gets decided upon how late I stay in bed ;)

Seriously, the lethargy and brain fog are the real issues for me. Sinuses, congestion, and the like were less than prior colds.

I'm still far behind on OSR Christmas emails and matching up gifts. There are many moving parts and matching folks up involved in such, and just as I'm glad I'm not going to the range to qualify with my firearms in this state of mind. I've been avoiding said emails until my brain is just a bit more clear. Maybe I'll try to megadose on caffeine tomorrow morning. If nothing else, it will be tasty :)

As I've mentioned prior, I plan on returning to doing gaming reviews in 2022. These will not be technical reviews. They will not be scored with a point system. I'm leaning towards a Thumbs Down, Closed Fist, and Thumbs Up, but it's going to be based upon my reaction to the product in question. Nearly all such reviews will be products I paid for with monies Taverners have raised for the cause using The Tavern's affiliate links. I'll reveal any and all connections I may have to those involved in the product being reviewed and will be as transparent as I can be because it is what you deserve.

I also promise to NOT use my soapbox for any political or social issues. It isn't why you read this site, nor why others watch the youtube channel. If you are one of those that feel that I'm doing a disservice by NOT using my influence in such a manner, you can fuck off now, before you get truly upset :)

Gee, a few glasses of wine and some brain fog, and it's almost like a truth serum. LOL.


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Monday, January 17, 2022

Bundle of Holding - Palladium Fantasy RPG 1e (and Palladium FRPG 2e too)

I'm a huge fan of the Palladium Fantasy RPG. No, not for the system, which is obviously influenced by Dungeons & Dragons and is needlessly complicated and convoluted. I'm a fan of the alignment system. I really like the magic system, which is ripe for stealing from to use in the OSR system of your choice. I'm a HUGE fan of the setting material, the available playable races, and the like. There is just so much inspiration to borrow from.

Bundle of Holding has two Palladium Fantasy Bundles. The first Bundle is for Palladium FRPG 1e. The Starter Bundle is 12.95 and includes the following: The Palladium Role-Playing Game, Island at the Edge of the World, Arms of Nargash-Tor, Palladium Fantasy Game Master Kit, and Palladium FRPG Paper Miniatures - OCCs. 

The Bonus Collection currently stands a little over 25 bucks. It adds the following to the bundle: Old Ones, Adventures on the High Seas, Adventures in the Northern Wilderness 1-2, Yin-Sloth Jungles. and Palladium FRPG Miniatures - Monsters and NPCs.

The second Bundle is for Palladium FRPG 2e. The Starter Bundle is 17.95 and includes the following: Palladium Fantasy RPG® 2E, The Heart of Magic rules expansion, the sourcebooks Monsters and Animals and Dragons & Gods, The Western Empire, and Library of Bletherad. 

The Bonus Collection currently stands at 30 bucks plus change. It adds the following to the bundle: Wolfen Empire, Eastern Territory, both Land of the Damned sourcebooks (Chaos Lands and Eternal Torment), Mount Nimro, Baalgor Wastelands, Northern Hinterlands, and Bizantium and the Northern Islands.



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 is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
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Sunday, January 16, 2022

Do You Hand-Wave Adventuring Economic Effects?

Do You Hand-Wave Adventuring Economic Effects?
Knowing I had to make a post today I spent the last couple of days brainstorming some big and/or cool thing to think about that would interest the patrons here at the Tavern.

Yeah.....I don't really know why I bother as that never seems to really work.

What it does do, however, is make me compare/contrast certain aspects of different games & game systems I have played and how I might be able to do a better job running my next game...or maybe come up with an idea for a game aid that would help other GMs.

Of course "better" is such a messed up adjective to be using because it's clearly a judgment call and what I think is better for my game may totally mess your game up, or just make it less fun than it was before. 

Don't fret, I didn't actually come up with some idea for you to potentially ruin your game. 

In my mental ramblings leading me up until typing out this post I was thinking a lot about in-game economies as it pertains to adventuring parties. Dungeon-delving can seriously mess up a local economy when PCs bring long-sequestered "loot" out of the ground. Of course everybody wants a piece of that action.....local governments/tax collectors, merchants, tavern owners, you name it.

Logistically how in the hell do you handle this? Requiring a license and/or local tax is relatively straight-forward, as is jacking up prices for the party, but there are also secondary logistical effects to think of as well. The party manages to snag 10,000 copper pieces from the dungeon, IIRC that's what?.......a thousand pounds of raw coinage to deal with? Sure the players may be considering the sheer weight of the haul and invested in a donkey cart, but who the heck wants to be on the receiving end of 10,000 copper coins? 

You ever go on a vacation and even think of paying your hotel bill in pennies? Of course you didn't!

Oh...BTW those thousand pounds of copper, yeah those were minted by like three monarch ago over in the next kingdom and are no longer considered valid currency if you were in that kingdom, which you aren't. So you're going to have to pay off someone, or maybe even a few someones, to take those coins off of your hands.

Now I've been in games, and I think this is the norm, that these adventuring issues with the economy get largely hand-waived. A coin is a coin is a coin and all of a sudden having a bunch of them doesn't get much traction with the locals, aside from now you can do more shopping......

I've played in....or run, games that were on the far side of the spectrum, where coins had different names and you needed to keep track of all the assorted coinage. As a GM I'd just skim off a simple percentage off of money exchanges as needed. I left the weight (encumbrance) and record keeping problems on the players.....but I had the power to do an audit and remove PC levels if numbers were out of whack.

Now as far as affecting the economy I'm sure that getting the PCs to buy magic items removes a lot of that cash and you can factor in all the overhead stuff into that particular bleeding-off of coinage. Even then though I've seen some games where the PCs are expected to spend a specific amounts of coinage as they level up in order to maintain their  adventuring social-status and as a price for schooling itself (basically another/additional version of buying magic items).

Once I had a campaign where I fully intended to go overly-complex with the coinage/economy aspects. Multiple coinage systems, taxes, required adventuring permits, you name it. To help facilitate everything and make my end a bit easier the party had a chartering organization that handled the fiddly aspects and acted as a bank, and more importantly, and anchor to the local community. That campaign only lasted a few games so I never got to see how my "experiment" would work.

I'm thinking the simplistic idea of basically taking a good percentage of loot "off the top" in form of a simple tax and explain that this is a roll-up of permits, taxes, and money handling issues. I'm thinking maybe as much as 50% is appropriate...to start. I can easily see 10% for permit fees, 25% for taxes, and 15% for money changing not being too much. If the players balk I can just cut back, like the 15% for money changing and start emphasizing that they keep looting old coins and make spending said coins a bit more a PITA.

Unfortunately I haven't had too many long-running campaigns as a player so my experience in the economics of a campaign under other GMs is rather limited. Might as well throw it out there and ask what other GMs do, if anything, to account for the (hopefully) HUGE amounts of loot their PCs haul out of the dungeons.

Saturday, January 15, 2022

Kickstarter - The Folio: Retro Classics, Ice on the Water Trilogy (1e & 5e)

Ah, 2022, The Year of Transparency here at The Tavern. I'm enjoying it thus far, as there is nothing quite as rewarding as being open and truthful. I've always been happy to be transparent, but in 2022 I'm making an extra effort.

I consider Scott Taylor a friend. I could see us swapping stories over pints of beer at the bar or pub, not that we have :) I've also enjoyed the prior The Folio releases, as they are very reminiscent of the modules of old. I've yet to use any whole cloth, but they are enjoyable to read and inspirational in the material I can steal for my own campaigns. In truth, I need to run more games in 2022.

Scott has a new Kickstarter, The Folio: Retro Classics, Ice on the Water Trilogy, and it looks like another Folio release that I'll be stealing liberally from. All three adventures are 20 bucks in PDF, or 50 bucks in Print plus PDF. In all seriousness, if you haven't picked up past Folio releases, you should consider doing so. The production quality is second to none.

In 1985 I took my first shot at being a game designer, and today, 37 years later, I'm finally trying to bring the dream of that 14 year old kid to reality.  After spending the past twenty years working in the gaming industry, and the past decade with my own company here at Art of the Genre, I think its finally time to bring the Ice on the Water trilogy to life for the general public.  Considering the success of Roslof Keep, my first such 'reanimation' of an old adventure campaign, I absolutely can't wait to let gamers into the workings of my mind as a teen in the 1980s.  Sure, the meat of the adventures will be updated, expanded, and re-imagined, but the bones of are the same.  So prepare yourself for a wondrous ride in the far north of the Nameless Realms, where characters levels 10+ will have a chance to test their metal against magic and monsters never before released to the general public.  Are you ready for Ice on the Water?  R Scott Taylor 

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Friday, January 14, 2022

Humble Bundle - Dragonlock and Ravenfell (2d & 3d printables from Fat Dragon Games)


Let me start this with some background. I've known Tom Tullis for years, and consider Tom a friend. For a number of years, I ran the 3d dungeon terrain for Frog God Games known as The Mouth of Doom at various conventions (a section of the mega-dungeon Rappan Athuk) and had a blast doing so. The terrain was 3d printed from Fat Dragon Games Dragonlock models. I do not own a 3d printer although I have backed Kickstarters that offer such as well as have purchased Humble Bundles for such in the past. Planning for the future I guess ;)

Earlier today, Tom, via his Fat Dragon Games company, launched a Humble Bundle for 2d and 3d printables for his Dragonlock and Ravenfell lines of terrain. Note, the 2d terrain is paper terrain, and printable on the typical home printer.

You can snag the Dragonlock and Ravenfell Humble Bundle for as little as a buck (miniature figures), or snag it all for $18.


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.


Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

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