Aliens & Asteroids: The Second Public Playtest, Pt 4

With the entrance to the Grey’s base behind them, our group of marines headed deeper into the old, abandoned station. What would they find? A conference table, a handful of tall office chairs, and three other doors. The technician and the medic headed over to check the first door. It was blocked and locked. Through the…

Aliens & Asteroids: The Second Public Playtest, Pt 3

When we left our small party of space marines, they were just being fired up by a previously hidden laser cannon that just popped out of a wall after they got the power on. On this mission, they were led by Aserious Commander and Technician Sean Samsonite, along with their marine friends Buddy and Jennifer.…

Aliens & Asteroids: The Second Public Playtest, Pt 2

So in the last post we set up the mission. Head into the Asteroid Field with our squad of space marines and investigate a seemingly abandoned base of the Grey Men. Armed with two players and three NPCs, we tackled it with enthusiasm. Teaching a Drone to Fly Upon arrival, the dropship pilot determined that there…

Aliens & Asteroids: The Second Public Playtest, Pt 1

What, you didn’t think we stopped at one playtest session for Aliens & Asteroids, did you? 🙂 The first session we ran, I had a single player show up at my FLGS – Petrie’s Family Games. John was great, created a fun Technician character, and we had a fantastic time dealing with a hidden Grey…

Aliens & Asteroids: The First Public Playtest, Pt 1

When beginning a brand new effort for a completely new rules system and setting, there’s always a bit of terror. Is it good enough? What will people think? Will folks have fun? Will anybody show up? Wait? What do you mean “will anybody show up?” Well, several weeks ago I started something completely terrifying for…

A Few Traps to Ponder

As I’ve spent some time working on the Treasure Hunter class over the last few days, it made me ask a question I really hadn’t asked yet for Mazes & Perils. We have a mechanic figured out for Finding and Disabling Traps now, but once the trap is triggered, does the PC have any kind of…

Zhilin Campaign Journal #2: Rules Tweaks

In the last post, we described a bit about the players, the setting, and the characters involved in our new Mazes & Perils campaign set in the City-State of Zhilin. This time I’d like to cover a bit about some of the rules I’ve added or clarified. Rules. Ugh. I’ve been playing role-playing games since…

Revisiting the Past: Why Cantrips Bug Me in 5e

Way back when the world was flat and I was playing 1e AD&D in the mid 1980s, a book came out that threw a number of monkey wrenches into our nice, ordered existence… Unearthed Arcana. There were some cool things like Cavaliers and extended item lists. There were some weird things like the new stat…

Want to earn some Brownie Points with your GM?

Sure, I know we all like going with simple combat cues sometimes. I’ve been playing a ton of 4th edition D&D and my Fighter relies on moves like “Shield Feint” and “Tide of Iron” and “Steel Serpent Strike” for his combat abilities. But I have to say this gets a bit old after a while.…

How to Extend Rituals in WR&M

With a Divine spellcaster, the magical energy used to achieve an effect is channeled through the caster’s faith in a supernatural force. This force can be as straightforward as believing in a deity or more open-ended or philosophical such as the belief in a cosmic consciousness, the spirits of nature, or the ghosts of ancestors…

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