Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Tuesday, March 5, 2013

A New Campaign Rises...INTO SPACE!

Feathered hair is a galactic constant...
After much rumination and discussion, in just a bit less than two weeks I'm starting up a Classic Traveller Campaign. I haven't run this game since I was, I don't know, 14? However, I've been getting tons of good advice from Victor Raymond, I've got a passel of excited players, and I'll be ready with my subsectors at launch time!

This whole experience will be different too, in that we're not going to be playing at a game store. My family and I moved into a bigger house last August, so we're going to actually be playing in the (wait for it)... basement. Awesome. On top of that, I mean for this to be an actual campaign in pure sandbox style, but more on that later.

For now, some great CT resources:




Monday, July 18, 2011

Ryth Chronicle Cover-to-Cover #2

Player Activity Record

                                            Player Activity Record

The topic for this post is the initial Player Activity Record, compiled from the "archives" of the first nine months of the campaign. At this point, participants are identified by player name, not character name (this changes later on.)

The first thing to notice, of course, is that 23 players are listed! This includes John and Len---since both were DMing, both also got to play. The top paragraph gives a peek at what the tone of the whole campaign will be like:

This is the first report of the D&D campaign along the Ryth, published as a public service by the Yggdrasill papermill, and compiled by John Van De Graaf from the recent archives of Rythlondar. Please report any inaccuracies to your friendly referee so that he can feed you to a ravenous purple worm, thereby cleansing his records.

I doubt anyone in the hobby at this time was taking themselves too seriously...though they were very obviously having fun!

Even though nine sessions are notated (third week in Nov. of '74 - the third week of March '75), November has no details (I'm assuming that covered expedition A), so it really starts with Session 2 (game week 3). It looks like the "campaign time scale" mentioned on the first page was decided upon: one actual week = one game week.

Some quick math yields the following tally:

  • Eight expeditions over 17 weeks of real/game time
  • Several weeks had two adventures going on
  • Total fatalities: 21
  • Highest XP total: Two characters in Expedition B received 4999 XP!
  • Lowest XP total: One character in Expedition M received only 115 XP (though it looks like he collected 360 GP, so I'm not sure what happened there...)
  • Highest GP total: 1462, in Expedition E
  • Lowest GP total: Three characters in Expedition C walked out with only 26 GP.
Interesting here is the overall low GP totals. I'm assuming it's for total treasure gained, though I guess that could be  wrong. It looks to me like the vast majority of XP in these first expeditions were gained by killing ye olde monsters, especially given some further rules clarifications on the next page (covered in the next installment!)

Current Questions for John and Len

  1. How were you determining treasure amounts?
  2. How much experience were you giving for monsters killed?
  3. Do you remember what date you bought the White Box?
I ask the last question in particular, because the closest to exact publishing date I can find for the White Box is Gen Con, 1974. Assuming Gen Con has always been in the summer (which may not be the case), that means the Ryth Chronicle began only (approx.) three months after the game was published...

Friday, July 8, 2011

Ryth Chronicle: Cover-to-Cover #1


                     Bookletized version, complete with my scribbled notes...

And so it begins--my most ambitious blogging project to date. I've recently been blown away by The Ryth Chronicle document that recently surfaced. It's an amazing source of insight into the earliest days of the hobby, and it really deserves a thorough discussion. My plan is to go through it cover-to-cover, usually covering a few pages at a time. I'll be posting images from the document that connect to the main point of the given post--the document is, of course, approaching 40 years old, and is, I believe, a scan of a photocopy, so don't expect sterling resolution. If anyone can offer insight about how to clean up the jpegs I'm snapshotting out of Reader and editing with Photogallery, I'd appreciate it!

Front Page


We'll start out with the introduction, right on the front page. This is a thing of beautiful utility--it sets up the whole framework for play in four short paragraphs, including all those things that many DMs (well, okay, me anyway) hand-wave:

  • Class-specific lodging
  • Taxes (based on your status, i.e., XP!)
  • Immediate adventuring destinations
"...murky Fenmarch, where few men travel these days."


"Overlooking the road lie the ruins of the once-proud Tar Morgard, a fortress built by the Great Kings long ago. Now the ruins hold only the dread Weir burrowed into the mountain by generations of evil beings. Minstrels sing of vast wealth and powerful treasure hidden in the dark depths of the Weir, but few dare venture there, and fewer still return."

Alright. I know exactly how to set up my Adventurer, and where to go from there. Plus there's an echo of the famous "...vast, ruined pile" quote from the LBB. Oh, and has been pointed out elsewhere, it's called a "Dragons and Dungeons Campaign". :)

Houserules
Next, logically, come the houserules for this particular campaign. The most fascinating thing to me is the Combat Hit Matrix:


It's a bit hard to read, but it first adjusts AC targets by weapon used. I don't think these guys had Chainmail, nor do I think (given the details of the first character report on the next page, and the fact that the Hit Die Roll Adjustment doesn't include thieves) that they had Greyhawk. It's a fairly logical extension of the combat system, especially if you know anything at all about how weapons and armor actually work, but I'm curious where it came from .

Next is the really interesting part, the "Hit Die Roll Adjustment for Degree (Level) of Attacker". It appears they immediately de-matrixed the combat matrix into a simple hit bonus dependent on level. Sound familiar? So much for the innovations of the d20 system! (okay, that's an oversimplification, but still...) They tinkered a bit by letting everyone increase in smaller increments over levels (as opposed to the combat table which only grants bonuses every three/four/five levels), but that's a pretty common houserule even these days. I'd use this table as it stands.

Current Questions for John and Len
  1. Did you guys have the Chainmail rules?
  2. When did you start using Greyhawk?
  3. Why did you decide to make these particular changes?
If anyone else has questions, just add them to the comments.

Thursday, June 23, 2011

Old School Archaeology: The Chronicle of Ryth


                        Chronicles of Ryth pdf at risusmonkey.com


Run, do not walk, to Risus Monkey and download this document. Now. Do you have it? I'll wait...

Okay, what you are holding is an ORIGINAL CAMPAIGN CHRONICLE FROM 1975-6. And it's 80 pages long. Published as a series of newsletters by John Van De Graaf and Len Scensny, these guys bought their white box straight from the hands of Gary himself. They concocted (of course!) a few house rules, and then began running and fairly exhaustingly, well, chronicling their multiple-GM, 40+ player campaign.

Yeah. You read that correctly. 40+ players.

I'm going to begin doing a cover-to-cover of this historic text in the next few days here on this blog. Until then, do yourself a favor and read it. No, actually, don't just read it--experience it.

Wednesday, June 23, 2010

Otherness: Session 12

Ladies and Gentlemen, we're back!

After several months without posting or playing, Otherness 12 will be happening this Sunday, June 27, from 10-2, at the (usefully local) Fantasy Flight Games Event Center


I'm not yet sure what Adventure will be had, but play we will. After a few past sessions of mucking about with rules, we're sticking with mildly house-ruled ODD. I'm actually working on assembling a single URTEXT of the three little brown books and some sections from Greyhawk (mostly monsters, treasure and magic.) I'm doing this using the handy, free, surprisingly formatting-friendly PDFtoWord service.

As always, this is a Free Campaign, which means anyone can show up and play at any time. If you live in the area, come on out and join us!

(we'll be the ones having the most fun...)

Wednesday, February 3, 2010

Abridgment




I think I'm done with the big, sprawling accounts of play. I only end up delaying writing the posts until it's long past when we played. So, I'm now all about abridgment. I'm going to try smaller, more frequent posts.

In the spirit of abridgment, Otherness 11 was played with a rediscovered D&D simulacrum: Abridged Dungeons and Dragons. I have no idea how I first stumbled upon these rules, but I do remember that it was back maybe eight years ago when I was first getting interested in the White Box. I was cleaning out my games and there it was, so, since I hadn't had time to flesh out Level 2 of GRISTLEHELM, it seemed like a good session to try something different.

I have to say, it actually worked pretty well. It was low seriousness, with a Wizard (named Anton the Gloomy, Friend of Bats), one Hero (Melvin's twin brother), a dwarf, two elves, a goblin and...wait for it...a Ghoul named Ghoulio. Yes.

I took them through a dungeon I made a few years ago, The Lost Tomb of Frater Perduabo, Mad Alcymyst. No characters died, and I didn't really notice any imbalance from the elves being able to turn invisible or the Wizard having access to a big list of spells, including an innate ability to throw a fireball.

It'd need some tweaking for the long haul, but what game worth playing doesn't, right?

In case you're wondering, Ghoulio was discovered locked in a room full of mutated bats. On the fly (and this is what's so great about the oldskool mindset), I decided that since ghouls can't parlyze elves and so probably don't even LIKE to eat dead elves, there wasn't really any animosity between the two. I had a momentary vision of the King of Ghouls and the Burning Year having a diplomatic meeting in an overgrown graveyard lost in the forest. And really, Ghoulio was played (by Shelly, new gamer to our group) more like a Lovecraft ghoul, meeping and creeping, complete with very ghoulish finger-twitching...

Oh, in case you're wondering, it was Will's bday last week, and the cake arrived mid-session courtesy of his wife, Susan (playing Carol the Elf...) And it was tasty.

Happy Birthday, Will!


Saturday, September 26, 2009

Announcement: Otherness, Session 8

Otherness, Session 8 will be played, well, I guess tomorrow(!) at The Source Comics and Games, from 12-4. It's a Free Campaign, which means anyone can show up and play at any time. We have four confirmed players, one of whom is brand new, so they just may survive!

The depths of GRISTLEHELM will be further explored. Our intrepid adventurers ran into some odd stuff last time, and they're only just getting started...

Friday, August 28, 2009

Announcement: Otherness, Session 7

Otherness: Session 7 will be played this upcoming Sunday, August 30, from 12-4 at The Source Comics and Games. This is a Free Campaign, which means anyone can show up and play at any point. I already have five confirmed players, which is great, and even better 'cause it includes my little brother, with whom I haven't gamed since 1990 or 91. And I believe we played Rifts...

Adventurers will once again be braving the subterranean halls of GRISTLEHELM. It seems unlikely that all of them will be leaving intact...

On a side note, we're switching over to using the Holmes Blue Book as the rules-base of our campaign, along with a good dose of Greyhawk and Fight On! articles. This can be laid at Will's feet, since he printed out a nifty bookletized form of the said rules for me, which caused me to actually read them all the way through and realize how just how tasty they really are...

Friday, July 17, 2009

Announcement: Otherness, Session 6

The rumors of my death have been greatly exaggerated. Actually, as a few of you know, I got a "real" job in the middle of May, and it's taken awhile for things to shake out in my Real Life schedule. Thank you for your collective patience!

Otherness: Session 6 is happening, no surprise, at The Source Comics and Games from 12-4 this Sunday, 7.19. We shall, I imagine be heading back down into Level Two of Xylarthen's infamous Tower, perhaps to kick around some more humanoids, perhaps to DIE. :)

Alternatively, I've finished the first level of my very own dungeon, the first full dungeon I've made since high school. It's called GRISTLEHELM, and it'll kick the asses of any wussy players who dare to risk the "lives" of their precious little characters in its hideous depths.

I dare you not to be there.

I will also, I promise, post a recap of Session 5 before then...

Tuesday, May 12, 2009

Announcement: Otherness, Session 5

Otherness: Session 5 will take place this Sunday, May 17th, at The Source Comics and Games, from 12-4. This is a Free Campaign, so anyone can show up and play at any point, though if you feel certain you'll be there, I'd love to know ahead of time.

Having canvassed, perhaps, all of Level One, I imagine we'll be heading (deeper) Under Xylarthen's Tower. There are still many wights, and probably an army of zombies lead by Chaotic zealots. Anyone want to play a cleric?

Friday, April 24, 2009

Judge's Guidelines

I've just completed a seriously houseruled resolution system for the Otherness campaign. It can be found here:  Judge's Guidelines

It's adapted from The Games of War by John Bobek. This excellent wargaming book includes a short account, which I can't imagine has been published anywhere else, of the time in '71 or '72 when Bobek, who was friends with Ernie Gygax, got to play in a proto-D&D dungeon adventure run, of course, by Gary. His character died, but he went on to develop these Guidelines as a way to recreate the dungeon experience for up to 30 8th grade students at a time(!)

I'll be premiering this houserule on Sunday, and would love to field any comments or questions.

Monday, April 20, 2009

Announcement: Otherness, Session 4

Otherness: Session 4 will take place this Sunday, April 26th, at The Source Comics and Games, from 12-4. This is a Free Campaign, so anyone can show up and play at any point, though if you feel certain you'll be there, I'd love to know ahead of time.

I was considering running Castle Blackmoor by the late, great Dave Arneson; however, I've decided against it for the moment. Given some email I've recieved, it looks like we might have a bigger group with a few first-time ODD players, so we'll be heading back Under Xylarthen's Tower. Level One still holds dangerous mysteries (like up to six wights!), and several downward passages have been discovered, one at least used as a thoroughfare for two clerics and a group of zombies...

Saturday, March 21, 2009

Alas, poor Sneerglaw...and Arp...and Dolph...and Otto...

This is the nifty box of plastic miniatures I bought after Sunday's session. See the tag line? Well, our Heroes had some trouble with the forces of evil this time...

There were in fact three fast and furious melees, all of which would've benefited from the use of miniatures, so they will be added next time. I would like to point out that this particular box included one gigantic troll, which I now feel obliged to include in the dungeon. Though not soon, since they still have an ogrish wight and five more orcish wights to deal with, but I'm getting ahead of myself.

As the title indicates, it was a bit of a slaughterhouse this time out. We had a new player, my old friend Trevor, with whom I haven't gamed in FAR too long. He added a rather resourceful magic user named Narpet to the party. Paul also returned, making a successful roll on the Table of Despair to pull his cleric Torren (Praise Sol Invictus!) from the current limbo of The Ruined Monastery, only to send him, naked and bereft, into the wightish hell Under Xylarthen's Tower. They were rounded out by regulars T.J. (Arp, then Punka), coffee (Sneerglaw, then Melvin), and Larry (Nimfitz).

Which gets me to the title of this post: We had no fewer than FOUR character deaths this time---two PCs and two hirelings. A record so far! A couple of hasty player decisions were compounded by numerous 17s and 18s rolled on my part.

Some Highlights:
  • Upon reentering the dungeon, the group decided to head right back to the room where they'd previously defeated the ogre. They were fairly convinced that an unexplored doorway led to a treasure room. I'm not sure why, but they were. Opening a door somewhat less than cautiously alerted four new hobgoblin guards who were apparently inspired by the gods of war. Arp brought one down with a thrown handaxe, but then almost immediately Dolph, one of Arp's hirelings, got speared to death, followed shortly thereafter by Sneerglaw. Never let it be said that a balrog goes softly into the dark night: I gave him a chance for a "death immolation", which he succeeded at, and burned his slayer to ash. After a bit more rough-and-tumble, the rest of the hobgoblins followed. The treasure room turned out to be a stairway leading down, down, down.
  • Narpet, upon viewing Sneerglaw's blackened skeleton (his flesh had also turned to ash, in the way of all true balrogs...), decided to take his skull since, "it might come in useful!"
  • A corridor was passed from which a faint moaning could be heard.
  • Upon entering a previously unexplored diamond-shaped room with a door in each point of the diamond, they stumbled upon the eerie tableaux of three pale figures, with their backs to the party,apparently just staring at the door on the far wall. Upon closer inspection, they turned out to be three orcs with torn-up clothing who looked a lot like wights...OH CRAP!
Interjection: As they were getting ready to go back into the dungeon, no one seemed to be remembering anything about wights. Like, anyone killed by a wight becomes a wight. Which meant that the eight orcs so cleverly dispatched of last time were now wandering around the dungeon, wreaking havoc on the ecosystem. Possibly being directed by a master ogrish wight. So, like any good DM, I decided to help them out. Under the guise of asking if they thought it was a redundant statement, I read the following, from pg. 9 of Monsters & Treasure: "Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight." We decided it wasn't redundant. Ah well. I tried. :)
  • Since the wights were completely ignoring them, Melvin (coffee's new character) decided to try to hack off one of their heads. Thus was it also discovered that magic weapons were needed... Still, the orcish undead remained unmoved until anyone came within 10' of the door at which they were staring.
  • A decision was made to set the wights on fire. Otto was directed to douse them in oil and light them. He (morale check) agreed, and was immediately grabbed by a howling, flaming wight and sucked dry of all his life force. A desperate battle ensued, wherein the party remembered they had some vials of holy water, which they used to good effect. Unfortunately Arp was also sucked dry of his single level, though Torren did get to prove his worth to Sol Invictus by saving the life of one of Nimfitz's hirelings. In the end, a band of five first level characters, along with a few hirelings, managed to kill three wights, with no magic or silver weapons, and only suffered two fatalities. Not too shabby!
  • Upon leaving the dungeon with their two wight-slain comrades in order to ensure their quiet rest and stock up on silver daggers, Narpet found the local sorceress, named Jezebel. He successfully traded her Sneerglaw's skull for a (randomly rolled) scroll of Protection from Evil, definitely useful in this current dungeon. Thus did Sneerglaw prove himself a true companion, even from beyond the grave...
  • Upon once again venturing into the depths, the party came near the moaning corridor again, only this time managed to hear conversation and footsteps. Dousing their lights and hiding in the dark, two armored figures marched out with six zombies in tow, muttering cryptically about how "these are the ones he wanted" and "we need to get back down right away." Followed by the brave Narpet, they went into the diamond room, through the southerly door, apparently another stairway leading down, down, down...
  • They also discovered another large, chained coffin, much like the first which had released the ogrish wight. Amazingly, they decided to mess with it, albeit creatively. Thankfully, it was empty of all but wightish dust and a bit of treasure. Nimfitz, who wanted no part of the  proceedings, staked out the nearby hallway and was able to alert the party to an approaching band of four berserkers. He and Narpet each charmed one, who then slew the other two. Thus did the Shieldbiter Brothers join our intrepid group for the foreseeable future...
Alas, it was time to leave so the party also left the dungeon, vowing to return. Again, a lot of gaming got done in three hours!

Coffee and I had a discussion about why exactly we keep having such good sessions. He then went on to blog eloquently about it here, under the title "Ruminations". You should all go read it.

I'm leaving for Arizona tomorrow to burn myself several shades browner, carcinomas be damned. I'm not sure what sort of IntraWeb access I'll have, so if anyone leaves comments, I'll respond as soon as I can.

Monday, March 9, 2009

Announcement: Otherness, Session 3

Sorry for the short notice, but it was dicey enough getting a session scheduled this month at all, let alone two weeks in advance. We must all thank my beautiful wife who is actually letting me game on her birthday. I knew there was a reason I married her! :)

So, Otherness: Session 3 will take place this Sunday, March 15, The Ides of March, at The Source Comics and Games, from 12-4. This is a Free Campaign, so anyone can show up and play at any point, though if you feel certain you'll be there, I'd love to know ahead of time.

We'll be heading back Under Xylarthen's Tower, as only the tiniest fraction of it was explored during Session 2. I'm super excited because, having been entered and exited, the dungeon may now be considered alive, and things will not necessarily be as they were left before...


Wednesday, February 25, 2009

A coffin, some orcs, and thee...

Session 2 of the Otherness campaign happened on Sunday and, I must say, it went swimmingly. We had only  three players to start with this time: Coffee and T.J. from last time, and my friend Larry, with whom I haven't gamed in far too long. In the last hour we were joined by another friend of mine, R.M. (no, I'm not trying to protect anyone's identities...), who brought along his 9 or 10 year-old son, Max. The players headed down Under Xylarthen's Tower (by the indefatigable Jeff Reints) and made a good run of it: everyone got out alive! 

Interesting Stuff

  • Coffee and T.J. both attempted to retrieve their characters from the last Session by rolling on The Table of Despair, as found in Fight On! #3, since it seemed unlikely that that particular group would be reforming anytime soon. T.J.'s character Arp the Dwarf received a result of "You emerge unscathed!" and promptly became known as Arp the Lucky. Bahb the Draftee, however, was not so lucky; he was "Lost to time and space," with all that implies. Coffee shrugged it off, however, probably because he was eager to spring his new Balrog character race on me. :) 

  • Indeed, his well-thought-out race (which can be found written up here) was, unbeknownst to him, exactly the Hargrave route down which I'd been hoping to eventually head. The Spirit of ODD moved in the room and lo, Sneerglaw was born! A man-sized balrog complete with whip, sword and the ability to act as a walking torch headed down into the depths with a dwarf, an elf and four hirelings. 

  • This was actually the first time I've used hirelings, maybe ever. Arp hired two Fighting Men and Larry's elven character hired two elves functioning for this adventure as Fighting Men, though they were actually women. I had them roll a d6 to see what type of armor their respective flunkies had, and I rolled HP and Loyalty (pg. 13 of Men & Magic), modified by Charisma in Arp's case. We decided on weapons, including a bow for one of the elves, and we were ready to go. 
  • We also had the first actual play-test of The Devil's in the Details articles I wrote as a column for the first three issues of Fight On!. These tables help players flesh out the three core demi-human races, and T.J. rolled on them for Arp, while Larry used them for his elf, Nimfitz Niraxis. They seemed to work pretty well. Each ended up with some details that piqued their interest, which is just what I was hoping for. The one that got the most running commentary was Nimitz’s “Breeds new animals in pursuit of a singular vision.” Much possibility for future character activities… 

Some Highlights:

  • One of Arp’s hirelings, Dolph, managed to kill the giant snake in the first room (which then put smack-down on Sneerglaw in its death throes…) He immediately began referring to his spear as “Serpent  Slayer”. 
  • Sneerglaw freaked out an enormous pack of giant rats by snaring one of their number with his whip and then toasting it as he immolated himself. He later got to cook a couple of giant centipedes as well. I think he also ate some orc thigh... Damn balrogs are almost as useful as a gelatinous cube...

  • When joined by two new adventurers, Ballantine the Fighting Man and Redbeard the Dwarf (both detailed a couple of posts ago), played by R.M. and Max, respecitively, Redbeard almost immediately found a secret door. It consisted of nothing more than a shaft with a rope ladder descending into darkness, and they decided to leave it for later, but Max was quite pleased with himself. Almost as proud as in the next room when he quite probably saved Nifmitz from being a snack for a giant weasel by promptly chopping the beast in half. Guess we gotta let the new generation play a bit more often!
  • Early on, the party discovered an oversized coffin, secured with chains and a padlock. After some deliberation, they decided to leave it alone. Later, as they walked towards the dungeon entrance, an exploratory band of eight orcs came trooping down the stairs right for them. Some words were exchanged, and as the leader of the orcs raised his weapon to charge, Nimfitz successfully charmed him. The rest of the orcs were understandably confused at their leader’s change of heart, but became more interested when Nimfitz mentioned huge box full of treasure that was chained shut in a nearby room. He admitted that he and his fellow elves and humans were “too weak to break it open”, but surmised that it’d be a snap for a few strapping orcs. The orcs agreed and, as they began working on the chains, the party surreptitiously blocked the door shut with a couple of spikes.
  • The orcs did indeed break the chains, and something came out of the coffin. There was a terrible moaning, then much orc-screaming and pounding on shut doors. Then, suddenly, everything was silent. They listened at the door until they heard the coffin room’s far door creak open, pulled the spikes, dodged inside and checked out the coffin. Indeed, there was a decent treasure, including a very valuable golden necklace. They scooped it up in time to hear another door swinging open in the tense silence. Redbeard splashed out an oil flask on the floor of the previous room and tossed a torch on it. The burst of flame showed them an awful sight: An ogre who’d been turned into a wight, naked and bone-pale like some kind of gigantic nosferatu, staring at them over the flames. They did what any good first level adventurers would do: They ran like hell right out of the dungeon. And Larry got Nimfitz a 400 XP bonus (half of what eight orcs were worth) with the blessings of his fellow players.

Under Xylarthen’s Tower is a great adventure, full of oldskoolisms, and they’ve only just scratched the surface. I’m really beginning to see how even a single mega-dungeon could become the focal point of a whole campaign. 

Again: Too. Much. Fun.

 

Thursday, February 12, 2009

Announcement: Otherness, Session 2

Session 2 of my Otherness campaign will be happening on Sunday, February 22 from 12-4 at The Source Comics and Games. Looks like the Gaming Room's gonna be full o' punks, but I says we shall sonically whelm them! WHELM them, says I!

Possible endeavours: 

  1. If somewhere around 90% of last time's players show up (which strikes me as unlikely), we can try and find out just what the cleric wanted with that mysterious door in The Ruined Monastery.
  2. Level 1 of mega-dungeon The Darkness Beneath by Hackman, as found in Fight On! #2.
  3. Level 1 of mega-dungeon Under Xylarthen's Tower by Jeff Reints.
  4. Level 1 of mega-dungeon The Mines of Khunmar by Stefan Poag.
Do you see a theme??

This is a Free Campaign, so all players are welcome. Those who show up determine what we'll play and which characters are subjected to horrible deaths.