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#Dungeoneer
oldschoolfrp · 4 months
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Influential RPG adventure writer, artist, and video game creator Jennell Jaquays has died.
She was a founder of the Dungeoneer zine before it was sold to Judges Guild. Her D&D adventures Dark Tower and Caverns of Thracia became classics, often studied as examples of adventure design. She also wrote and illustrated for TSR, Metagaming, Steve Jackson Games, and many other publishers. Her video game career included developing many of Coleco's titles in the 1980s and level design for the Quake sequels at id Software in the 90s, and she co-founded the SMU Guildhall video game program.
She recently was hospitalized for symptoms of Guillain-Barré syndrome, and a GoFundMe to cover her medical expenses is still active.
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vintagerpg · 6 months
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Azag (2021) is a neat 2-volume rule set and game setting. This is the limited edition from LFOSR. It descends, primarily, from Dungeoneer/Advanced Fighting Fantasy, which makes it a cousin of sorts to Troika. I am tempted to call it the less weird cousin, but that isn’t entirely true — it is just a different sort of weird.
Three attributes. Basic rolling is 2d6, rolling high in opposed contests, rolling low when testing your attributes. Unlike Troika, other dice can be swapped in to simulate greater ease or difficulty — climbing during a blizzard, say, might warrant 2d8 or 2d10 for a Stamina test, depending on the severity of the storm. Combat is more formally structured than Troika, but still pretty fast and loose compared to other games. There are mechanics for social encounters, too, with an ante system that spends Luck, which I really like — it is nice to have a mechanical underpinning for social stuff if you need it. Spellcasting is point-based and the player rolls for success, putting it essentially in line with the skill system. Failure invites calamity. And spellcasters can duel; in this case, casting is an opposed test, and the loser suffers calamity (rather than the cast spell effect — you’re basically dealing with raw arcane energy in a duel). Its a fun, flexible little system!
The world is nice too, cobbled thematically out of early-20th century pulp traditions, particularly Clark Ashton Smith’s stories and Lovecraft’s Dreamlands, both of which feel less explored than say, Conan. It feels a little more restrained and fuzzier at the edges than something like Hyperboria or even DCC. I loooove Logan Stahl’s art, particularly the cover of Volume 2, featuring a snoozing Tsathoggua. In game terms, the world is defined by micro fiction and random tables for encounter seeds and such. These make for an interesting approach that is atmospheric without being overly locked into specific details.
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arhquarium · 10 months
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Oops it's June which means it's Kaijune which means some kaiju versions of characters.
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indieretronews · 2 years
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hopsof · 17 days
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greseadraws · 1 month
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dungeon meshi but they end up in the back rooms, a cursed idea that was eating away at my brain
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creepymutelilbugger · 1 month
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op turned reblogs off but this post must live. it must live and spread malignantly .
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istarling · 1 month
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I like these guys
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shobiolovechild · 2 months
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there are 2 kinds of mangaka when drawing: the ones that hate woman and the ones that love woman
And, guys...
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i think ryoko kui really loves woman.
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seldomsee · 2 months
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I can't stop thinking about this post
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oldschoolfrp · 6 months
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"C'mon . . . Baby needs a 16 or better to hit!" RPGs teeter on a balance between narrative and mechanics. (Jennell Jaquays, Dungeoneer 10, Judges Guild, March/April 1979)
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vintagerpg · 1 year
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Ah, here we go now. This is Dungeoneer (1989) by Marc Gascoigne and Pete Tamlyn, with lovely art by the legendary John Sibbick on the cover and throughout the interior. Dungeoneer is the cornerstone of Advanced Fighting Fantasy which, despite the name (which really serves to distinguish from yesterday’s post and the Fighting Fantasy gamebooks rather than the game’s inherent complexity), is an excellent introductory RPG. It also provides the basic mechanical framework for the highly weird modern RPG, Troika.
So you get the standard three FF attributes: skill, stamina and luck. You get special skills, specializations basically, that augment regular skill rolls. You get a magic skill that runs on stamina (health) to cast spells with (love that) (I could swear there was an arcane misfire table in here too, but if there is, I can’t currently find it). You get opposed rolls for combat (combat against multiple foes is…tedious). The broad category of other stuff, like jumping and poison, that was sort of handwaved in the previous FF RPG are here, accompanied with robust situational modifier charts that…are probably a slight over correction. Oh, dwarves and elves are playable too. There is guidance for experience and advancement, character downtime and a nice general primer on how to run and play these sorts of games. It is pretty robust!
Oh, and two adventures, the first a pretty good if actually physically linear dungeon crawl and the second a more open-ended city scenario set in Port Blacksand. I like the city stuff in that one, but its dungeon bit is a little rough around the edges.
What is not at all rough is the treasure trove of John Sibbick art. A feast for your eyes!
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arhquarium · 1 year
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Deemposting resumed. She’s had a fair few different outfits (and hairstyles) over time.
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prismatoxic · 2 months
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dadchuck is everything to me
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toothwormfactory · 2 months
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agui-chart · 14 days
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Laios and Senshi, protectors of the sapphic girls
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