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Topics - DKChannelBoredom

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I have to share my joy and this seems like the best place on the web for it.

Amber was one of the games that caught my attention in the mid-90s. I was curious about the diceless mechanics, but a couple of bad local reviews got me away from buying it.

In the following years it is something I have regretted, especially at the price of the book went up-up-up.

But a forthnight ago I surfed by a rather obscure Danish online used book shop, and behold, an Amber book.

Price: 10$

It got here yesterday at it looks mint and totally unread.

So now, finally, I can give Amber Diceless Roleplaying a shot/read.


"A feature length documentary uncovering the true tale of the rise and fall of the creators Dungeons & Dragons."

"The AMERICAN DREAM can become the AMERICAN NIGHTMARE, if you’re not careful." - Mary Gygax, 1985

Anyone? The marked for looking waayyy back in hobby seems booming right now. Geezer, will you be in it?

.. amongst the kid games in the thrift shop (and pray, it's not an Essentials box)

Which it wasn't! No, a mint Mentzers box, dice'n'all (not the crayon ones) at the modest price of a little less than 2$

Sp what's been your best rpg find for less than, let's say, 10$? And most unlikely place you've found good loot?

I have the chance of buying a bunch of the ol' TSR Ravenloft stuff, but what to go for and what to stay away from?

I got Realm of Terror (bought for around 15$, and with the surprise bonus of the original Ravenloft module + House on Gryphon Hill hiding in the box) and just got my hands on Forbidden Lore (with tarokka cards and dice), but that's about it.

What's the don't miss of Ravenloft? I remember people here praising Feast of Goblyns, but which of the other scenarios are worth picking up, and how about the boxes? And are there any stinkers?

Media and Inspiration / True Detective
« on: February 12, 2014, 06:52:51 AM »
Fantastic series so far - great acting, thrilling story and really really really made we want to play stuff like Delta Green, Unknown Armies and Kult.

And I can't be the only one who had a minor nerdgasm, when The King in Yellow and Carcosa popped up in the second episode?


This will, obviously, fund in no time.

I like some of the ideas, like the create characters from cards mechanism, but the system as a whole seems a bit cluttered with gimmicks and the plot/setting seems a bit "meh", to me. And it's pretty expensive with s&h'n'all.

Any ol' MR•H fans chipping in?

So apparent Maelstrom is getting revised, via Kickstarter ( , and it's done by Arion Games, who also did the new version of Advanced Fighting Fantasy.

I know Pundit is a fan of the kickass herb-section of the original book - that was what made me order a copy of the original - but is anyone interested in a new version?

I saw someone question (on Twitter?), why the original author, Alexander Scott, isn't mentioned anywhere on the KS page - and that seems a bit strange? But I figure that a company like Arion wouldn't do something like this, without everything in order, would they?

I'm too young to really grasp the differences in early editions of D&D, but I got a questions about one of the later versions.

This box was the last D&D-product translated into Danish, sometime in the early 90s (the box says copyright 1991 & 1992) but I can't really place it on the big map of D&D editions. For example I can't spot it on the wiki about editions.

Can anyone tell the story behind this rather boardgame-looking version and its place in D&D history?

I recently dusted off my copy of Unknown Armies, and then UA also (surprisingly?) turned up in the Torchbearer thread.

I like the game and the zeitgeist, but I really can't find much info online about the differences between the two editions, neither on Atlas Games own page or in the numerous reviews.

So, rpgsite, any notable differences between the two edition of Unknown Armies?

I got the first edition, but is there any big/note worthy changes in the second, or is is standard Atlas-Atlas-Games-new-edition-micro-changes (yes, Over The Edge 1st and 2nd edition, I'm looking in your direction)?

So now Monte has announced his upcoming new rpg: Numenera - Sci-Fi, Kickstarter, new system, easy to gm, lots to discuss but is anyone interested in what MC's got to offer anymore?

I’m working on my first dungeon crawl in 10+ years. It will be classic crawl, using LotFP-rules, with a fair mix of exploration, fights, traps and puzzles and will hopefully take a tour of the smaller local cons this fall and early 2013.


I’m feeling a bit rusty when it comes to (good) puzzles. The monsters (it’s a troglodyte-with-a-twist themed cave) I can work with, but what makes a good puzzle in a dungeon?

As it is aimed for a convention-crowd I haven’t go the advantage of knowing my players ahead, knowing what they can and can’t solve/do. And I think it’s preferable if  an unsolved puzzle doesn’t end as a show stopper, where the players get stuck and has to give up, so cool work-around ideas would also be appreciated.

So what is a good/fitting puzzle for a dungeon crawl anno 2012? How do you make them exciting but not too easy? Any suggested readings or modules to look at for inspiration?

So, the new kickstarter (or Indigogo’er) from James and Lamentations of the Flame Princess has funding levels up to 150.000 Dollars!

I don’t doubt for a second that it’ll reach the base goal of 7.5K, for the hardcover version of LotFP Magic & Rules book, but how much up the ladder do you think it will climb – and in how big a degree do you think the “recognized names” doing scenarios for the project will help?

Personally I’m really curious about what Graeme Davis and Zak S would do with a 32-page (LotFP) scenario – in Zak’s case also illustration-wise. But I somehow doubt it will get that high, even in this Dwimmer-day and age.  I guess a Frank Mentzer piece could also be an incentive for some to join. Anyone else that could make the project go above the 10K/20K/30K-mark?
Personally I’m lurking right now – but if the project gather momentum, I will probably join in for 110$, and distribute the extra rulebooks amongst the co-players in my new LotFP campaign.

I’m fiddling with a convention scenario in the vein of Lamentations of the Flame Princess and Vornheim, so basically gritty fantasy, and is doing a quick write up on some premade characters for the scenario, seven all in all, one of each the LotFP classes.

But to make it more interesting and a bit more about the characters instead of pure hacking and dungeoneering, each of the characters will have a flaw. Something dodgy and/or problematic, that can potentially bite them in the ass and create some fun and banter. So far what I've got is:

The Fighter: Was bitten by an undead, and is now slowly rotting away. This he’s kept secret from the others.

The Rogue: In charge of all the groups basic equipment (rope, torches, sacks, oil, rations), that he sold in the last town they visited, to cover gambling debt. The others, obviously, don’t know this.

The Halfling: Not really a Halfling, but a doppleganger-type creature that killed the original Halfling, ate him and has been tagging along ever since, enjoy the adventuring life. Very hush hush.

The Cleric: Leader of the group but also suffering from a curse, that drains away his life force every time he turns left down a corridor in a dungeon. This he is far too proud to admit and it has greatly affected the groups routes and travel plans.

But what about the dwarf, the elf and the magic user? What foul and interesting jinxes should they have? Suggestions will be greatly appreciated, rpgsite - I know you got ‘em.

From this thread

Quote from: ggroy;483967
The same can probably be said of Star Trek novels.

More generally, offhand I can't think of many novels that are actually excellent, which are licensed from the intellectual property of a movie, tv show, video game, rpg game, card game, etc ...

I generally agree, but there must be some/a few good rpg spin off books out there?

Pundit mentioned Robotech, and I think some of the Delta Green novels and short stories were quite good, mainly the ones written by people who also wrote the actual Delta Green rpg.

Also, recently re-read Pierced Heart, Robin D Laws Over the Edge-novel, and I still think it's good. The atmosphere is weird and cool, you get a nice introduction to a lot of the npc's from the game (and the card game!) as both main characters and in cameos and the plot could easily inspire a scenario or short campaign.

I am also quite curious to Greg Stoltzes (new?) Unknown Armies-novel, Godwalker that's I just saw going on sale over at rpgnow.

What other good stuff is out there?

I just ordered a used copy of Chill, softcover Mayfair edition, with very little knowledge about apart from it being a horror game from the 90s. My only encounter with it, was some 12 years ago for one-shot game at a local convention.

A search shows that quite a few people around here likes it, so maybe someone can tell me what I can expect from Chill? How are the rules (especially combat and magic) and the setting?

I’m a big fan of Call of Cthulhu and Delta Green, which other kinds of horror game options do you get in Chill, if any, and how does the atmosphere/style differ?

I would also love to hear about cool Chill campaigns you’ve played in the past.

Thanx in advance!

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