Monday, August 28, 2023

RPGaDay2023 rounding out the month

 We all knew I wouldn't keep up with this. So, here's the missing entries and the final entries!


Day 19, Favorite Published Adventure: the aforementioned Dead Ops

Day 20, Game I will still play in 20 years: if I’m still shambling, All Flesh Must Be Eaten

Day 21, Favorite Licensed RPG: I don’t have one. I guess I could say Alien, as it is the current hotness. GURPS Horseclans is a great example of how to screw up a licensed gameline. Buffy helped get me where I am in the industry after starting with AFMBE. Ghosts of Albion is my favorite, published version of the cinematic Unisystem game lines. Army of Darkness was fun to playtest. Flash Gordon and the Warriors of Mongo is a beautiful series using the old newspaper artwork. Nocturnals is great.

There are simply too many for me to pick a favorite. Very few stand out as great. I find licensed IPs to be a distraction at the table.

Day 22, Best Secondhand RPG: Kult, 1st edition

 Day 23, Coolest Looking RPG product / book: Mork Borg

Day 24, Simple / Complex RPG you own: anything created by TSR or WotC is more complicated than it needs to be and any game claiming to be simple, isn’t

Day 25, Unplayed RPG you own: too many, the various XX_Borgs, ACK, Unknown Armies, and more (though I’ve stolen ideas from all of them)

Day 26, Favorite Character Sheet: Wasted Lands: The Dreaming Age. It’s simple though elegant

Day 27, Game you’d like a new edition of: All Flesh Must Be Eaten, because I want to write and produce it!

Day 28, Scariest game I’ve played: the scariest games have all been due to gameplay and not due to rules. The scariest was one of the first “creature feature” games I ran using cWoD rules as the players tried to hunt down Sam Haight through mirrors and umbral realms from Hell.

Day 29, Most Memorable Encounter: I was running a one-shot of AFMBE (ostensibly, but really, it also had elements of CJ Carella’s Armageddon and CJ Carella’s WitchCraft in it) that I wrote with Derek Guder that contained a flashback scene (pro-tip: don’t). At one point during the flashback, one character shot the other character in the face. I had to react quick to save the game. I saved the game and secured a whole bunch of friendship out of that session!

Day 30, Obscure RPG you’ve played: Obsidian: The Age of Judgement

Day 31, Favorite RPG of all time: All Flesh Must Be Eaten. I can’t help myself.


Wednesday, August 23, 2023

Escape from Manhattan

Escape from Manhattan
Copyright 2023 Derek Stoelting


Anthony Quintano, CC BY 2.0
https://creativecommons.org/licenses/by/2.0 , via Wikimedia Commons


Daddy brings us to the parade every year. We ride the subway in from Brooklyn and wait in front of the Warwick. It was our spot. This year was no different. There we were, a family amongst thousands of other families and millions of people. . . all to welcome Santa to town.

We didn’t so much hear, as we did feel, the explosion. The ground rumbled beneath our feet. It was slight, enough to notice, but not enough to worry about it. It wasn’t until everyone noticed the smoke in the sky far to the south that people started to worry. Within an hour, people were trying to get out of Manhattan as quick as they could.

Not us. Daddy took us to a diner and set us down for lunch. He said he wanted to let all of the crazy people do their running about and that we would leave later. The food was okay. We all had cheeseburgers and fries. Regina had a strawberry shake and I had a chocolate shake. By the time we finished eating, everyone else had left the diner. We waited for the streets to start clearing out, before we left.

The rest of that day and week were a blur. We couldn’t get off the island. The police and the National Guard shut them down and were shooting at people who tried to cross them! We found an apartment building where we could hide. Some nice people let us in. They didn’t have very good food. When the power to the apartment went out, we all left. We ended up in a place called Yorkville. Daddy says we will be safe here.

We have been in Yorkville for a month, now. Daddy leaves every other day with other people. He said that the boxes falling from the sky have supplies in them and whomever gets to them first gets to keep what’s in them. Last week, he started taking a gun with him. Everyone that goes with him also has a gun. I’ve heard them talking about zombies, but I know they aren’t real.

Last night, I snuck out and listened in on a meeting. Daddy met with Kaipo. They were discussing some lady named Lola Loca. Apparently, she and her teen friends are causing problems outside of Yorkville. However, they quickly changed the topic to discussing the zombies, again. I don’t understand why they are talking about zombies. I think they knew I was there and listening in, so they were trying to scare me off.

The next day, Daddy took us to a building at the back of the neighborhood and taught us how to shoot Uzis.

Thursday, August 3, 2023

#RPGaDay2023 Day 3: 1st purchase this year

 My buddy Dave Chapman is a comedian. For today's #RPGaDay2023 entry, he wants to know what the first game I purchased this year was. Dave doesn't realize that I spend a lot of money on games. Yes, my wife knows. No, I don't need to go to meetings (unless those meetings involve more playing more RPGs!). 

The first corebook I ever bought was probably the Rules Cyclopedia or 1st Edition AD&D. It's been so long, I don't remember. My first GM, Aaron, had the Basic D&D core book. 


My big purchases have been the following. First up, Alien. 





Then, there's Korg and Korg Slayer. It's a solo-ttrpg game.


For Bronze Age love that isn't Runequest, I picked up Jackals.




And I purchased my first dice tower from Fyre & Ashe. It's a hollow, wooden book with tentacles on the cover. The tower is inside looks like it is a castle wall.


The big deal this year is Wasted Lands: The Dreaming Age (still available for pre-order). It's the new game from Elf Lair. The setting post-apocalyptic fantasy where the characters have a spark of something different to them. I wrote the quick start for it (free, $0).




So, there you go. 

Friday, July 21, 2023

Visit Scenic Lake Manitou! part one of an All Flesh Must Be Eaten Deadworld

 


Chapter One: Visit Scenic Lake Manitou

History

This Deadworld is designed to be set in an Upper-Midwest USA state after the zombies have risen and consumed most of the locals. The Cast Members are likely normal people who have escaped the town in which they lived and are now living out of a lodge in the local state park. They are led by the woman who managed the state park’s lodge before the rise of the zombies. She assigns duties as needed, oversees supply management, and does her best to keep everyone alive.

Six months ago, the dead rose and began eating the living. People who were bit, but not killed by the zombies were contagious. Some left the area and went home, where they spread the love to those communities. As the situation grew more dire, military and law enforcement units gathered and eventually went rogue, while citizens either banded together or went full-on everyone-for-themselves.

At the local level, the governor activated the National Guard, who had an armory near the town of Lake Manitou. They assembled and were preparing to travel to the state capital when they received a command to stand down. Nearly an hour later, an Air Force wing consisting of a B1-Lancer, two AC-130 gunships, and two F-16 escorts destroyed the capital.

The commanders within the Lake Manitou National Guard unit tried to maintain command and control of their units. However, more than half of the soldiers deserted to return to their families within days of the airstrike. Those who remained eventually teamed up with surviving local law enforcement officers (of all departments), the mayor, and city council in an effort to protect the area.

Major Amy Abrahms of the National Guard, Mayor Stacey Sherman, and State Police Lieutenant Denise Dysktra established the National Guard Armory as their command center. The location has become a pop-up city. Not only are these three groups active, there is also a tent city of civilians and a large marketplace.

In an effort to keep out as many zombies as possible, the de-facto government has installed fencing along the edge of the tent city. It isn’t perfect and there are ways through the fence line if one knows where to look. A combined force of law enforcement and National Guard soldiers patrol the fence line, dispatching zombies and repairing any damage they find.

Other Locales

In addition to the community surrounding the National Guard Armory, there are camps of civilians, LEOs, and AWOL military personal strewn throughout the county. Some people are surviving on their own without outside assistance, but not very many. There is constant strife among the communities.

“The Parlor” is an area unofficially considered neutral ground for non-government types. The big attraction is the bar with its various stills and barrels of the good stuff available for purchase, but you can also find bullets, weapons, food, drugs, or sex work. Many of the camps who do not get along meet here for accords.

The Pleasant Place Trailer Park was a vice den before the fall of man. Now that the zombies are large and in charge, it’s only become more entrenched in criminal behavior. The hardest drugs and cheapest prostitutes can be found here.

The old Jenkin’s family farm has existed for as long as anyone can remember. Today, the farm is more of a commune run by several families, including the Jenkins. They still produce food and are willing to trade it for supplies they need. They aim to trade fair with everyone, but anyone who crosses them will not be treated so well on their next visit.

Sunset Falls State Prison is ten miles south of Manitou. It is run by former inmates and the worst of the former prison guards. More details on the prison can be found in One of the Living.

Lake Manitou State Park is to the north of town. The community is a blend of those with survival training and those without. The only built-in residents that came with the park are a few employees. Everyone else is from outside the park. This is the default starting point for Return to Lake Manitou.

Lake Manitou State Park

Lake Manitou State Park is located 4 miles north of the town of Manitou. The park is bound by the lake on the west side, highway on the east side, Manitou Creek to the north, and farms to the south. The state park covers nearly 4,100 acres with less than one-quarter of that developed. The rest is forest. The terrain is hilly with the lowest elevation near the lake and the highest in the southeast where the lodge resides.

The park offered activities such as swimming, canoe and bike rental, day camps for children and at-risk teens, and winter activities such as snowshoeing and cross-country skiing. There is a boat launch near the beach to accommodate water vessels under thirty feet.

The Lake Manitou State Park Lodge has 120 guest rooms, a banquet hall capable of serving up to 140 people, and an outdoor seating area for 80. The guest room portion of the building is four stories tall. The kitchen is under the banquet hall. The park’s combined administration office and nature conservatory building is nearby, as is the motor pool garage containing one pick-up truck, one wheelchair accessible van, and four ATV/quad bikes. At the moment, all six vehicles are full of fuel.

Park Personalities

There are approximately fifty people living in the Lodge. There is enough room on site that people who do not get along, can keep their distance.

Linda Gehrig was the lodge manager. She is a fit woman in her fifties. She is a divorce’ whose children are grown with families of their own. Linda lived on property before the rise of the zombies. In the prior world, Linda was a charming person who appeared to love everyone and always had a kind word. Today, she can still do that, but usually saves it for children. To everyone else, she is very business-like. She sees it at her duty to keep everyone who resides at the lodge alive.

Jeannie Dover was a short order cook at a diner before the fall of man. She is currently the “chef” at the lodge. Jeannie, Tre Smith, and Angela Montaine are the regulars of the kitchen crew. Dishes duty floats among the other residents of the lodge – everyone gets their turn. Jeannie’s team does their best, but it seems like more and more their job is to safeguard the clean water and dry food against thieves. They are constantly running out of something and substituting whatever is on hand.

Dana Sterling was a police officer when it meant something. Law enforcement lost its appeal when zombies became the primary source of crime. She moved her family to the lodge sooner than most of the other people who came to live there. Linda asked her to take on the job of security chief and Dana agreed, noticing no one else at the time had experience. Dana keeps a close eye on those residents who own firearms.

Tony Flowers and their family were camping onsite when the world went sideways. Instead of trying to return to their home in Minneapolis, they decided to stay in the park and make a go of it. After meeting Tony and learning they were a mechanic by trade, Dana invited them to come stay in the Lodge. Tony’s children are outspoken, but polite. They tend to be the first to volunteer for chores, but dislike babysitting the younger children of the community. Tony’s spouse is not adjusting well to the new world and spends most of their time in their Lodge guest room.

Sarah Barclay has zero skills for survival. A retired bank teller, she has the ability to sit in place for hours on end. She has taken it upon herself to listen to both a law enforcement radio and an amateur band radio most days. She often plays solitaire or knits while doing so. The Lodge has solar power it routes to the radio and the two freezers in the kitchen. When residents of the lodge leave to go to the National Guard Armory or the Parlor, she sends them with a radio to stay in contact with the lodge.


Park Resident
Supporting Cast / Adversary

Attributes: STR 2, DEX 2, CON 3, INT 3, PER 2, WIL 2, LPS 36, EPS 26, SPD 10, ESS 14

Qualities and Drawbacks: Hard to Kill 2, Honorable 1, Recurring Nightmares -1, Resistance (Fatigue) 2, Resistance (Poison) 1

Skills: Brawl 1, Bureaucracy 2, Climbing 2, Craft (Seamstress) 2, Craft (Woodworker) 2, Dodge 2, Drive 1, Engineering (Civil) 2, First Aid  2, Guns (Rifle) 1, Hand Weapons (Choice) 1, Notice 2, Sciences (Biology) 2, Stealth 2, Survival (Forest) 3, Traps 2, Unconventional Medicine (Herbal) 1

Gear: ATV, backpack, gallon of water, large baggie of trail food, lawn mower blade with a duct tape wrapped handle (D6 x 2 piercing), park map with animal traps marked, radio, rifle (D4 x 4 piercing) or shotgun (D6 x 5 piercing)

Art Direction: someone who looks completely out of place that has had to adjust to survive; maybe they have on what were nice clothes and now the clothing and person are covered in dirt and cuts, they’re holding a makeshift weapon that is a lawn mower blade with duct tape wrapped around one end for a handle

Sunset Falls Copyright Eden Studios and used without express permission

Copyright 2023 Derek Stoelting

Monday, July 17, 2023

Random Forest Locations

 

Who doesn't need random locations in a forest? People who don't run awesome games, that's who. Since that isn't you, I've got you covered with Random Forest Locations. Only one location has overt elements of the macabre, but please spice them up as much as you like when you use them. I know I will. . . 


3D6 Result

Random Forest Location

Notes

3

Hunting Lodge

Animal heads, paintings, and old weapons on display on the walls, large fireplace, beds with lots of blankets and quilts, medium wood interior, had working water and electricity at one point

4

Hunting Cabin

Exterior toilet, well water with hand pump, one room containing a couple of military cots, woodburning stove, stack of wood, table and mismatched chairs, maybe a shed nearby

5

Fishing Hut

Exterior fish cleaning table made of thick, heavy wood, no bathrooms on site, one cot, one sleeping bad, one small table, and two chairs

6

Vacation Cabin

3 stories tall, basement, 3 car garage, outdoor games, kayaks, hot tub/jacuzzi, fishing equipment, comfortable furniture all around a particular style (i.e., they all match), had water, electricity, and cable at some point, big screen TVs in several rooms, basement has pool table, bar area

7

Rental Cabin

Often found in D10 quantities, dusty interior with basic needs (beds, table, chairs, gas stove) battery operated camping lights, cupboards

8

Old Campfire

Several logs for chairs, empty cans of beer, food wrappers, beat-up vehicle nearby (dead battery and likely other issues), with nothing of use besides a source of shelter from the weather

9

Campsite

Basic trip-wire security noisemaker set-up, several tents of various sizes, gas stove

10

Mansion 1

Designed to blend in with the environment, likely inspired by Frank Lloyd Wright, furniture is slightly off and perhaps not quite Euclidean

11

Mansion 2

Neo-Brutalist villa, concrete exterior with some reflective glass surfaces, interior has mid-century style furniture and not an ounce of personality of the former owner

12

Wall Compound

Several homes, a large pole-barn, a hidden underground bunker, four car garage with three very expensive trucks parked in it, interior of the homes will indicate what type of compound this was (militia, religious, farming, sex, etc.)

13

Recording Studio

Likely converted from an early 20th century home, this building was turned into office space, recording space, and kept the kitchen, bathroom, and one of the bedrooms in place; the recording studio and related rooms could be for audio, short video, or full-length films

14

Farm House

An old home with good bones, a nearby barn for cows or pigs, maybe, another outbuilding for farming or ranching equipment, several sets of human remains scattered amongst the rooms and locations (all in peaceful poses as if they died exactly where they wanted to and not from a violent end); could be a classic “haunted house”

15

Gas Station – Bait Shop

An old affair that should have disintegrated decades ago, two non-working fuel pumps, animals have eaten nearly anything worth eating inside the shop, fishing gear and CB equipment displayed on walls, tobacco products, warm near-beer, a deceased person behind the counter, fly-paper strung up throughout the establishment

16

Fence Line

A wood fence line less than 50 yards in length, there is Christian iconography nailed to the fence every foot to two feet and all of it is facing the same direction

17

Trailer

Jammed between two groups of small trees, rusting, moisture and insects have terrorized the inside of this structure, several dead bodies in various stages of decomposition, rotten food, potentially snakes, hole in the roof has let in water over the years and the nearby floor beds threaten to give way whenever anyone walks near them

18

Burnt Tree

A small section of the forest was burned, in the center of the burned section is a large tree, around the tree are the skeletal remains of three people who were handcuffed together facing outward, and one of the three was shot in the head with a commonly owned bullet caliber



Many of these locations may be found on or near water. The water maybe a river, creek, lake, or large pond. For larger bodies of water, there may be an island in the middle of it. There could be piers for small (less than 20 foot) boats or platforms anchored to the bottom of the lake used for sunbathing away from shore. If the Gas Station – Bait Shop is near water, there may be a fuel pump for diesel, an area for cleaning fish, and a ramp into the water.

The contents of these locations are left to the Zombie Master. More bodies are always appropriate, but so are basement doors that are too tough to break down, requiring the completion of a puzzle to open. Were doors or windows left open? If so, have animals destroyed the interior contents? Has a family of bears moved in? Is someone storing zombies in the building? Why?

You are encouraged to fill these locations with the macabre, with splatter-punk, and with empty souls. What will make them interesting to you, so that you in turn make them interesting to your players? What will set them on edge? Is there a character drawback that will draw them into investigating the location? Is there something behind the characters pushing them towards the location? It could be bad weather, time of day, a badass biker gang looking for scalps to claim, or a small horde of zombies searching for their next meal. Work the location into your game, Massage it until it becomes intertwined with the setting. Smile with your eyes when you describe the location.

But when you’re done with it, make sure the exit is just as creepy, just as violent (or eerily quiet), just as intriguing as when you found it. Why are those crows watching the characters? They weren’t here earlier – or at least, you didn’t notice them here earlier.


Random Forest Locations © 2023 Derek Stoelting


Friday, April 21, 2023

Tomb of the Vampire Queen map

 I did a thing. I bought Campaign Cartographer 3 years ago via Humble Bundle or some other deal. The process of making maps with the software is not intuitive to me. This has led to ne not using it that much.


When the Coronavirus pandemic started, my Deadlands game moved from in-person to online. I alternately used Campaign Cartographer and Photoshop to create town and territory maps for the game. The process would go like this: 

1-start map in CC3

2-try to remember how to make it look not god aweful

3-get super frustrated with CC3

4-make a map in Photoshop last minute


Now, years later, I think I’m making headway. I’m somewhat determined to make the software work for me. After all, I spent money on it and several supplements. 

My friend Tim Brannan is doing a “dungeon room a day” exercise over at his blog. The Other Side. You can find it here: http://theotherside.timsbrannan.com/?m=1 Tim is working up a Temple of the Vampire Queen dungeon. 


The other day, I decided it was time to try using CC3, again. I don’t need it for my current game (Fallout 2D20). Instead, I took Tim’s first level and plotted it out in CC3.

It worked, but wasn’t great. However, I couldn’t get the map to export properly. Cue frustration after hours of work. I shut down the old laptop, moved on to learning how to play Azul, and taught the wife how to play. 

Today, before losing 2 of 3 games of Azul, I had an idea for re-making the map in a way that might work out, i plotted out the structure and came up with this:



Then, I went through and added creatures, treasure, and other bits of scenery. That resulted in this map:



They aren’t great big awesomeness, but they are s heckuvalot better than what I was makinh back in 2020. Maybe, just maybe, I can make this program work for me.


Thursday, March 23, 2023

Zombie Mall

Zombie Mall
copyright 2023 Derek Stoelting

High Concept: Dawn of the Dead meets Stranger Things

The Pitch: a two page (?) handout Zombie Masters can use to create a mall for use in their AFMBE games. The handout includes the mall map, guide to the shops in the mall, and notes on how to use this product with your game.

"The mall?" asks Maddie

"The mall. The mall has it all," replies David.

- Moonlighting


Even since Dawn of the Dead, gamers have dreamt of invading a mall, clearing it of opponents, and using it for a base of operations in a post-apocalypse setting. This small handout provides you everything you need to fulfill those dreams.

As presented, GMs can use the mall map provided (still in development) and roll on the Mall Directory table to determine which type of stores are present and where they are located. The stores are not named by brand. This allows for the GM to cater the game to the locale and time period in which the game is set. Instead, a generic description of the type of store is listed. For those GMs with a different style of mall in mind, this handout can be used to randomly generate the store types of that mall. For example, an outdoor, outlet mall will have a completely different layout, but many types of stores will be the same. 

Each area has a die type associated with it. Those are the number of random zombies or other opponents in that area. For GMs not certain of the type of opponent, roll 1d6. On a 1-4, there are zombies. On a 5, raiders. On a 6, teenagers up to no good who may or may not be willing to fight the player characters. 

Some areas of the mall are static and do not have a random chance of occurring. Those areas are the back hallways, stair wells, elevators for patrons of the mall, food court seating area, service elevators for employees and delivery personnel, the parking lot, the parking garage, and escalators. There is also the promenade space of the mall. These areas can have their own number of opponents waiting for the player characters or present different opportunities to interact with the scenery.

Unless there is power available in the mall, the various elevators and the escalators will not function. Interior elevators will be very dark if there is no light source. Elevators have two entrances and both are accessible in a power outage. The first is a roof access. Depending on state law, these may be required to be locked shut or not. If you don’t know your state law, roll a d6. On a 1-2, it is unlocked and will open. On a 3-4, it is unlocked, but will not open without a struggle. Maybe the door is rusted shut or perhaps there is a dead body laying on top of it. One a 5-6, the hatch is locked shut from the outside and either a key or bolt cutter is needed to open the hatch. 

The second entrance is the door. In the event of a power outage, there are ways to open the door. The first is the use of the fireman’s call box. Using this requires a special key that is not likely to be found near the elevator. The other is a small pen-sized hole providing access to a release lever. If tripped, this lever unlocks the doors. The doors do not open on their own and the player characters will need to push them open. 

The back hallways of the mall connect to the various stores. They may also connect to the patron bathroom areas, mall offices, security office

Before you scold me for one of the sections with 14 locations, you can buy 14 sided dice and you can type roll 1d14 into your Google search bar and it will provide a result.



Random Items in the Concourse
1. Planter
2. Bench or Seating Area
3. Trash Can
4. Empty Kiosk
5. Dead Body
6. Fountain

Mall Directory

Department-Anchor Stores
d20

1) Low End Department Store
2) Mid-Tier Department Store
3) High End Department Store
4) Sporting Goods

Roll 1d6, on a result of 1 or 2, the anchor store connects to a parking garage.

Clothing
d6 

1) Women’s General Clothing 1
2) Women’s General Clothing 2
3) Women’s General Clothing 3
4) Women’s Business Clothing 1
5) Women’s Business Clothing 2
6) Young Women’s Clothing 1
7) Young Women’s Clothing 2
8) Teen Girls Clothing 1
9) Teen Girls Clothing 2
10) Men’s General Clothing 1
11) Men’s General Clothing 2
12) Young Men’s Clothing 1
13) Young Men’s Clothing 2
14) Men’s Business Clothing
15) Little Kids Clothing
16) Blue Jeans
17) Alternative
18) T-Shirts
19) Underwear / Lingerie
20) Pop Culture

Clothing Accessories
d6

1) Tennis Shoes 1
2) Tennis Shoes 2
3) Dress Shoes
4) Women’s Dress Shoes
5) Kid Shoes
6) Hats
7) General Jewelry Store 1
8) General Jewelry Store 2
9) General Jewelry Store 3
10) Watches
11) Purses and handbags
12) Young kid jewelry and ear piercings

Electronics and Entertainment
d4

1) Movie Theatre
2) Comedy Club
3) Book Store 1
4) Book Store 2
5) Music Store
6) Electronic Media
7) Cell Phone Cases
8) Comics
9) Toys
10) Video Games
11) Make-a-Toy
12) Pop Culture
13) Cell Phone Repair
14) Board Games

Food Court
d4

1) Sushi
2) Chinese
3) Cold Sub Sandwiches
4) Hot Sandwiches
5) Chicken
6) Candy
7) Italian
8) Gyros and Falafel
9) Fast food burgers
10) Shakes
11) Pretzels
12) Cookies
13) Snacks
14) Coffee

Other
d8

1) Arcade
2) Carousel
3) Conference Center
4) Cosmetics
5) Halloween Store
6) Hair Salon
7) Pets
8) Pharmacy
9) Rest / Seating area
10) Sporting Goods, smaller than the anchor store
11) Tobacco / CBD
12) Vitamins

Mall Management
d4

1) Mall Offices
2) Security Offices
3) Bathrooms


Restaurants
d10

1) Steak
2) Sushi
3) Burgers
4) Italian
5) Mexican
6) Large franchise with too many food choices