Tuesday, May 1, 2018

Thoughts on the Ghoul Prince (published DIY RPG)

I now have one published adventure written for the DCC ruleset.


Its got snazzy art from the ever talented Alex Mayo and maps from fellow Canuck Dyson Logos.  But other than have DCC stats and features,  whats its deal?

Its got a psychotic slasher villain as the main antagonist, straight from the eighties.   Slasher villains don't normally work in an RPG about well armed lunatics with supernatural powers and a penchant for fighting wraiths and dragons.  I don't think a machete and an inside out mask of a sci-fi celebrity would really be enough of a threat to stop an adventuring party of non-camp counselors.

The feel of the slasher is there though, with diegetic abilities which strongly encourage using different tactics for the party to defeat (or avoid) this antagonist. If nothing else it will be a breath of fresh air as the party tries new things.

The larger change with this adventure is how it is written.  With most things that I write, you may have noticed I am usually experimenting with some concept or element of the adventure.  This adventure sprang out of my adventure convert-o-tronica concept of making ready to use location based adventure that can easily fit into any campaign.  The Ghoul Prince follows that relentlessly.   I show the core elements of the adventure, the moving pieces that set the stage for potential climactic battles, gruesome deaths, or fabulous schemes while everything else is a skeletal frame.   I then also give three different "skins" that smoothly fit over that frame and instructions on how to make your own.

I don't want to imply that the skeletal frame is somehow bare or requires the GM to write half the adventure themselves, they don't.  The skins really do cleanly fit over top,  I could have just taken one of the skins, applied it and published it that way and it would be perfectly cromulent.   But I did want to show a little bit of whats under the hood of an adventure when you structure it as a game component first and then make sure the 'fiction' lines up with it. A big pet peeve of mine with adventures is when they are incredibly imaginative and full of great ideas,  but that they aren't actually fun to interact with at the actual game table where 4-6 people will be spending several blocks of time, each multiple hours in length.

The Ghoul Prince is available HERE

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