Goblin Moons and more DCC thoughts
I wish I could say I have been recovering from GenCon, or that I’m at DragonCon this weekend, but sadly neither is the case. Its just been awhile since I’ve had much RPG-related to blog about. Yesterday changed that:
In honor of the Blue Moon on Friday, the guys at the Asheville Pathfinder Lodge wanted to hold a special event. Our lodge has had particular fun with, and recruited several new members by playing the free Paizo adventure We Be Goblins! It offers the unique opportunity to play Goblin PCs. At least it used to be unique until they recently released the Advanced Race Guide.
Informed by the material in that book, and borrowing the pre-gens from “We Be,” one of the regular APL GMs goblinized the First Steps intro module In Service to Lore. More than just a simple re-skinning of familiar encounters, we’ve created a goblin version of the Pathfinders called the Raidmakers, complete with 10 different goblin factions. Examples include: Ooo… shiny!, Fire Fire Fire FIRE!, Dog-hate, Eight-Fingers, Why Longshanks Get Rid of Good Stuff, etc. All of these line up with a respective “regular” factions we’ve all come to know.
The modules are still in alpha, and of course, completely unofficial, but the players seemed to really enjoy getting to roleplay goblins again with brand new encounters. Once we get them polished up a bit, I’ll check to see if we can post them here and spread the love for our little toothy, watermelon-headed friends.
In other news, I GMed a few sessions of DCCRPG and completed the adventure that came with the special edition of the core rules, #66.5 Doom of the Savage Kings. It was pretty awesome, but the players had some constructive criticism about the system in general. One of the main ones is that their PCs are too fragile! This was a first level adventure, and we had each player running two 1st level PCs. There were a few close calls, but no true fatalities, but the potential was certainly there. Have we become used to having 20-30 hit points on first level from 4e? Maybe. But it does stink to put a lot of effort in to a 5 HP character, only to see him get mauled by a dog or taken down by a brigand.
The other complaint is that most of the PCs aren’t very good at anything. One player had a Wizard with 13 intelligence. That character would never have made it past the character creation stage in any other system. It’s a fair point. So far, we’ve been pretty much playing by the book, or Rules As Written. That may change for future DCC sessions. Right now it feels like DCC Super Peasants! We may create something like DCC Heroes, that allows “5d6 take the top 3” for rolling stats, and rather than rolling them straight down the line, being able to assign numbers to the key stats you want. We may also re-roll 1s and 2s on hit dice so they have a decent number of hit points. Also, we may choose Race/Classes rather than rolling them randomly, as we’ve played several sessions and had about a dozen elves and dwarves, but not a single halfling. We’ll keep experimenting and let you know how it goes! We have plenty of material as I’ve bought all the DCCRPG modules released so far including the gorgeous Special Edition 13th Skull.
The Pirates set sail again this week, as we continue our Skulls and Shackles campaign. It will be good to put my pirate hat back on, and set sail for adventure!