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Cake day: June 11th, 2023

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  • Baldur’s Gate is part of a setting several decades older than the game franchise of the same name. It was an official setting of D&D a decade before the first game. In the sense of a ROLEPLAYING game, fidelity to the source material is paramount.

    The original games were developed at the end of the life cycle of the edition they used for the mechanics. The ruleset got a major revision the same year BG2 was released. There have been several major editions since. Edition warring aside, no one can argue that the Forgotten Realms played in 5th edition isn’t the same Forgotten Realms played in AD&D 2E. The tone and continued narrative of the setting is the key feature in maintaining the soul of a property, not mechanical fidelity.

    The game respects the official canon of the Forgotten Realms, including the canonical ending to BG2 where Gorion’s Ward rejected divinity and eventually led to Bhaal’s revival. Characters from the original series return as companions for BG3, with stories acknowledging the Bhaalspawn crisis. One of the origin playthroughs is the exact same story as the first Baldur’s Gate.

    If your only complaint is lack of real time with pause then I reckon it’s you who isn’t the real Baldur’s Gate fan.





  • Maybe there should be a piece that tells a story beyond “nyah, I’m evil!”

    Any manner of wizard should really have a personal ritual site, allowing them to bask and practice at astrologically appropriate times. Sacrifices on the equinoxes to ensure a bountiful summer and a mild winter; Fires on the solstices in appreciation of said summer/winter; charge under the waxing moon in anticipation of a particularly challenging ritual; dampen troublesome magical side effects under the waning moon; clear your mind under the new moon; channel power of the full moon into your key rituals.


  • With larger groups I tend to stick to less mechanically complex games.

    Most OSR games can be run on the fly with any number of players. I had a fixed group of 9 run through Keep on the Borderlands, with 1 or two extras jumping in for a session here or there.

    My absolute favourite is Savage Worlds. It’ss great as the maths isn’t tight and “balancing” an encounter is just a matter of throwing in more mooks, throw in a wild card per 2 or 3 players. It can fit to any setting, though I strongly recommend Deadlands.

    My close second favourite is Call of Cthulhu, which I’ve run with 8 players. There’s not a combat focus so sessions are unlikely to get bogged down, and even then, most combat actions are a simple contested roll. Investigations tend to resolve as people splitting into pairs and following different leads; two go archiving at the library, two visit a sanitarium patient, two head over to the local paper to see if any stories have been published or even blocked by an editor, two stake out points of interest.


  • The Crew - Mission Deep Sea - card game with a simple trick taking mechanic. Difficulty is very modular as you decide a difficulty level before each game. Difficulty is decided by the numbers of missions taken and the relative complexity of those missions (this is all explained on the mission cards). Missions are based on which tricks you win, with simple rules like “I win no 1’s” or “I win at least 3 9’s”.

    Hanabi - Card playing game where you don’t know your own hand. You describe aspects of each others hands (colours of cards, numbers on cards). Your goal is to place a pile of the cards 1,2,3,4,5 in each of 5 colours. Don’t play with mathematicians.



  • I just go for completed series nowadays. It’s just not worth the time ranting and actively waiting for the completion of certain series. I’ve made a conscious decision not to start on Rothfuss’s trilogy until he finishes the final book.

    I also find that recently I go for books with more mature themes; not gore- and sex-fests where everyone is morally grey for the sake of it, but stuff like Robin Hobb’s books which explore feminism through a fantasy lens, or stories with characters who confront their flaws rather than being some ideal version of a character archetype.







  • Managed to play Arkham Horror twice in one week, though missed playing War of the Ring with my partner.

    Wednesday was an 11 hour Arkham Horror marathon due to 2 friends moving away. Four of us took the day off. We attempted the two-party Dream Eaters campaign with two groups of 3. The awake team blitzed through their scenarios while the dreamers struggled through theirs (having already played the other way, the dream scenarios are more complex). This resulted in the awake team waiting 30 mins - 1 hour per scenario for the dreamers to finish. We finished at the end of scenario 3 as we were so exhausted.

    Saturday was my Path to Carcosa group, which proved to be a lot more fun, probably because we weren’t trying to cram a whole campaign into one day. Completed scenario 3 before the final agenda came up. Our seeker is ridiculous at hoovering clues.



  • People have already mentioned my two suggestions: 4E DMG2 and The Lazy Dungeon Master.

    This isn’t a specific book recommendation, but I would recommend reading a diverse range of RPG books, across a breadth of topics which interest you. In particular, reading the storytelling sections and how those guidelines interact with the delivery mechanics of the specific game can offer a new perspective on how to run your games.

    For example, I enjoy horror roleplaying in particular, so books I may read are Call of Cthulhu for Cosmic Horror or the World of Darkness/Chronicles of Darkness books for Personal Horror. While I run Call of Cthulhu a lot more than World of Darkness, the tips on storytelling personal conflict from WoD offer some interesting insight into running sanity conflicts in CoC.