Friday, February 22, 2013

Booking Up: A Survival Horror D6 Playthrough

Booking Up(Download the Module)
System: No One Gets Out of Here Alive (Homebrew)
Players: 2-4

So who's ready for that call of Cthulhu, everyone is going to die feeling? Well since you are still reading this I'm guessing you are. Great, what we have here is a very simple and creative system that allows anyone with any amount of imagination to come together and have the pants scared of them. Cris has done a wonderful job creating this system and building a short and very playable module to go along with it. Go ahead click that play button and let us know what you think. When you are finished you and your friends can get together and try this out for yourselves. Let us know what you think, and thank you for listening. 



Tuesday, February 19, 2013

Up Coming Events!

Well Blog type folks, GR RPG Group would like to expand its network of players so if you are reading this and you want to get in on some of the action and possibly become blogger famous like us email us at wehatebards@gmail.com

Currently we need 1 - 3 players for Thursday 2/21/2013, and we are always looking for players who are available on Mondays.

Game on!

Wednesday, February 6, 2013

Haunting Lodge Podcast


Haunting Lodge
System: D&D 3.5
Players: Recommended for 3-4 players.
CR: 17

Let me know if you heard this one before; a cleric, a duskblade, and a dread necromancer walk into a frozen hunting lodge…  So begins a We Hate Bards play through of the module Haunting Lodge by Owen Stephens.  The module is designed for 3 - 4 17th level characters and can be finished in 2-4 hours.  Our group finished up at around two hours thirty minutes.  Though this is to be a higher-level mini-adventure, the content is geared toward novice players who do not know the ins and outs of character building.  Any one of our characters could have gone solo and finished this in under an hour due to the power creep of our characters.  A party, of seasoned players, at level 10-12 would make for more problem solving and investigating and less destroy anything that moves with magic and violence.  
     The module as a whole was very short and to the point. Rolling up a level 17 character will take you nearly as long if not longer than actually running this. It would work well for a drop-in module to place in an established campaign. 

Saturday, February 2, 2013

Round-Robin Gaming

The System: your choice (3.5 for tonight)
Players: 3 - 5 each must be able to GM
The Game:
     The precipice for this game is that each individual will take turns GMing. You should determine before hand what will break up the micro-sessions. The only thing that the GM controls is the area that is immediately relevant to the players, this allows the next GM to change the landscape without contradicting the previous GMs.
     Since each GM is also a player character they should still be factored into the party during their turn GMing, however for the enjoyment of the other players they should temporarily take a background or supporting roll. Introducing new NPC characters and determining the current objective is up to each individual GM on their turn, and does not need to directly correlate to any previous turns, however a good GM should be able to bring everything together in a unique and interesting way.
     In order to keep things even more interesting, each GM/Player is given one GM token to use to change something about the current situation as only a GM could. The token's reset with each new GM. This ability should not be used to boost one particular character, however saving someone, or altering the environment are perfect uses.
     In order to make this a feasible situation, our group commonly either makes the players explore a previously unexplored island, or a new material plane, or anything that has an exceptional ability to be changed on a whim. For instance having the party running through only one particular dungeon the entire time would be incredibly limiting to GM's and would limit the creativity that this type of play is meant to encourage.