Sunday, April 5, 2020

Jewels of the Carnifex: Uncommon Dungeons Playtest Report

I ran Jewels of the Carnifex (a DCCRPG from Goodman Games) for a couple of friends last month, before all the chaos.  The module was completed in two sessions.  Each player used two characters, playing my Uncommon Dungeons traditional style ruleset.  This post will include a variation on the play report I sent the dudes, then thoughts on the module and on my constantly evolving rules.


dccrpgart Instagram posts - Gramho.com

Play Report 

The motley crew of cleric, barbarian, monk, and wizard were fresh off the boat in Redgate, newly rebuilt outpost of the Middle Empire, in search of gold and glory in the newly thawed out lands of the Heartstone Valley.  They were soon hired by a mysterious patron, Zanzibar the Magnificat, who desired to find lost books of the elder empires from before the the Great Glacier swallowed the north.  He knew of a hidden temple of an ancient god hidden beneath the old town, a place of ancient lurking magic, where he hoped the tome known in the ancient writings as the Grimoire Nex might be found.  To facilitate entry, the magician ensorcelled the surface guardians into unnatural slumber so that his hirelings might descend the crumbling spiral stair.
The stairwell itself was the first obstacle.  Only judicious and decisive use of a levitation spell kept the masonry from collapsing.  Within, shadowy manifestations of pure evil reached out to sap their, strength, but the explorers did not tarry long.  The cleric raised his holy symbol high, holding back the darkness.  Further, 3 doors were discovered and explored.  Demon toads, ghosts and a crazed hermit were dealt with in divers manner, but eventually the inner temple was discovered, as were the mutated, ageless guardians, who seemed to regard themselves as servants of Light and Law, but were quite obviously corrupted by Chaos.
Dungeon Crawl Classics #70: Jewels of the Carnifex
In the aftermath of the battle with the misguided and mutated guardians of the under temple all was quiet and still but for the drip drop of water, the squelch of fungal growth underfoot. The cloying warmth and hothouse stench of the place remained.
Azazail the Scion of Light disintegrated (or ascended to heaven) under the blows of Dirk the Witcher. The bodies of the “Pious” melted away as time has caught up with them. All that remained was the huge black bladed claymore called “Executioner’s Wand”.  The barbarian hefted in appreciatively.
Over the vestal vault still loomed the massive rat-like idol of roots and bright green moss.
Natural looking flowstone stairs lead down into grotto below.  Some careful thievery and brutal smashing later, the jewels were destroyed, the demonic presence beneath the Red Keep consigned to another millennia of captivity.  After much thorough search, many treasures were found, including the grimdark Grimoire Nex, apparently a codex of demonology.
The under temple of the Old Chaos gods caused a great debate amongst the delvers who rid it of its corrupted defenders, posing more questions than it answered. If a scion of Law can be corrupted without knowing it, retaining their power, then how do they know if they truly do the work of the Lords of Light?
With heavy hearts and great misgivings, the five returned to the Blind Knight Inn, laden with treasures magic and mundane. The elfish cleric agonized over the conflicts of righteousness and doctrine, the wizard worried they were setting dark powers loose upon the land.
The party did not trust their patron, Zanzibar the Magnificat and perhaps he did not trust them, for he was in their private chamber when they awoke from slumber. Dirk the Demonhunter cast his steely gaze upon the inscrutable wizard. He was neither a creature of Chaos, nor a servant of Law. What were his motives? He would not say, only that the recession of the ice fields from the Heartstone Valley uncovered many lost and best forgotten secrets. It would be best if "the wise" would acquire such things. He paid for his book, the Grimoire Nex, still triple locked within its cumdach. On his way out he told of a tower he hoped to procure as his new base of operations as well as a "drifting island in the sky" where he hoped to find yet more scholarly works for his library.
In the weeks that followed, some of the party spent their gold irresponsibly while others spent their time researching and tithing.
The thief earned a mighty hangover.
Both wizard cleric and witcher crossed paths with the Paladins of the Crimson Cross, the religious order and knightly host who serve as the hand and fist of Duke Wolverhampton the Wanderer. The Middle Empire reclaimed these lands a generation ago, but in recent years the Duke and his paladins have sought to tighten their grip on the marches beyond the keep and the riverlands, with uneven success.
Dungeon Crawl Classics #70: Jewels of the CarnifexNext stop, the Drifting Dungeon of Highfell.

Module Rumination

I always enjoy the art, the maps and short & sweet nature of Dungeon Crawl Classics rpg modules.  They tend to be memorable and finished in a session or two.  I have wanted to run Jewels of the Carnifex for a few years mostly because I love the green Mullen cover.
It went well.  The handout map was useful.  The players were intrigued.  They spent some time back tracking and discussing before they finally discovered the Grimoire.  Only the backstory was fairly confusing both to myself and the players.  Of course that wasn't helped by my attempts to shoehorn the thing into my new campaign world.
Overall, I'd highly recommend this adventure, but it's really worth outlining (maybe a set of bullet points) what the final villain says and does.  Any time you are trying to run a battle and drop backstory it gets a little confusing for my DM brain.

Rules Ruminations

We played my evolving personal ruleset, Uncommon Dungeons.  I've been using this for a couple of years now and I am more and more comfortable with it.  It move quickly, each character type stands out and players are limited by resources (HP, ability scores, rations, torches, time etc) to a degree that we are finding fun and engaging as I have built in ways to "push" each of these limits.  Basically, the game has been calibrated to my taste and I'm having a great time.  Getting closer to making a semi-settled printing.

Good Times in Town

There are still a couple things to fiddle with:  Spending money between sessions! Carousing and the like. This is where a lot of great roleplaying can happen as well, and when I am most enthusiastic about collaborative world building. An optional roll to gain some more experience points, and a Haven Doom Die roll. This time it was Peace and Contentment, but other times the setting may change due to shortages, disasters, or discoveries.
I'm still fiddling with the numbers. I want to encourage Carousing but I don't want it to to be absolutely necessary to keep up xp. Angelo made a good point that one could easily save up and do it all at once. I've no problem with that. 1xp per 3gp ratio is a little silly in terms of math, but maybe that's ok. 1/2? The others 1/4?

Combat

The one piece that still hasn't stuck for me is combat phases. I have written and am trying to use B/X style combat phases.  The problem is that I keep forgetting to use it, so used to just saying "What do you do?"  When we have used it, I find it very satisfying.
  1. Initiative: Throw Battle Die (d6)
  2. Movement & Archery: Each side moves or shoots with readied arrow & spear
  3. Melee: Each side resolves Hand to hand attacks in initiative order
  4. Spells & Volleys: Each side resolves Spells (if no movement) & 2nd Archery (if no melee)

I like that there are opportunities to move and run separate from fighting. It also allows for high rate of fire for arrows axes, slings and spears. I think spells taking effect at the end of all that is an important limiter,  especially since my dangerous sorcery rules allow wizards and clerics to push far past their allotted spell points.  Magic is powerful, but it is not instant.

Rules of Magic

One big development is that I recently converted most the spell lists (haven't gotten to high Order cleric spells yet) to Uncommon rules, which helps settle things.  The conversion mostly consisted of setting damage dice and Saving Throw ability as well as one or two sentence descriptions. Duration is probably the most significant change.  Since I am using the "Hazard Dice" to track durations, all spells in Uncommon Dungeons are Rounds, Turns, Days, Weeks/Months, or Permanent.  These correspond to the Battle, Doom, Wilderness and Haven dice.  The spell ends when "Expiration" is rolled on the appropriate dice table.
Duration 
Rounds may expire during Combat  
Turns may expire during Exploration 
Wilderness Turns consist one day 
Haven Turns indicates weeks & months

Monsters

There is no need to convert monsters from DCC or any old D&D style rules. I mostly use Swords & Wizardry or AD&D stats if something isn't in a given module.

Heartstone Campaign considerations

For some of my players, it seems that the biggest question is about alignment and cosmology. I'll try to write up a bit about the Eternal Struggle between Law and Chaos.  I am mostly inspired by Warhammer and Moorcock's eternal champion books. My thought is that there is a state Church of Orthodox Law, but within that faith are numerous cults of various saints such as Ygg the Righteous, Cuthbert the Stalwart, Sigmar the Hammer of Empire and the Queen of Swords. On the other side are the Ruinous Powers, Chaos Gods who seek to pervert and destroy civilizations, represented by Khorne Slaughter God, Nurgle the Pestilent, Orcus Lord of the Dead, Slaanesh the Decadent, Set the Dark Serpent etc. Law and Chaos are in a state of eternal cosmic war. Caught in between are most living creatures and various supernatural entities that are worshipped: such as the Green Man, the Cold Prince, Crom on His Mountain, Ttoth Keeper of Secrets, Mother Mitra of Peace and Contentment, but these are not recognized religions, though many folk of the north pay them homage. As in all war, it is those with the least interest in the outcome who suffer the most. Great are the atrocities of the hordes of Chaos, and disturbing are the purges of the Witch Hunters of the Queen of Swords.
All in all, there's been some great gaming going on through these troubled times.  I'll try to write more about my burgeoning Highfell campaign as well as the TypeV D&D game I'm running for my students and friends kids.

Thursday, January 9, 2020

Winter's Daughter Play Report and Review

"Delve into the fairy-haunted forest of Dolmenwood"
"The tomb of an ancient hero, lost in the tangled depths of the woods. A ring of standing stones, guarded by the sinister Drune cult. A fairy princess who watches with ageless patience from beyond the veil of the mortal. A forgotten treasure that holds the key to her heart."
"A romantic fairytale dungeon adventure for characters of 1st to 3rd level"

Spoilers, of course.

A few weeks back my group played the Winter's Daughter adventure module by Gavin Norman. It's the best thing I've played in awhile for that dark fairy forest vibe. The back story is evocative (and nicely broken into bite sized chunks that I was able to toss out as characters were introducing themselves), the dungeon is a simple tomb but contains a story that reveals itself. 

 However, the first encounter has nothing to do with the story and was almost my favorite part. I don't want to spoil it but the heroes are presented with a scenario that seems genre typical at first glance, but turns out to be anything but. My players were non-plussed and I felt like it was a brilliant introduction to the Drune and the forest setting at large. The first session ended with the heroes drifting like snowflakes out of a hole in the sky...

In the second session, the heroes found themselves in a frozen world, at the edge of a frozen lake, surrounded by dense forest, staring at a white marble tower in the middle of the lake.  At the front door were the doormen, a goblin on the shoulders of a hungry troll.  The goblin Griddlegrim said that they were not on the guest list but that they could join the party if they ate a magic mushroom.  The heroes obliged and were variously affected by the stuff: shrunk to 6 inches, purple skin, etc.

Image result for winter tower fairy fantasy
In the tower they met the Winter Princess waiting for her groom to arrive.  They made deal with her, returned to the tomb, and figured out safe passage into the the crypt.  Thus, the ancient lovers were reunited and the heroes emerged victorious, laden with fairy jewels.  A good time was had by all.

A highly recommend the module.  It is high on investigation, idiosyncratic detail and mystery, low on hack and slash (though there was a brutal battle on the lake with the troll, ending only when the troll fell through the ice).   This makes for an engaging adventure and also one that plays a bit more quickly.  With only a handful of actual fights, the action moves faster.  This could easily be a 6 hr one-shot (we did it in two 3ish hour sessions).  

A final note on the layout: Very easy to use at the table.  Info is in bullet points.  Descriptive words for each location at the top.  Bullet points for NPC/monster "reactions" (sometimes "Wants" or "Knows") make it very easy for the DM to give the roleplay a sense of direction.  I want all modules to be like this, which is why I've been running Hole in the Oak!  

  

Sunday, April 7, 2019

Rare Character Classes for Uncommon Dungeons

Although actual play time has been squeezed out of late due to impending fatherhood and home improvements, I continue to tweak my personal ruleset, Uncommon Dungeons, a mishmash of basic D&D, DCCRPG, LOTFP, and any number of houserules found across the blogland.  Recently I've been messing around with a document I call Uncommon Explained, which is meant to be an eventual rulebook as opposed to the stereo instructions style of my current minimalist pamphlet.  Slow going there.

In the meantime, my son is overdue to be born and I have fall ill with a cold, so I spent the day indoors writing up new classes for the game, to entice my friends away from Type V whenever we have have a chance to start a new campaign.

The intention of these classes is to offer the intrigue of something different without adding new mechanics.  I want to avoid the fiddly-ness of the D&D V classes.  The details of each class should encourage a particular style of play: bold and brash in the case of Cavaliers, skulking and careful for Rangers, savage and reckless for Barbarians, and in the case of the Accidental Hero (updated Alice), something completely different. 

Witchhunter 

 “Chaos will not corrupt me”
Apostate, Puritan, Avenger 

  • Hit Points d8 per level +1 Attack per level 
  • Demon Slayer: Roll War Dice as a Fighter vs Undead, Demons & Creatures of Chaos (d3, d4, d5, d6, etc) 
  • Save d20 vs all Fear & Mind Control 
  • Cold Stare: Know the true nature of a creature after 1 minute of intense scrutiny. Evil creatures are discomfited and may not lie (Charisma Save) 
  • Puritanical: May not Carouse for XP 
  • Cast spells of Order ≤ ½ level, rounded down Spell Points equal to ½ Level + Wisdom bonus 
  • Heal: 1 Spell Point = 1d6 Hit Points or 1 Attribute 
  • Banish: Witchhunters step forward & brandish their holy symbol to hold back undead & devils: 2d6 HD/Order of monsters cower for 10 minutes, or as long as the holy symbol is held before them. Attacking Banished monsters breaks the spell. Cost = 1 Spell Point. 
  • Divine Petition: Witchhunters can attempt to cast spells beyond their limits with a Wisdom Check, d20 + Spell Order. Failure = -1d3 points from a random attribute 
  • Begin with a Cold Iron short sword, Holy Symbol of Ygg, dagger, leather armor, waterskin, tinderbox, 1 ration, 5 torches, haversack (8 items, MV3, 90’) 


 Barbarian 

 Berserker, Wild Man 

  •  Hit Points d12 per level 
  •  +1 Attack per level 
  • Warp Fury: Toss aside all armor and slay! Add War Dice as Fighter to attack & damage and roll d20 for all Saving Throws. Barbarian is then weakened -1d on all rolls for 1 turn. 
  •  Illiterate 
  • Begin with a battleaxe, waterskin, tinderbox, 1 ration, 5 torches, haversack (5 items, MV4, 120’) 


Ranger 

“Heed the call of the Wild”
Huntsman, Scout, Warden of the Wood 

  • Hit Points d6 per level 
  • +1 Attack per level 
  • Sneak Attack a surprised foe: roll d24 for a critical hit 
  • Guile of the Fox: roll d24 Intelligence to Hunt, find Tracks & detect Traps. Roll d24 Dexterity for Stealth. 
  • Druidcraft: A ritual of one Turn casts a Spell of Order ≤ ½ level, rounded up 
    • 1st Order: Soothe the Savage Beast (animals will not attack), Speak with Animals, Purify Food & Water 
    • 2nd Order: Silence, Delay Poison, Charm Animal, Message, Obscuring Mist, Detect Invisible 
    • 3rd Order: Cure Poison & Disease, Locate Object, Resist Fire & Cold, Gust of Wind 
    • 4th Order: Feast, Speak with Plants, Summon Animals, Charm Monster, Wall of Fog 
  • Spell Points equal to Level + Wisdom bonus 
  • Begin with a bow, arrows, and dagger, leather armor, 50’ rope, waterskin, tinderbox, 1 ration, 5 torches, haversack (10 items, MV2, 60’) 


 Cavalier 

 “I challenge thee!”
 Knight, Noble, Chevalier

  • Hit Points d8 per level 
  •  +1 Attack per level 
  • Chivalric Challenge: The cavalier boldly challenges evil doers to change their ways, offering parlay & penance before. Foes check Morale. If foes choose to fight, the knight rolls War Dice as a Fighter and all allies gain +1 to attack. Cavaliers must be wearing plate armor and maintain a splendid lifestyle to use this ability. 
  • Coat of Arms: The cavalier’s reputation precedes them. Charisma bonus to Reaction Rolls from Lawful Creatures. Negative bonus for Chaotic creatures 
  • Begin with a sword, lance and dagger, plate armor, shield, helmet, heraldic tabard, horse, saddlebags (10 items, MV1, 40’) 


Accidental Hero 

"Alice then did something quite astonishing..."
The Alice, Alistair, Alison, 7th Son, Fool 

  • Hit Points d4 per level 
  •  Roll d24 on all Saving Throws (Hobbits roll d20) 
  • Roll d24 on 3 Tasks: Stealth, Tinkering, Climb, Legerdemain, Use Magic, Performance, Haggle, Find Traps, Wildcraft. 
  • EXASPERATION: In times of unusual stress Accidental Hero may become Exasperated. This Exasperation causes fate to take notice of the hero, and then to aid her. The hero says or thinks something like “Oh I can’t conceive how I ever fell into this deplorable circumstance!” or “We are indeed doomed and now birds will gnaw our eyes.” 
  • Roll a d4 on the Exasperation Table from “A Red and Pleasant Land”.  The die type increases at 5th, 9th, and 13th level.  Accidental Hero may express Exasperation once every real-time game hour (as games focus almost exclusively on stressful times, these represent the periods during which the gods are most likely to take notice). 
  • When gaining a level, roll on Alice Level Up Table
  • Begin with a book, wine bottle, tin of 6 biscuits, satchel (5 items, MV4 120’) 

Monday, December 3, 2018

Session #47-48: Doom of the Dire Boar & Return to Harrowmoor

TL:DR: Dire Boar defeated, Ent encountered, healed of disease, communed with a strange lake creature beneath the crumbling Harrowmoor Castle.  And Lady Chantrelle seems to have taken young Jacque to the Hall of Sleep.

Image result for faerie forest dolmenwoodThe earth shaking might of the Mother of All Boar was no match for the accumulated power of the Barrowmaze veterans.  As She approached bristles scraping the high ceiling of the cavern, the cleric Clonin retrieved an illuminated scroll from his haversack and intoned the syllables of power inscribed upon it.  Instantly, the paper turned to ash, then swirled around the massive beast which seemed to shrink as it charged squealing ever more high pitched as it's stature was reduced to that of it children.  A rough battle ensued between the party and the three pony sized pigs.  Clonin knocked his head against the cavern wall and lost consciousness before the last perilous porcine protagonist was butchered.
After gathering treasure and surviving a further attack from a returning singular of boars, the group began their journey back to Harrowmoor, clutching the cure for Erik's debilitating disease, the Cave Lily.  Travel was cross country and confusing in the dark tangle of the Dolmenwood.  They got lost and spent a cold night in conversation with a friendly tree called Rootbound who told them of the Elven Princes who once ruled the wood but are now more rare, and of the sinister Cold Prince, who was banished.  The old tree was particularly unhappy with the recent ruttings of goatmen amongst his roots. 
It took three days to find once again the high cliffs of the Groaning Loch, and it cost a gold coin or so to convince the loan fisherman they spied to ferry them to the castle.
Image result for luminescent waterReturning to the somber confines of Harrowmoor, the company first visited Dr. Prunesqualor, who obligingly brewed a medicinal poultice while intimating dark suggestions that the Lady Harrowmoor had been corrupted by dark forces and was no longer an adequate protector of her daughter Violet.  "Perhaps she needs to be removed from office," he murmured. 
The evening meal with the family of the manor began uneventfully, notable for the absence of the young lad Jacque and the mysterious Lady Chantrelle.  Presently, Resper and the learned men began to tell their tales, which fascinated the otherwise bored and tedious Lady of the manor.  Tales and wine flowed and suddenly it was the witching hour, with Violet long since sent to bed.  The strange lady bid they follow her lead, and, escorted by her clowder of cats, descended by a stair behind a bookcase in the study down down to a lake side cove for below the ramparts.
"Here is the source of my family's wisdom," she purred.
The moonlight caressed the waters of the cove and Erik felt compelled to sing a strange song that came to his mind unbidden, with words he did not understand.  The lake water began to shine with a luminescent light and nebulous shape rose to the surface, more light and presence than true physicality, yet the minds of the visitors to Harrowmoor were overwhelmed, wallowing in total sensory overload. 
They came to as the false dawn emerged and stumbled up the stair heavy of foot but enlightened by visions of cosmic import, a feeling that the brooding, skeletal claws of evil in the Barrowmaze was gathering strength again, opposed not by the Church (insular as it is) but by the wild chaos that was the Nag Lord.  Their conflict will bring ruin to those caught in between.
A night in seance with the "Forroth" was a taxing affair.  Though they planned to hurry after Jacque and Lady Chantrelle, who they assumed had absconded to the Hall of Sleep, but found that Sleep came heavy to themselves, sleeping a straight 48 hours once their heads hit the pillow.


Saturday, October 13, 2018

The Perplexed Questionnaire

OSR Guide For The Perplexed Questionnaire 
I realize I've been interacting with and playing OSR style D&D for a long time but have rarely contributed directly to that community.  Here goes.

  1. One article or blog entry that exemplifies the best of the Old School Renaissance for me: I'm going to go with "What I mean when I say dungeon crawl". There are so many, but this one represents a great mix of geekery and intellectualism that I really enjoy about the OSR. Too bad the image links are all broken now.
  2. My favorite piece of OSR wisdom/advice/snark: Roll the dice in the open. Let the dice fall where they may (as long as its on the table. Floor rolls are always considered cocked). It saves you from yourself.
  3. Best OSR module/supplement: The most used module has been Barrowmaze. A solid 2+ year campaign.
  4. My favorite house rule (by someone else): Hazard System from Necropraxis. This has changed the way I run my game, especially dungeons, and now feels core to type of game I prefer to run, though I have renamed it the "Doom Die". Essentially, random encounters, time passing, depletion of resources, and dungeon dressing are folded into a simple d6 die roll. It works great for side initiative rolls as well.
  5. How I found out about the OSR: It's hard to remember exactly, so I looked back at the first few blogposts I made in 2010. I had watched the great edition wars rage across the forums, was kinda bummed when Dungeon magazine disappeared, observed the Pathfinder schism, was disheartened when Necromancer games decided they couldn't follow along, but I was a Type IV convert. I had grown tired of the fiddly, amorphous nature of 3rd, so I went all in. I was still playing and DMing 4th edition D&D (I even ran a 1-13 level campaign of it using the War of the Burning Sky modules by ENworld), but I was burnt out on how slow the combat went, and how players became so focused on their character sheets. And the type IV art direction was painfully uninspiring.
    I remember following a lot of ENworld forum chatter about streamlining/speeding up the game. Somewhere in there I found the AD&D3 pdf, a faithful reconstruction of the old AD&D players handbook down to the font, layout and art, but with streamlined 3e-ish rules. I never actually played it, but I think this was the first OSR game I ever picked up. Then I started reading Dndwithpornstars and followed that to lots of other blogs.
    The final flowering for me was Dungeon Crawl Classics RPG. I had always dug the style of the DCC modules during the 3e era, and even ran one or two of their 4e mods, so when they announced this new game I dove deep into the beta rules, started running it and making up houserules on my own. I was happy enough, when 5th edition D&D was announced I wasn't that interested. In time I got tired of DCC spell charts, and my current group formed around playing the latest edition, but at this point I don't think I'll retake the reins of DMing typeV when the opportunity arises. I'll offer to run a simpler game instead.
  6. My favorite OSR online resource/toy: I use the Last Gasp generators a lot. I have a whole list of them in my bookmarks.
  7. Best place to talk to other OSR gamers: Google Plus is/was great. Reddit /osr and /rpg is ok I guess.
  8. Other places I might be found hanging out talking games: Where ever it all ends up.
  9. My awesome, pithy OSR take nobody appreciates enough: The DCCrpg dice chain was a great innovation that hasn't been expanded upon much. Variable attack bonus and mighty deeds for fighters is epic.
  10. My favorite non-OSR RPG: Back when, I loved to play Cyberpunk2020. A couple years back I had a great mini-campaign of FFG Star Wars.
  11. Why I like OSR stuff: It's an autonomous zone. It is intellectual and artistic creativity purely for it's own sake. And I've always been obsessed with D&D and at this point I like playing some version that I can basically do off the top of my head.
  12. Two other cool OSR things you should know about that I haven’t named yet: I really like the new Knave rules, and I'm gonna start using them with my students. I really dig the B/X Essentials line and Dolmenwood from Necrotic Gnome. I don't play the game straight, but I love the organization and style of the B/X E. Really dig the weirdness of the dark fairy forest Dolmenwood setting.
  13. If I could read but one other RPG blog but my own it would be: The classics: D&DwithPornStars completing the Monster Manual redraw/hack, a revived Grognardia, a regular Jeff's GameBlog, revived Middenmurk... oh just one?
  14. A game thing I made that I like quite a lot is: The heartbreaker homerules I've been running the last couple years. I even printed up some zine-style booklets. It's a kludge of all my fave OSR houserules. DCC + S&W + LOTFP etc. I've got two versions at this point, Uncommon (dungeons), and Uncommon Basic (which is maybe too basic, but is the one I've been tinkering with most recently).
  15. I'm currently running/playing: DMing a weekly game of my own Uncommon Dungeons (first in Barrowmaze, now in Dolmenwood); playing in a Type V D&D "Tomb of Annihilation" campaign.
  16. I don't care whether you use ascending or descending AC because: My only real connection to descending AC is the pop-punk song my friends recorded years ago that features the line, "My heart was protected by a low armor class". Otherwise, ascending AC is easier. I also don't like Saving Throw charts.
  17. The OSRest picture I could post on short notice: