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Messages - sandcastles

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I finally got a run a game I've been dying to do for a long time now. After someone called someone a "cocklord" a few years ago, I jokingly mistook it for a rank. After some bellowing in Space Marine voices about fantasy dick jokes, I swore to one day run a game where Cocklords ruled a land, and no one in the setting quite realized that everything in their serious and violent world was named after genitalia. I got a lot of the same response: "I want this to happen, but I couldn't stand to play it."

I finally got some guys to play it in Dungeon World. I'm incredibly pleased that they did and proud that I was not only able to run it, but we all kept up the spirit of occasional puns but otherwise, the absolutely most serious and straight-faced game I could run, full of politics and kidnappings and war; just set in the kingdom of Domepeace at the pre-wedding feast of Cocklord Phallus and Lady Boner.

Our players are knights of the new Cocklords generations later, and all invited to attend the celebratory feast in the name of Cocklord Phallus and the granddaughter of the once disgraced Lord Boner, Lady Boner. If the controversy and the judging dinner conversation doesn’t get our heroes, then the uninvited pirates and sea monsters just might!


Lady Dieza Nought (Max) – The Fighter. A grim crusader of the Cocklords, disgraced over a misunderstanding and doing whatever slaughter or gruntwork needs to be done for her lords with little to no mercy. Wields a massive spiked ball and chain she calls the Buster Ball.

Delryn Tayghbag (Ryan)– The Arcane Duelist.  Bastard son of an unknown Cocklord, he relies on style, charm, quick thinking, and a mystical skill with his sword to dispatch the enemies of Cocklord Richard.

Inquisitor Gonnorheus Scrote (Drew) – The Immolator. A potentially mad pyromancer, the scarred, vigilant, and paranoid mage was touched by a dark taint in his past. Rather than succumb to it, he bound its magic in fire, which he uses in the name of the Cocklords to purge the tainted and the wicked.

Dungeon World / Re: Inverse World Actual Play Recording
« on: December 09, 2015, 11:40:29 PM »
fortunately got more than a few episodes put up for this one!

The party forms a plan to rob a mansion of its greatest treasures. Even if they succeed, they'll be on the run from one of the wealthier men in the area. It leads them to some seedy choices, some careful spending, and an island that lives off of gambling before they can get back on track.

Apocalypse World / Re: Apocalypse World AP Recording
« on: November 07, 2015, 12:09:20 AM »
unfortunately, it was put on hold, but we did just throw up (barf forth?) an Inverse World/Dungeon World game we got going after some schedule juggling and a few other games we posted elsewhere

I've got plans to go back to it some time, though

Monster of the Week / Re: Monster of the Week Actual Play mp3's
« on: November 07, 2015, 12:07:58 AM »
just saw the reply! but yes, she was a blast to play as, being all guts and not nearly the brains she thought she had. we all hope to sneak in some more stories for these guys some time

Dungeon World / Inverse World Actual Play Recording
« on: November 07, 2015, 12:06:33 AM »
A campaign set in Inverse World, the Dungeon World hack where the world is generally upside down. Flying islands circle a caged sun god, surrounded by a massive dome of stone overhead. A few friends, old and new, are gathered by a strange messenger to right a wrong in a city full of mail (by performing ANOTHER wrong) and fly the world of Invel to set it right (and get paid).

Aldara, the Lantern (Crazon): a follower of Solas, the sun god of Invell. A nomadic do-gooder with a tiny, personal piece of a god called Atom following her around.

Deeley Bobber, the Mechanic (Eli): a goblin tinkerer from a long line of engineers and inventors (namely Thinga and Ma). Has struck out on his own to follow his dreams and strike out on his own business ventures apart from his family's fortune.

Salamander, the Golem (Toku): a huge being built by an ancient race out of lava and magma. Bored from his centuries of wandering, he's found himself as the muscle and general assistant to Deely.

Caramelle Eclair, the Skydancer (Max): deer-like mail woman with a set of jet boots and a hover bike. Adventurous, playfully cocky, and always eager to show off her aerial skills.

Monster of the Week / Monster of the Week Actual Play mp3's
« on: June 30, 2015, 11:32:40 PM »
we were short a man a few sessions this month, so we ran a slapdash game of Monster of the Week and recorded it like most of our online games.

A destined teen, her mystical guide, and her cousin the accountant on a road trip to hunt down monsters with a sword forged of inhuman bone and whatever spells they can sling at em. When people start disappearing and reporting massive damages in a camping area in the mountains, the crew arrives to ask all the wrong questions, argue amongst themselves, and generally turn a one-shot into a 3-parter due to character improv, mid-game character development, and starting playing 2-3 hours later than normal. All makes for silly, bite-sized sessions provided by Eli that I think you'll enjoy.

Casey "@midnightangelslayer" Williams: The Chosen. Privelaged, attention-loving 15 year old. Dresses in raver/goth clothes and half-purple hair, minus any genuine problems or angst. Was given a magical sword carved from bone and told she's the chosen one, which is so hardcore and badass that she's WAY on board with this idea.

Isabella "Sika" Minami: The Initiate. Field agent from a secret mystical organization. Expert on ancient magics, voice of reason and insight, and combination guide, guardian, and teacher to Casey on her path to being the chosen one.

Tim "From Accounting" Williams: The Mundane. Casey's cousin that she saved from demonic clowns once early in her slaying career. Tim has no powers or apparent association with the prophecies at all, but he does have a driver's license, handguns, and some stupid luck.

Ep 1:

Ep 2:

Ep 3:

Dungeon World / New Playbook; The Monster Stack
« on: March 04, 2015, 10:55:10 PM »

something I whipped up over a few weeks. based on the Totem Pole Trench trope, letting players take up the role of the Monster Stack, three or so creatures (goblin, fairy, and kobold listed as options) stack up on each other's shoulders to act like a human being.

Infiltrate your enemies! Create chaos among the unexpecting! Use teamwork while you yourself are secretly a team!

hope all enjoy

great addition! tossed in bits and pieces, mostly since I had this struggle when I played a Frozen North druid

Apocalypse World / Re: Apocalypse World AP Recording
« on: December 15, 2014, 08:09:38 PM »
that was really the only way I could bring myself to play it proper. I'm not an especially dark person (humor's my way to go) but the concept was too gritty to go full blown Futurama on it.

so I made even the apocalypse itself a try-hard over the top lump of craziness, starting coming up with things that would come from that (mostly a global population that is hardcore), and then balled it up into a crude thing resembling a setting where the driver can be in a shotgun-toting demolition derby before stopping off at the Snake, Steak and Shake drive-thru ("I will haaaave... cobra. Ahhhh... now THAT'S blinding."

Apocalypse World / Apocalypse World AP Recording
« on: December 11, 2014, 08:05:29 PM »

my usual group started up a voice game of AW a few weeks back. one player's out with bronchitis for a while, but recorded the game and had some fun with it, and should be picking it back up again soon.

more info for those curious about the world here

Toku - Bright Barb (The Hocus). spokeswoman, moderator, and neutral contact of The Council for the Unmitigated Union of a United Utopia. Does the legwork and necessary psychic communications between the small group of the wealthiest individuals of the wastelands. Hired on to lug a titanic gemstone back for some only slightly shady characters, but she'll need a team!
Crazon - James Gremlin (The Driver). Jovial stunt driver for hire, up for anything dangerous for fun and profit. Best friends include a robot and his pickup Big Betty.
Library Dan/Eli - p-190N806 (The Synthetic). A towering robot with a single red lens for an eye and a badass sword arm. Very no-nonsense and lives by his two remaining orders: protect James and blow up the moon.
Max - Holstein "Glib" Glibglibglibglib etc (The Brainer). Spooky, hunched, muttering brainer obsessed with the minds of others. His psychic powers and "violater glove" make them highly accessible.

Monsterhearts / New Skin: The Goblin
« on: December 11, 2014, 08:02:30 PM »
Could probably use some retooling, and formatting, and not overly familiar with the system beyond what some players have explained to me and some basic reading, but having been working the last year or so on a goblin-centric RPG, I was shocked to see no one had done such a skin for this game.
so here's to the pesky wretches of the monster kingdom! open on thoughts and corrections, naturally.

People tend to think too much. They try to focus on everything at once and lose sight of what's in front of them. Simplify, and you see and act with the utmost clarity.
But when you act simply, people tend to outmaneuver you. They look down on you, or beat you, or make you feel so small they could pin you under their thumb and tell you what to do, or else. Then again, when you're in the shadow of something else, it can hide you from the rest of the things that could hurt you.

Darkest Self:

You know that the world is full of terrible things, and you're one of them. While others bear monstrous strength and unbreakable courage, whatever sad pit spat you out never meant for you to show such greatness. You grab what you need and flee for your life, hiding and cowering somewhere you can finally feel safe. You escape your Darkest Self when the danger is over, or at least someone is able to calmly assure you that it is (whether they do so with a forceful or soothing approach is up to them).

Playing the Goblin: the goblin is a wretch, a lesser being that is not quite human and loved by few. You lack the wisdom or strength of other beings, and so you must resort to more cowardly means to survive. A goblin is simple to satisfy, but in their short-sighted nature, they may resort to betrayal, lies, stealing, or swearing to serve a greater creature in order to get what they want or hide from whatever may be after them. Some will take pity on you, others will look down on your weakness. Few will argue your usefulness.

Choose a Name
Jim, Gregor, Ivan, Peter, Hobbes, Wesley, Davis, Trixie, Izzy, Drew.
a demeaning name, a hard name, an earthen name, a subtle name

circle one of each of the following lists
- jittery, quiet, hungry, weasely, lean, nimble
- darting eyes, shifty eyes, watery eyes, big eyes, clever eyes
-Origin- ancient bloodline, accursed, born of the earth, outcast from the darkness, servant of a lost master

Your Backstory:

Pick someone you've done some favors for. You have 1 String on them.
Someone shows pity on you. They gain 1 String on you, and ask them what they did for you.

Sex move: when you have sex with someone, you consider it a simple but deep bond. You may offer your partner a bond that works exactly like the Dark Master Move, granting them 3 Strings on you. You also gain 1 String on them, whether they accept or not.

Goblin Moves-
You get the move Dark Master.

Dark Master: choose 1 character to act as your Master. They may have dirt on you, or threaten you physically, or maybe they convince you they're a friend (whether they really are or not). Give this character 3 Strings on you. Whenever you act under their direct instructions to do something, act with +1 forward. The Master can spend a String to either grant you a +1 to any Move, or to force your character to attempt something you are hesitant, wary, or questioning about doing. If you flat out refuse to do something they ask, they gain 1 String on you.
When they have no Strings left on you, you are free to question your relationship with them. If you feel they do not give you adequate reason, you may choose to break the Master bond with them and escape their power. You may then either reassign the Master position (and 3 Strings with it) to another character, or simply act independently of one. Take -1 to Dark as long as you have no Master.

Pick 1 other Move:

Grovel: when you beg, cower, or deeply apologize, you can spend one string to avoid a target's wrath. It may be brief, but you will be be spared from attack for the moment, at least.

Smarter Than I Look: once per session, you can pick any character and roll +Dark. On a 10+, the player must tell you a secret about their character that you've discovered while no one was watching you. If it is useful to you, they gain 1 XP. Take +1 forward while acting on this information.
On a 7-9, the GM will give you a rumor about the character. It may or may not be true, but at least some people believe it.

Punching Bag: you’ve endured all the things the world has thrown at you and are still standing. Take +1 Armor.

Scoundrel: when you want to get a hold of something particular (anything physical that you can recognize and deduce where it is located), you can roll +Volatile (Dark?).
On 10+, you can find a way for you to get it without leaving a trace. The GM may give you conditions you'll have to fulfill to do so, but you'll know them before you decide to do so.
On a 7-9, you choose 1.
-you're treated as suspicious or untrusted by someone (the GM will choose who)
-you'll need help from another character to get to it
-you can get there with no problems, but it's not where it's supposed to be
On a miss, you're found out. You may be spotted somewhere you weren't supposed to be, or caught in the act by the target's owner.

Underhanded: whenever you attack someone who doesn’t expect it, take +1 forward. You keep this bonus until you take any harm during the conflict.

Treacherous: you can spend a string to do one thing without the notice of anyone nearby, including your Master, so long as it’s something you could possibly conceal from them.

brainstorming & development / Re: Monster Force Terra
« on: November 28, 2014, 11:02:51 PM »
and while I'm on a roll of ruining things,  the Critter ability:

Good Nose: you can sniff out targets at a greater range; take a bonus die forward when you get 6- while

while acting on information from your Sniff?

and for Lizard moves/triggers, should these be swapped?

Choose two:

Lizard Moves
Choose one:

brainstorming & development / Re: Monster Force Terra
« on: November 28, 2014, 10:12:01 PM »
if that's helpful, stumbled over a few more possible errors

under Avian moves:
Sonic Boom: when you get 6- when you stride, all targets at the points where you take off and land are

also assume that the Mecha and Glob only pick 1 Trigger to rage where it says 2?

Choose two:
Curious: rage if something gets destroyed before you can sniff it.
Clumsy: rage if you destroy something you value.
Logical: rage when you try to understand nonsense.

also The Swarm move Cloud Formation (you are immune to damage from hand) is meant to mean that normal physical attacks can't hurt it? They can be set on fire or blown up, but not punched, smashed, or tail-whipped?

the Mecha has 2 unique advances to start with, Indestructable and one of their choice (but that sounds more likely to be correct).

just checking up on things the players may pop up on me

brainstorming & development / Re: Monster Force Terra
« on: November 25, 2014, 09:12:57 PM »
looks like fun, mean to run it for my group some time soon.

few things leap out for balance (mostly the Mecha class running so differently), but it's not a real concern.

only major thing is some terms being mixed up.

Avian Moves
Choose two:
Wing Clap: you can Stomp all nearby targets simultaneously.

I assume that was supposed to be Smash.

also rules weren't totally clear, but assume that base Damage dealt by monsters is 1?
and the Mecha starts with 4 Energy (all his markers full)?

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