Prep is Play and Play is Prep

A man wanders through a liminal space with dice and dominos.

Category: Launch

The Four Generals 00.c: And Major Makes Four

Maddy declares herself "Major" and the Four Generals are full in number, again. The team goes to The Ishtar of Opal and meet an ally though family drama threatens to unravel their plans. Elsewhere, someone plots.

The Four Generals 00.b: Maddy Dwyer

The Generals show up in Las Azaleas and try to save Maddy from strange attackers, but learn things are quite different from how they seem.

The Four Generals 00.a: Meeting in the Warehouse

Four high-school friends get together not to talk about the past, but because of a desperate request from Timothy "Cap" Dwyer. Someone has placed a large bet online that his daughter is going to die before the end of the month and when you are a senator and front-runner for the upcoming presidential elections you are restricted what you can do. The other three "Generals" - Sarge, LT, and Colonel - must reconnect and team up in time to save Maddy Dwyer before the bet is called. Only, who can you trust in this game, when anyone can be behind it?

Satanic Panic [Campgrounds & Cryptids]: Launch

Campgrounds & Cryptids is a series of zines inspired by, but also different than, Dark Fort. Each contains a self-contained story with locations generated on a hex-map filled with obstacles, locations, and adversaries. With Satanic Panic, the goal is to get strong enough to properly defeat the "Good" Reverend Phillips.

The GLOW 2024: Goblin vs The Christmas Miracle, Session 0

Goblin just wants to retire. His luck tends to go south when he needs it the most, his trusty partner is involved in some 'Wave influencer bullshit, and his wife might just end up poisoning his ass if work tracks home to their daughter. But first, he has some jobs to do...

The GLOW 2024, Goblin vs The Christmas Miracle. Prelude.

Goblin is a smasher, specializing in taking out items of power and rendering them into dust. His partner, Bugbear, is a breaker who specializes in cracking open security. Two members of a once three person team whose job was sabotaging the opponents of the rich and powerful, they are in the employ of Arkyu, the Red Queen. This is a prelude set-up to a different sort of The GLOW story.

Dwarven Halls Session 0: Launch and Starting Intentions

I am getting ready to launch a Dwarven Halls campaign using Advanced Fighting Fantasy (with back-up support from Gamemaster's Apprentice Deck: Fantasy (1e). Here I'll work out my starting characters and some other notes [so that I can later rewrite the whole thing, eh?]

Advanced Fighting Fantasy: Dwarven Halls Campaign

I am going to take a stab (PUN!) at playing through the new Advanced Fighting Fantasy: Dwarven Halls campaign. It should scratch too itches: to play a longer-form solo campaign based off of pre-written material and to return to Ick + Humb.

The GLOW 1992: Agent Johnny Blue vs The Kid, Part 0 - the Surprise Arc [Tricube Tales]

While in the middle of moving, I played what would become the first three sessions of a unplanned The GLOW adventure. Very quickly, this adventure began to morph into an important bit of character and lore building. Realizing I had something a lot more than a one-to-few shot on my hand I started pivoting towards a fuller longer story. Before we get to the actual play, though, find out about my more limited set-up and my initial expectations of a "The GLOW 1995" before it became "The GLOW 1992: Agent Johnny Blue vs The Kid" that has been foreshadowed since early in the meta-series.

The GLOW 1996: Psychic Eustace Delmont - "Session 0," Arc Launch, Goals, Expectations, and Resources

The GLOW returns for its second outing. We are meeting an alternate take on Eustace Delmont and Hitomi Meyer. Rather than a chronically do-gooder nerd and the love of his life, a person finding herself far from home, we meet the much more capable psychic and hacker duo. Still entwined by fate, but facing cyberpunk adventures instead of solving cozy mysteries.

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