This weekend kicked off a new campaign for some friends and a couple of their kids. I’ve ran the youngins before, but they’ve never really settled in for long term play (and hardly ever got to play with adults other than their parents.)
I’m running using The LazaroHeresies as our rules set (I actually compiled them for this group!) At the last minute, I decided the campaign would kick off around the AD&D modules The Sentinel and The Gauntlet. I was motivated to use these, as one of the kids told me he’d like to find “a pair of gloves where one is evil and one is good.”
Instead of Greyhawk, though, I’m using the world I ran for a couple years in our 4th Edition D&D campaign. However, I bumped the timeline up 500 years (and a cataclysm) later, so the map is shook up a bit.
Warning: These logs will contain spoilers of the adventure modules.
So, despite my initial criticisms of it being a cheap fad in the indie OSR scene, The Black Hack has pretty much infected me with how I love to run my games. This past week I’ve been compiling together my own playbook for all the ideas, house rules, and add-ons I want to use as my “core” system.
It’s become a 24-page booklet that I’ve already handed out to my players (including two kids I’ve run 5e for in the past.) I’d share it with you folks, but I totally ripped off a lot D&D line art — both official and fan stuff — because I wanted it to be awesome for my crew and not just a tech manual to study.
So instead, I present to you a blog post hitting my big changes. I’ll do my best to cite who I ripped off as best as I can.
The Mutant class in The Rad Hackis pretty flexible — you can easily be a mutant animal, plant, or some other strange humanoid. Still, I’ve had friends, followers, and even my spouse talk about how they wished the “Mutant Plant” was a class on its own. I decided to homebrew my own variant Plant class by re-skinning powers that already existed in the game. Enjoy!