Unicorn Rampant Heading to GenCon

Just a quick note to let everyone know we’ll be there in Indy from the 12th-16th of August. Looking forward to 4 days of non-stop gaming.

We’ll post which games we expect to attend once we register for them.

See you there!

PS – One of the games we’ll be DM’ing at GenCon is “For Love of Evil”, an adventure for evil 30th level characters. Find out more here.


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Issue 16 Released!

In time for tax day, we’re happy to announce the release of Claw/Claw/Bite Issue 16 – Winter 2009.

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or awaking the dogs of war.

This issue of Claw/Claw/Bite includes:

* Campaign Flavor in the form of Traveler’s Tables
* Two new dieties, Saha Ra and Ohases
* One new spell, Cone of Silence
* Four new characters, including a Vanaran Shaman-Scientist
* Four new creatures, including the Dogs of War and Rug Rats
* Ten new magic items, including three new transport-reated Tomes
* Five new locations, including Dindle Keep and two towns in the Jaeruel
* Three new Ale Break editorials on improving the gaming experience
* And Session 2 of the new comic Trolls and Tribulations.

Download it here.


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Ale Break: Questing for spells

One way to add some meaning (and difficulty) to spell-casting is to require spell casters to learn their spells in-character. Some characters may have a formal tutor, but many others will likely not, especially if they are sorcerers, woodland casters (druids, rangers, less-structured clerics) or rogue casters.

For these characters, there is a great way to make them (and their players) really respect and cherish their spells. Make them quest for them! Here are a few ideas.

* The party learns about an ancient tome containing a story about a historical figure who could disappear and reappear across town almost instantly. They decide to track down the tome, which leads them into a large city or the Plane of Knowledge (giant library, the size of a plane, with all known knowledge within — see upcoming CCB post) for more information.

* Someone in the party is killed or otherwise rendered incapacitated (due to an expected player unavailability for the next few sessions), and the rest of the party needs to gather the rare reagents to create the ritual environment for a raise dead, remove curse or similar to be successful.

* A young apprentice wants to learn the invisibility spell, but in order for his master to feel that he has learned the spell, she will hide the scroll that must be scribed in a secret location, and the scroll itself is invisible. The apprentice will need to locate the scroll, and this earn the spell, before he will learn the spell. The master might quip, “First you must know what it is like to be on the other side before you are mature enough to wield the spell.”

* A high-level spell is spread across multiple scrolls, which have been sent via courier to the princely barons of the land. Only by convincing these royals to hand over their parts of the scroll will the party acquire the spell, which happens to be, for instance, charm monster. This may require the party to perform tasks and take on quests for each of the barons, leading to even more adventure!

More to come in a future post…


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Positive Reviews – Winter 2009

There are a few reviews of our material out there or about to be out there. Here are a few quick links:

We have received multiple positive reviews on rpgnow.

We are mentioned fairly prominently in the upcoming reviews on rpg-resource.org.uk.

Happy reading (and reviewing!)


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CCB tips picked up by roleplayingtips.com!

One way we try to actively give back to the gaming community is getting our ideas out there in less conventional formats. Johnn Four runs a great little gaming magazine, where he gathers and dispenses tips from game masters the world over. He recently included one of our posts on the use of the written (and spoken) word in role playing campaigns:

http://www.roleplayingtips.com/readissue.php?number=433

Keep sharing ideas, everyone!

Also, check out the rest of his site. It’s chock full of good ideas.


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Ale Break: Immediacy in Storytelling

Here is a problem that plagues many role playing campaigns. The story isn’t driven enough by the need to move. Think of many classic fantasy stories that inspired the creation of dnd and have been written since then – Lord of the Rings, Golden Compass, the novels of Jack Vance, etc. time and time again, these stories move from location to location because the protagonists aren’t allowed to idle. There are no two-month periods where they sit around spending loot in bars and brothels. Sadly, too many dnd games devolve into this, with players playing out their adolescent fantasies in the campaign world. This is also the pacing of games like World of Warcraft, where the goal is to level your characters without ever actually role playing. This too has become too often the norm. Sure, players love shouting one-liners across the table, and this should be encouraged, especially when it’s done in character. But in too many games, real role playing is often the afterthought.

Unfortunately, World of Warcraft has made its snickering (and highly profitable) way into the latest edition of the rules, which are written to entice players to want to level up to get that next encounter power, and making that the focus, rather than actual role playing. This perversion of the rules (huh… why’s everyone able to heal themselves fully ~10 times a day?!?! and where’s spellcasting gone?!? it feels like fighters wield as much magic as mages…) More reasons why 4th ed is subpar compared to other, more realistic, though perhaps more loop-hole-ridden systems to follow in a later opinion post.

Back to the topic at hand. One thing I’ve noticed (remember that this is an opinion piece) is that so many decent fantasies come from Britain, and so few from the U.S. It’s not to say that Americans (and I’m one of them) can’t create them, but why are we as a culture so stunted when it comes to deep storytelling? Maybe because there’s not much of an oral tradition anymore, or really any sense of history at all. More people my age can name all the thundercats and transformers than can name all the U.S. state capitals or the 44 presidents. And don’t dare utter the term Magna Carta unless you want to face blank stares.

In role playing sessions (and outside them as well), this bugs me, for without knowing your history you have no context for what you’re doing. History (though often confined to thick tomes and a certain not-so-aptly-named cable channel that shows more infomercials than actual history) is living… history provides context… history provides immediacy. And it’s this immediacy that makes role playing fun and exciting. Not all campaigns feature short people who travel the land to deliver an evil ring to its maker, but certainly any epic-scale campaign should include some reason for the characters doing what they’re doing.

Otherwise they’re just floundering around the world, a drunk gambler with a penchant for whores, like a gamer with no opposing alignment. And thus, no need to move!

So if you’re a DM, keep reading up on history (or make some up!), and introduce or maintain a sense of immediacy in your storytelling. Your players will thank you… maybe not today, but when they look back on your campaign through the lens of their future’s past.


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Ale Break: Use of the written word

It’s nice to take a break every now and again and reflect upon running role playing games in a way that adds drama and excitement to the experience.

The written word doesn’t tend to take place so much in fantasy worlds, partly due to the historical precedent of illiteracy in Medieval European societies. However, most player characters end up interacting with the upper classes and powermongers of the societies they roll in, so at some point, they will likely encounter the written word.

This can provide a fun game element, especially if many of the characters do not read the official written language. Present your characters with a riddle, cryptogram or a set of hieroglyphs and watch the players try to solve the puzzle. This will likely lead to various competing interpretations, which, if your players are really role playing, will play out in their interactions. A cleric may consider it a message from a god and consider it his word and thus up to him to interpret. A rogue may see it as a coded message leading to a treasure. A fighter may see it as a document of surrender. An elf may find it primitive dribble. Hopefully your players will find a more nuanced position, assuming you present the right symbols.

For sources, check out books in the library or have a look online in old books for something that looks right. Or make one up yourself. It’s easy to sit down and write something up. For instance, in a recent session, I presented my characters with a sheet that was nailed to the door of an abandoned keep. What was written wasn’t as important as that fact that it was written in three distinct languages. So I made up some characters and used them in ways that looked like a fancy, almost magical script, a character-based language, and a hieroglyphics-inspired pictoral representation.

In addition, consider using writs of passage and official documents that travel the land, as well as secret messages sent out during the night. These present opportunities for characters to be sent on missions as couriers, and end up starting or preventing a war upon delivery, involving them very directly in the overarching story of the campaign and thus have the players feel agency in the game itself. These scenarios also allow the party to discuss the ethics of opening mail before it arrives at its intended destination, etc. Some may find this despicable, others may consider it the only way to ensure that the right things is done. Still others may be dastardly rogues who just want to meddle in other people’s affairs. All of these are welcome (nay, encouraged) in fantasy role playing games!

This drama is harder to sustain and play out with the common use of message, sending and other spells. Limit the use of these spells in your campaign if you want the written word to have any use. I recommend it; in my opinion, convenience kills role playing. It is urgency that propels storylines, not convenience.

The same is true for the use of multiple spoken languages. One way to spice up your game is to give NPCs who do not speak so-called “common,” or perhaps speak a different common than the PCs, strange accents and broken use of the language. Imagine a Frenchman or German speaking English. Even when they do speak it well, there are regular pronunciation artifacts that tag someone as having a “French or German accent.” This can be a great way of linking an NPC that the party knows nothing about with a specific region, based entirely on accent, no in-game “Where are you from?” “I hail from the Kingdon of Blah” dialogue, which can be cumbersome, and not necessarily realistic. Why would this person who doesn’t know you tell you where he’s from or even more fundamental, why would this NPC parley with the party in the first place? But if the characters overhear him gloating about killing a giant, they learn much about where he’s from and what’s been doing.

Of course, spells like tongues can completely negate the use of different languages in your game. This is why it may make sense to remove these spells entirely from the game, or have them only be able to be learned after a considerable amount of work or a quest.

Questing for spells is another way to add texture to your campaign. More on that in a later post.


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Omnibus 1 Released!

The first fifteen issues of Claw/Claw/Bite for the price of five!

Welcome to our world of strange and wonderful things, traveler. Bizarre treasures, cunning adversaries, powerful adventurers, and mystic realms are waiting for you. This omnibus is a collection of some of our best work over the past two and a half years.

It’s been a great joy to bring this material to you for the past few years, and we have every intent to continue this magazine, even as our new periodical, Tailslap, is gaining in popularity alongside the new edition of the core rules.

Our goal is to be a one-stop shop for you, the storyteller. All of our creations are designed for d20 3.5 rules. Many of the game elements that you see in this periodical will find their way into modules published by Unicorn Rampant, which will be available on RPGnow.com!

Go pick up your copy at rpgnow.com


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Unicorn Rampant is going to Owl Con!


We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!

We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.

And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!


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Issue 2 Re-released!

Concluding our back-issue re-release party, we bring you the re-release of Issue 2. Now that they’re all done, look forward to our 300+ page Omnibus 1, due out in time for Christmas 2008, containing all 15 issues of CCB!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or letting you step on snakes.

This issue of Claw/Claw/Bite includes:

* Two new encounters
* Three new characters, including Madame Babushka
* Two new creatures, including the Great Earth Serpent
* Three new spells, including Holy Transfixion
* Three new magic items, including the Sepulcher of Ghost Catching
* And a new location, the Port of Onuago.

Buy it here!


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