Shipping copies of our ancient Greece horror module! The interior art for this one was done by Brian Glad Thomas, who did a lot of work for Cryptworld. So I'm particularly proud of it. :)
Makes sense. And one of our players seems to always have a bad connection on Discord, which makes listening a pain.
But I think it's just a general sense of "good anxiety" that often comes with an online session that can make it draining. There's more a feeling of wanting it to work and a...
I've noticed this too and thought it was just me being old. For some reason, a two hour Roll20 session is just draining to me. It's not a bad exhaustion like work necessarily, but more like a workout. It might be that there's more pressure on you even as a player to "keep the game together" and...
I play Chill/Cryptworld exclusively, which is an old school "action table" game. So having the automation on Roll20 to make all rolls and damage calculations helps tremendously. I started out not really liking VTT (I think it was one of the first posts I ever made on the Pub). I've since become...
Pretty much any of our Fright Night Classics adventures would meet your requirements. DM me a good e-mail address and I'll send you a complementary copy of your choice!
https://www.drivethrurpg.com/browse/pub/23052/Yeti-Spaghetti-amp-Friends
Looking forward to our first cover with a known gaming artist (John Zeleznik) in addition to getting out as many classic horror adventures as possible.
I'm considering another Kickstarter later in the year potentially for funding, although given how my first one went I'm not looking forward to...
Yep keep plugging away, that's pretty much what I'm doing. Although I still have yet to reach any of those fancy DTRPG levels, and my oldest stuff has been up there for over a year now.
As I'm sure you know, fantasy sells better than horror, so that's another thing you'll have to factor in...
One larger issue is that modules and one-shots generally don't do very well in comparison with the amount of work typically involved. If you plan on commissioning artwork, maps, creating handouts, etc. don't expect sales to really equal what you put in. With CoC, you might get a little more...
So basically, it's a different game. They didn't just take what they were doing in earlier modules and formalize it, but crafted something unique based on D&D?
How "major" were the changes? Or what was one of the biggest?
I was hoping someone with more knowledge than I could help. But I've been wondering for awhile what or how much changed when Dungeon Crawl Classics went from "just" creating 3rd party D&D modules to creating their own system.
Were stats re-done, modified slightly? Were mechanic fundamentals...
Of course a GM can go as deep as they want. I just have trouble with historians jumping on the gaming bandwagon, as shown in the video. And I say this as a historian myself.
Fundamentally, games are not (and should not) be a "right-brain" thing. They aren't academic exercises meant to take us...
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