u/yokmaestro

▲ 16 r/dccrpg

Sorcerous Scrutinies: The Balladeer

Hello everyone, I'm back from a little hiatus with another class supplement scrutiny! Nobody told me how shocking summer is once your kids are full-time in school haha, what happened to all my glorious writing hours?! Preschool starts again next week, at least, so the Scrutiny will resume. Hope you enjoy reading, I found this class to be a great change of pace-

The Balladeer

A Player Character Class for DCC RPG

2023 Breaker Press Games

Johnny Mitchell stood alone on the creaking rope bridge, his throat dry, his heart hammering in the barrel of his chest. Massive buffets of wind stirred his long hair and forced him to grip his lute to keep it from flying backwards. He adjusted the high G string’s tuner; it was always the one to go flat.

The Moon-Dragon landed with a massive crash on the far side of the bridge, and an otherworldly roar erupted from the silvery menace. It was time to perform.

Johnny played an enigmatic minor chord, and the creature locked eyes with him. The distraction was working. “An ode to the moon, O ye silver loon; your home beyond the black gloom…” Johnny watched his halfling companion climb silently behind the beast, his long dagger clenched between his teeth. The Wizard hid nearby and muttered to his dark patron, gathering his arcane energies for a massive attack, while Caligula the Fighter hung from a rope in the chasm mere feet from the Moon-Dragon.

The beast remained captivated by his improvised song, and he ended with a flourish and a bold smile. “You have been a most attentive audience, ye cynthian cancer of these caverns. But now, you must die.”

The Moon-Dragon tilted its head in animalistic confusion, a murderous halfling dropped from above, and hell unleashed. Johnny grinned, and began feverishly plucking his lute, a wild look in his eyes.

What It Is

The Balladeer is a class pamphlet written by Nick Baran of Breaker Press Games for the DCC system that calls back to the Bard classes of old. The pamphlet is slim but packed with interesting features and abilities for aspiring Balladeers. I find there to be something immensely collectible about these Breaker Press class pamphlets, and I love handing a stack of them over to players after a funnel to try and entice them away from the core classes!

As you may suspect, the Balladeer is a support class derived from the Thief base class that bolsters allies through musical performance. Baran has given us a number of tools for players to enjoy, rather than the blanket +1 bonus to attack rolls AD&D offered in the original class description (p. 42 of my ‘89 PHB). In combat, Inspiring Presence allows Balladeers to enhance their allies' deed dies as an aura effect, Words of Inspiration lets the Balladeer trade their action die to create a pool of party luck that anyone within earshot can draw upon. Baran added a more specific boost of the ability as a single target variation, potentially super-charging one member of the party.

Out of combat, Baran offers players a skill list that includes several new entries alongside a handful of our Thief staples. Balladeers can use Convince Person to manipulate social encounters, Distraction to keep a crowd occupied, or Know Lore to recall facts about both the familiar and unfamiliar. These skills have so much flavor, and give a creative player so much to work with in non-combat situations.

At The Table

The Balladeer is an excellent choice for someone like me, often the ‘forever DM’, who in play wants to focus on supporting newer players and helping to push the adventure forward by befriending NPCs and providing valuable lore. The class is offensively limited, without a doubt, which may frustrate a newer player expecting some offensive ability to rival the deed of arms, the critically devastating backstab, or the Wizard’s frightening capacity to spellburn a 20+ result on Magic Missile or Burning Hands. In a larger party of 4+, I find that the Balladeer really shines, establishing a new niche that doesn’t overlap with any of the core classes, and in fact synergizes with each of them in interesting ways.

Conversely, I also like this class for an absolute beginner’s first foray into levelled play, perhaps in a one-shot module. I gave my friend a level 2 Balladeer to join us in the last leg of a one-shot weeks ago, and he was delighted by his ability to hang back and boost his friends from a safe distance, provide interesting tidbits of info to the group, and generally help in almost every encounter in some way without having to be the star or make big shots on his own.

Play Highlights

Johnny Mitchell definitely saved the day when he critically succeeded on an attempt to distract the Moon-Dragon of the Shudder Mountains while his allies prepared a devastating ambush! The player was delighted to see that he was instrumental in the setup, and had a great opportunity to ham it up.

Another Balladeer joined forces with a Halfling and a Thief, and provided them with ample opportunities to run wild with their luck burning abilities with Words of Inspiration. This ability also becomes a healing battery of sorts in a Lankhmar campaign without Clerics.

The new player who joined mid-module as a Balladeer discovered real stakes in the deed dice he was enhancing with Inspiring Presence. When the Warrior rolled a natural 5 on his enhanced deed die and deftly decapitated a vexing, floating foe, the Balladeer’s eyes widened and he sang, “He lost his head, and now he’s dead, he won’t be up in the morning.” The party rejoiced over his medieval stylings on the nursery rhyme. He told me afterward that the mechanic gave him a reason to actually watch every roll, not just wait for his turn.

Art Spotlight

Carlos Castilho’s cover is fantastically evocative of the class and its general vibe; the balladeer creeps forward with her instrument, wearing a look of coy curiosity. No weapons needed when you’re wielding the six-string!

Judge Takeaways

Consider Casting

Really the only feature that Baran didn’t include from the original concept of the DnD Bard (which I tracked down to Doug Schwegman’s article in Strategic Review, February 1976) is the delayed and lessened arcane casting ability. On one hand, he gave the Bard wonderful uses for inspiration to both the group, individuals and to deed die users, but on the other hand it would feel right to offer Balladeers some delayed spell progression table (perhaps to add to the offensive capabilities of the class). Consider giving the Balladeer one random level 1 spell at level 2, modified by their INT modifier and cast at a d16? We don’t want to overpower the class, but could offer this little bit of versatility to nod our heads toward the elders.

Instrumental Arsenal

Alternatively, what if we gave Balladeers an Instrumental Mastery table rather than a diluted Arcane spellcasting one? My four dusty volumes of the AD&D Encyclopedia Magica are filled with interesting instruments that could be flipped to DCC and sprinkled into your adventures. A Balladeer could command a number of these equal to the number of spells an Elf can cast, and they could be separated into power levels just as spells are. Rather than a full spell table, the items could have static PER DCs for their use, and perhaps a critical success and failure entry to spice things up? Maybe each instrument could be activated one time per day, per level of the Balladeer.

Just using Wind Instruments as an example; Level 1: Horn of Waking, Horn of Fog, Pipes of Pain. Level 2: Horn of Blasting, Horn of Sleeping, Horn of Voices. Level 3: Brass Horn of Valhalla, Pipes of the Sewer, Horn of Blasting.

The Horn of Waking could have a PER DC of 12 to awaken every creature within 60’, or 120’ on a roll of 20+. A roll of >1 could damage the instrument and cause dire insomnia to each nearby creature, denying them restful sleep for 1d3 days.

Overtaxing the Voice

Just as the Wizard can spellburn, how the Halfling and Thief can use their luck as a resource, what if the Balladeer could burn down their personality score to add oomph to their performances? The singer overextends his range, the guitarist breaks a string with a massive strum, perhaps the Balladeer could burn Personality to add to any skill or performance roll, regaining one point per level each night of rest.

Conclusion

As a semi-pro musician and career music teacher myself, the Bard has always been near and dear to my heart. I am delighted to have found the Balladeer, which I will offer my players after each funnel I run moving forward. The class is versatile, supportive, and filled with flavor for players to enjoy. I may tweak things a bit to offer a more offensive punch in combat (I’m leaning towards the instrument table rather than the delayed arcane table at the moment), but the class definitely stands on its own without those modifications. Tune your lutes, apply resin to your bows, and prepare your mouthpiece for adventure; the legendary exploits of your allies need to be immortalized in song!

reddit.com
u/yokmaestro — 5 days ago
▲ 23 r/dccrpg

Sorcerous Scrutinies: Came the Monsters of Midwinter

Hi guys, I'm back with another Sorcerous Scrutiny to share! Since my last post I was waylaid by life and served as a houseboat captain for my best buddy at his bachelor (I may have also written an 8,000 word bachelor party module for him haha), I was enraptured by the CRPG Disco Elysium, and had to reroof my house! Too much insanity for the end of the school year if you ask me. This module took me forever to finish with my group of good friends, as we can only meet so often, but here it is. I hope you enjoy and run it next winter for your groups-

Came the Monsters of Midwinter

DCC Holiday #11, A Level 2 Adventure by Brendan LaSalle

Goodman Games

The bridge sways precariously over the vast chasm beneath you. You cling to the worn ropes in terror and squeeze your eyes shut, cursing the Sovereign. “Why do I always have to go first?” you call back to the party behind you.

Mandalf the Mischievous Mage smirks at you. “Because you’re so nimble. Keep going, and stop looking down.”

You immediately disobey the strange wizard, and light from your torch gleams off of something deep down below. “I think there’s something down there,” you call back. A massive buffet of wind hits you, rocking the bridge. Your companions go silent.

You look back at a massive creature looming over your companions, the tarnished silver of its cratered hide reflective of your dancing torchlight. You see only fury in its deep, ancient eyes, and the wisps of frost begin to emanate from its bared fangs.

“Shite.”

What It Is

Came the Monsters of Midwinter brings your players to the idyllic town of Star Notch on the most important day of the year, Sovereignight. Trouble brews amidst the celebrations, the players intervene and find horrors beyond their wildest imaginings! The module is both a festive 2022 DCC Holiday module and a worthy level 2 adventure in the Shudder Mountains setting (the Chained Coffin box set, DCC #83), containing a town setting, a brief rural adventure, and a quick dungeon delve. The module also features a charming advent calendar scratch-off mechanic to reward players. The brutal danger present in the finale of the module makes me postulate that this was designed more as a one-shot than a campaign-oriented piece, but it could absolutely be modified to fit in any mountainous setting. This is the second module by LaSalle that I've run for my tables, Hole in the Sky was also exceptionally good.

At The Table

Midwinter is a festive romp with an excellent gimmick in the scratch-off calendar, my players loved it. The intro encounter calls players immediately to action, and then the fun really begins on the Hendershot Farm (but don’t skip Event 2, my players adored Wilbur). I tried to play up the unease factor on the farm, which resulted in a tense confrontation inside the farmhouse and a horror movie reveal that led to an exciting encounter with the Changeling Gang (in hindsight I regret not having at least half of them flee and lie in ambush on the land bridge).

Once inside the Quarry, the delve felt very concisely designed and my players enjoyed searching their way through the corridors. A botched roll sneaking past the opening to the Moon Dragon’s lair led me to ambushing the party upon the chasm bridge, which was an extremely memorable and deadly encounter. The conclusion was satisfying thereafter, with the party Cleric rolling hot.

Play Highlights

The Changelings are just a blast to use as a menacing set piece throughout the exploration of the farm. Try to have them spy on the players, pickpocket precious items to inspire chase (towards their favorite place, the land bridge), and generally make players uncomfortable!

The ne’erseen was a great encounter for my players that encouraged creative use of the items they had on hand. Their solution involved a ten-foot pole, a bag of flour, and an improvised lasso; the encounter was hilarious.

The Moon Dragon is an awesome, hallmark encounter, and a massive challenge for the players to tackle. I chose to move the fight into the rope bridge chasm to make the breath weapon a bit more deadly (it has a random 10-15’ push effect in addition to its deafening and lethal properties), and that paid off for my group. We had ropework, hidden rogues dropping from improbable heights, enlarged bite attacks, and one dead dragon (with a heavily depleted party).

In perhaps one of the greatest moments of DCC gonzo at my tables, the party Cleric freed the captured Shudfolk beyond the chasm and inspired them to march into the Spoilfire chamber as a helpful mob. Mandalf, the party wizard, won the initiative and decided to shoot a Magic Missile over the mob into the heart of the Spoilfire. Natural 1. Misfire. Disastrous luck in his next rolls. He sends an explosion of over 100 missiles at the 23 peasants and his companions, each doing 4 damage. His companions watch in horror as he inadvertently slays the entire mob. “Oops.”

In the aftermath of the adventure, Mandalf dances with the celebratory shudfolk back in town with a wide smile on his face, while the party drinks their secret sorrows away and vows never to tell the truth! Legendary.

Art Spotlight

Poag’s cover is an absolute all-timer! The surprise of the unfortunate peasants is matched by the overpowering menace of the Moon Dragon, who towers appropriately above them. Flip the cover over to the players when it’s time to roll initiative. I also have to mention the care that went into the scratch-off calendar, this thing was made with such detail and imagination, my players loved it to pieces.

Judge Takeaways

Scratch Away!

The scratch-off advent calendar is way too much fun to use sparingly, I would make a point to reward each player with one blessing early (for a worthy deed), and then tighten the restrictions thereafter. If you’re running the module as a holiday one-shot, go insane with them, the finale is totally brutal and players need all the help they can get.
Move the Masses

If you’ve seen the cover, you’re at least partially prepared for what awaits the players in the final act of the module, and it is a tough fight. There is a large gang of peasants in a room deeper into the complex than the Moon Dragon, consider shifting that layout so that players encounter the horde first, potentially giving them some expendables to absorb the first hellish blast!

On a related note, be heavy handed about the explosive device the players find, and how it could be carefully moved to a new location. Feed the Flame

This could just be me, but I wanted a bit more mechanical crunch from the final encounter with the Spoilfire. I had it channel influence through Lorvil Crobb and huck spells like Burning Hands and Fireball at the party as they approached (with their peasant army). Once Lorvil was downed, I had it attempt to charm the mage of the party to continue pestering the remaining adventurers with its dark flame.

Regarding the vague details of the Spoilfire’s destruction, I decided that each successful Turn Unholy check would quench the flame (a percentage tied to the Cleric’s result), the breath of the Moon Dragon would also quench it if the party positioned properly and pulled the beast into the Spoilfire chamber, or magical attacks (ala Magic Missile). The fight was great, and felt like a summative challenge for the party that wasn’t a straight fight like the Moon Dragon.
Conclusion

Came the Monsters of Midwinter is a fantastic module to fire up when old buddies come back into town around the holidays and are itching for adventure. The adventure would be great without the scratch-off calendar, but its inclusion makes the experience even more memorable to players. Holiday modules should be self-sufficient one-shots, and this is, but I think it is a positive that it fits in the Chained Coffin setting or could very easily be plopped into any DCC adventure path with neighboring mountains. Midwinter has drawn me towards the wider Shudder Mountains setting, and I think I’ll start an adventure path sometime soon with all the Chained Coffin modules now that I’ve dipped my toes in!

So venture to the town of Star Notch, but beware the festive brews and the hidden horrors nearby. Don’t be the first to cross a bridge in the Shudder Mountains — and never stand in front of a Mage named Mandalf.

u/yokmaestro — 1 month ago
▲ 13 r/CRPG

Disco Elysium: Detective Electric

Hi guys, I finally finished Disco Elysium and wanted to share my thoughts, thanks for reading-

Disco Elysium

ZA/UM 2019

Lt. Kitsuragi's daily cigarette glows crimson, and smoke intertwines between your tired bodies on the Whirling-in-Rags' exposed balcony. The conversations from the day echo in your mind, interspersed with the mad voices in your head. "We're getting close," you mutter. The lieutenant smiles slightly. "Surprisingly, I agree. Get some sleep. More questions tomorrow."

What it is

Disco Elysium is both a modern CRPG and an interactive detective novel. It succeeds wildly at both, and conjures the best moments of games like Planescape: Torment and the gritty pulp and twists and turns of the old Raymond Chandler novels. This game features brilliant micro-reactivity to your thousands of choices, a genre-standout companion, a ridiculous wardrobe itemization mechanic, and a robust 24 skill system with accompanying 'perks' to spend your experience points on. In this game, you simply run around and ask people questions; the remarkable quality of the writing makes that seemingly pedantic description fly off the screen.

Why it works

I bounced off the game in 2019, bemoaning a lack of a combat system. Now, recently sober myself, I gave it another crack and finally understood what all the commotion was about. This game is a simulation of a man at his absolute bottom, and you get the keys to the car to determine what happens next. My Harry was like me, and every day was a struggle to keep away from the bottle or whatever else he could find. The game rewards you for the same principles I’m trying to espouse every day; honesty and kindness. Things come to a very moving and beautiful conclusion, and the whole experience left me with a resonant catharsis that I haven’t felt (in gaming) in years. I chose logic and empathy as my compasses for this playthrough, which fit my concept perfectly. The skill system is so robust, players could have so many different lenses to view each conversation and scene depending on their builds.

Why have a vast cast of different non-player characters when you could just have the best one? Disco offers us that conundrum with Kim Kitsuragi, perhaps the best written CRPG companion of all time. He is patient with us, calm, gently corrective, and eventually absolutely supportive of us in our times of need. We walk away from the game with a brother, and I will miss my regular conversations with Kim. The Caveat

What bounced me off the game years ago, and what was the stick in my craw, is the lack of a contrasting system of play to the branching dialog system. People trash Planescape’s combat system, but at least it exists to give players a break from massive paragraph fatigue. Combat systems in CRPGs give purpose to itemization, which gives meaning to the game economy, which does suffer from a lack of purpose in Disco Elysium. However, the writing is so transcendent that this didn’t bother me at all on my recent playthrough. It would have been silly to have Kim and Harry dueling rats and seagulls in between conversations every fifteen minutes. I am in the minority here, but I think having every line voice acted was a bit overkill. I’m from the Baldur’s Gate school where once I get a line from a character to establish their vibe, I’m quite happy just reading the rest. Having a slow (well-acted) recitation of each line as I quickly read through became a bit grating by the end. I probably missed an option to turn those off or down.

Who is it for

Did you enjoy Planescape:Torment or Numenera? Do you think back fondly to the exploration and dialog from Fallout 1 & 2? Is Arcanum on your Mt. Rushmore of CRPG design? Is The Big Sleep on your shelf, or a DVD collection with Lethal Weapon and The French Connection? You simply have to push through your reservations on this game and play. It truly is the modern king of writing and minimal, effective art design.

Closing

Disco Elysium has soul, and challenges us to articulate the nature of ours as we play through. If Planescape asked us, “What Can Change the Nature of a Man?”, then Disco asks us, “Can you build a meaningful future, despite your past?” With friends like Kim, I think we can.

u/yokmaestro — 1 month ago