Monster: Mordt-spinner

Also called: Khalikarch, Bone Harvester

A man-sized tangle of spider-legs and savage claws, the Mordt-spinner decorates its body with pieces of refuse and carrion as camouflage. The smaller ones prey on rats and the occasional possum or dog. The larger ones can tear a man out of his armor and devour him in minutes.


SMG Archetypes (with nWOD stats handout)

In an age when a sniper with a .50 caliber rifle can turn an enemy into pink mist from over a mile away, some of the best weapons for door-kicking and room-clearing are still compact, low caliber automatic weapons.* Submachineguns are the quintessential short-range firearms - compact for easy handling in close quarters, but still capable of automatic fire.

(*To be fair, the M4 and other assault carbines are arguably better, but I'll talk about those later).

This is a followup to an earlier post describing handguns. The idea is to break down firearms into categories that are still fairly general, but offer more variety than the barebones groups you might find in nWOD or d6 lite. Below the cut you'll find a statted handout (based on these nWOD houserules) and my ramblings about submachineguns.


Opening sessions: Getting the party started

Sure, you could just open with a mysterious old man who calls for all the PCs to meet him in a tavern, where he explains that he wants to hire them to recover the McGuffin from Adversary Corp or the Dungeon of Generic Goblinoids.

But how much fun is that?

Tips for an awesome first session:
1) Give the PCs an immediate and compelling reason to work together.
2) Show the players how much fun this campaign is going to be.

Thoughts and advice below the cut.


What would you like to see more of?

Work is killing me this week, so no new material.

But - I have a bunch of half-written stuff lying around that can be easily finished and posted next week.Which brings me to the topic of this post:

What, if anything, has been useful so far?

Is there anything in particular you would like to see posted? More in-depth rules hacks? More commentary and stats for weapons? More monsters? Or more of me rambling into the void about how I like to run my games?


Pilot episodes: Great for testing mechanics and new settings

I've used pilot episodes as a GM, been part of them as a player, and have generally liked the way they turned out. The idea is pretty straightforward, and it's a lot like running a convention game for your players. When the GM wants to try out a new system mechanic, or run a different kind of game, they put together a 1-2 session 'episode' with pre-made characters and a self-contained plot.

When it works, everyone is happy. The GM gets to 'field test' whatever shiny new thing they are interested in and the players get a quick introduction to it (and the chance to comment) without putting a whole lot of energy into new character or risking their existing ones.

Here are some things that I've found help make it work: