Playing Card Treasure Generator

I talked about why I started using playing cards as a random generator in the previous post. In short, as a young gamer I didn’t have the spare cash to pick up every new gaming aid that came out, so I improvised with what I had. And like any gamer, what I had were decks of regular playing cards. Thus was born an entire series of Game Master generators that I used for several years. Today I’m going to talk about my treasure generator. Note that I’ve adjusted it for use with 5e D&D, but it’s just as useful for Pathfinder and other fantasy systems. With a few adjustments you could also use it in a modern setting.

As with all these generators, the treasure generator gives you the framework of a treasure hoard (general value, types of items) and allows you to add the specific details that fit your campaign. So the generator can tell you the characters found jewelry, for instance, but you have to decide if it’s a Third Dynasty Dwarven necklace or a platinum Gnomish puzzle ring.  Or both.

To start, decide what type of treasure hoard you are generating. For a small, personal stash I’ll deal out a blackjack hand (two cards); if I’m going for the Big Boss’s treasure I’ll deal out a five- or seven-card stud hand (but keep all seven). For a dragon hoard or similar big treasure, I’ll do the full Texas Holdem of ten cards (five card hand, five card river). There are ways to adjust the values of these cards to better tune the amount of treasure as well, which we’ll touch on in a bit.

Once you’ve decided how many cards you’re drawing, draw them and look at the suits. The suits tell you the type of treasure present, as follows:

  • Diamonds: Money, Gems, or Jewelry (anything where the primary value comes from its gold-piece value)
  • Clubs: Mundane Items or Trade Goods (anything from the equipment section of the PHB, or bulk trade goods like bolts of fabric or barrels of pickles)
  • Hearts: Crafted Items or Objects of Art (chalices, paintings, tapestries, statues and so on)
  • Spades: Magic Items

Then look at the value of each card. The numbered cards give you a gold piece value based on the card’s number x10. The Jack is worth 150gp, Queen is 250gp, King is 500gp, and the Ace is 750gp. For Spades, the card value gives you the commonality of the magic item: 2-10 is Common, Jack and Queen is Uncommon, King is Rare, Ace is Very Rare.  I purposely left Legendary out of the generator, as I feel it’s the GM’s perogative to add those items to her campaign.

If you want to adjust the overall value of the treasure found, you can do that in one of two ways. Either change the multiplier up or down, anywhere between x2 (for very pitiful treasure) to x100 (stumbled into an efreeti’s vault). Alternatively, change the monetary base up or down. Gold is the standard, but you could change the values of everything to be in silver pieces or even copper if you want very small value treasures, or up to electrum or platimum to raise the overall value. I tend to adjust the multiplier only, but you can experiment to find the amount of fine-tuning that works for you.

That brings us to the Jokers. Drawing a Red Joker indicates the characters have found something of extreme benefit to them, whether they realize it or not. This could be a magical artifact, a signet which identifies them as allies to the right people, or a scroll with information or a spell they will need later. A Black Joker, on the other hand, means the characters have found something of detriment. This could be a cursed item, a signet which identifies them as allies to the wrong people, or information which leads them into a trap. Either way, the joker tells the GM it’s time to get creative and allows her to add in some plot specific items if she chooses.

Let’s look at a few examples:

  • Goblin Raiding Party: 4 of Hearts, 9 of Hearts, Jack of Spades. The raiding party was on it’s way home from robbing a small roadside chapel, and so is carrying candlesticks and other temple finery worth 130gp, plus the sacred waters of St. Fluvius (potion of Hill Giant Strength).
  • Ogre Lair: 9 of Diamonds, 4 of Clubs, Queen of Hearts, Ace of Spades, Black Joker. The ogre has been accosting travelers and merchants for a few weeks, but it wasn’t until it snatched the Baron’s son that the party was called in. After a hard-fought battle they’ve found the creature’s treasure, consisting of assorted coinage (90gp value), some barrels of cheap wine worth 40gp total, an assortment of gold filigree, silver wire and other artisan supplies worth 250gp, and the Baron’s son’s sword (a Dancing Sword). Sadly, they also find the body of the freshly deceased and partially eaten Baron’s son. Despite it not technically being their fault, the Baron is unlikely to ever forgive them for returning his son to him dead.

As you can see from the examples, while you get the bare bones of a treasure there is plenty of room for you to adjust the details to better fit your campaign. And much with the GPC generator, you could use the treasure generator ahead of time to have a stock list of treasures ready to go. You could even use it as a very rough method of generating some random encounters, by generating a treasure and then fitting a monster or monsters to that treasure.

If you give it a whir, let me know what you think. Do you have some tweaks or suggestions to make it better? Drop me a line in the comments.

Playing Card GPC Generator

I didn’t always have the budget for gaming that I have now. I’m certainly not complaining, it’s nice to be able to pick up a supplement if I want to, without having to decide to go without groceries or maybe hold off paying the phone bill for a bit. But I did have to get creative with my gamemastering supplements. Most of the time I resorted to using items I already had laying around from other games. And more often than not that meant a deck of cards.

Back then I was also a much more improvisational GM than I am now. It was for the best of reasons; I was running many more games than I am now. So many, in fact, that it ate into my prep time. So I adapted a simple deck of cards to cover a multitude of sins, serving as a random generator for many campaign needs. I used playing cards to generate GPCs on the fly, generate treasure as needed, figure out random monster encounters, and even help build and stock dungeons quickly. I’m going to outline the first below, saving the other uses for future posts.

These generators give you a framework to build on, as opposed to detailing everything for you. That suits my style of GMing, as I prefer to modify and customize NPCs and treasure to fit the campaign. Your mileage may vary but I hope you’ll find these at least somewhat useful. For each, I use a standard deck of playing cards with the Jokers left in, giving me 54 cards. I refer to the red and black Jokers, as the decks I have make that distinction. If your’s does not, simply mark one Joker so you can tell it from the other.

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Gamemaster Character Generation

It happens to every GM at some point. Your players have ignored the careful trail you’ve laid for them and strayed into an area you haven’t prepped. Now they want to talk to that innkeeper or wainwright you haven’t fleshed out. This generator allows you to give that GPC a quick bit of personality to hold you in the moment, and a framework to build on if the characters are likely to keep interacting with those GPCs down the line. Combine this with a list of character names and you’ll be able to generate GPCs on the fly whenever you need them. Alternatively, you can sit down for an hour and generate a list of 27 generic GPCs to slot in without needing the cards during play.

Take a deck of playing cards with the Jokers still in. Draw two cards for each GPC. The first card signifies the dominant trait of that GPC, based on the suit of that card:

Diamonds – Appearance (facial features, dress, overall demeanor)

Clubs – Physical (height, weight, body shapes)

Hearts – Personality (first impressions of the GPC’s attitude)

Spades – Secrets (the GPC is wrapped up in keeping a secret. Note this, then draw another card ignoring

The second card gives you an approximate rating for that trait, from 2 to Ace. Roughly, numbered cards describe a range of below average to average, Jack to King is above average, and Ace is exceptional in some fashion.

If you draw a Joker as the first card, that denotes either a potential ally to the party (Red Joker) or a staunch enemy (Black Joker). Draw a second card to get the actual trait and a third card for the intensity. If you draw a Joker as your second card, ignore and draw another card. Some examples:

  • Jack of Hearts (personality), 5 of Diamonds: GPC is annoyingly friendly, to the point of unwanted familiarity and contact.
  • Ace of Spades (Secret), Queen of Diamonds (appearance), Queen of Clubs – The GPC is immaculately handsome and finely dressed, and gives the impression of some sort of nobility. It is all a sham, however. All the GPC has is the (mostly faux) finery on their back and is desperate to keep anyone from finding that out.
  • Black Joker (Enemy), King of Clubs (Physical), 3 of Clubs – The GPC was painfully crippled during some altercation the party was involved in. Now the GPC is doing all they can to make the character’s lives miserable and working towards their ultimate revenge.

As you can see, the method still requires you to interpret the results, but I’ve found it to be a great way of generating quick GPCs. Slap a name on them and it’s enough to play them for a session, before fleshing them out later.
Do you use playing cards to aid your game-mastering? Have you taken this GPC generator for a spin, and did it work for you? Let me know in the comments.

ACG MiniCon at The Adventurer’s Guild

UPDATE: Due to issues beyond the organizers’ control, the event has been postponed. Stay tuned, and I’ll update here when I have new information.

As many of you know I used to be the Venture Captain for Pathfinder Organized Play here in Edmonton. After three years I stepped down, leaving PFS in the capable hands of Ross Tait. While I don’t get out to PFS games as often as I like, I still keep a hand in; I’ll be off to PaizoCon and GenCon to help out at PFS HQ. All this is to say, I’m still a fan of PFS and I enjoy helping promote it. Ross asked me to pass along a really cool event, so here is Ross to tell you all about it.

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Hello everyone!

I am excited to announce for the first time ever in Edmonton history, the very first Pathfinder Adventure Card Game Mini Con!!

On Saturday, April 22nd at the Adventurers Guild (15211 Stony Plain Road), ACG Venture-Lieutenants Jason Switner , Aaron Steele, and myself will showcase the Adventure Card Game and help other players learn how to play this fun game. Games start at 11am and run all day. It’s drop in and we can accommodate groups who want to play together or singles who just want to show up and play. Each session is only 1 and half hours long so they easily can be fit into a Saturday when you have time. If you want to play again, you can! If you can only make one session, that’s fine too! We will be featuring the Rise of the Runelords, Mummy’s Mask, Skull and Shackles, and Wrath of the Righteous box sets!

Best part….it’s free to play!!

For PFS players who want to give it a shot, there will be a draw at the end of the day where player’s can earn a racial boon for their characters that was available at previous cons. This includes the grippli, the vishkanya, and the aasimar. Player’s choice.

So come on out and give it a try. We look forward to seeing you there!!

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There you have it. I can say I’ve played the Adventure Card Game a bunch, and it is a tonne of fun. If you’ve never played before this is your chance to check it out and start building up a character. And maybe I’ll see you there!

Guest Post: The Elven Monk

One of the things I wanted to do for the site this year was get some guest bloggers to contribute, and to do some guest blogging of my own. Jesse C. Cohoon over at Fantasy Roleplaying Planes reached out with a post, and I’m currently working on a post for his site as well. In an earlier article I talked about how I had changed some races to better fit my campaign. So Jesse’s article seemed like a good fit, as an alternate way to look at the Elven people. I hope you enjoy, and take a look over at his site if you have the chance.Brent

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The Elven Monk

Elves are typically presented as aloof, long-lived protectors of the forest, experts in magic, sword, and bow. But this is only one interpretation of what elven culture can be. What would happen if a sect of elves decided to remove themselves from society altogether, abandon their forest homes, seeking instead lives of meditation and quiet contemplation? Elves have a serene quality about them, and due to their longevity if they bend their minds and wills to focus on this, have a wisdom which few can match.

Lands & History

This branch of the Elven people withdrew from the world. They were tired of the constant need to protect the land from invaders. So they found a mountaintop constantly shrouded in blizzards and built a home there, daring anyone to try to take it away from them. They built a community with their temple at the center of it, which they named Yana Halt tel’ Loomi Raumo, translatedto common as “Leap of the storm clouds.” Despite this limiting factor of their location, they seem self-sufficient in getting all they need, having learned how to garden indoors, coaxing vegetables and fruiting plants to grow in what sparse light they have.  They also have a herd of alpacas which they use the meat and wool to weave their simple robes from.

Community

The Elven monks of this community spend their times training their minds and bodies to perfection. Everyone shares in chores alike: men, women, and as they are able to, children. Even though they are a temple, there is a sense of community and commonality for all there. This is not to say they’re not strict about their members adhering to the temple’s standards. If a member violates its rules, they may be asked to leave. For the most part, they do not welcome strangers into their lands with open arms . That is not to say they are inhospitable; if someone stumbles into their temple grounds needing help, they’ll supply them with what is needed: be it food or a guide, and send them on their way.

Appearance

They are typically lithe men and women who wear simple robes of a single color, oftentimes decorated with a sash of a different colored material to note their status or position within the community. When adventuring, this sash also doubles as storage for anything they’re carrying with them. On their feet they wear simple sandals.

Everyone originally from the community is first encountered bald. Newcomers to the temple for training or to join are required to shave their heads.

Personality

This group of Elves are isolationists, preferring not to get involved with the outside world. This is not to say they will not; if the situation arises and someone can convince them that their skills are needed, they will venture out into the world to face and defeat the evil. They’re fearsome foes to those that oppose them. Woe to be the enemy that confronts them in their mountaintop home.

Most of them are soft spoken, and will rarely initiate a conversation, preferring to mind their own business rather than getting involved in outside situations, unless failing to do so would violate their oath.

Weapons & Armor

They don’t typically wear armor, as it interferes with their acrobatic movements, but that’s not to say that they’re defenseless. The monks are trained to use their sash to parry attacks and use it to misdirect attacks from vital areas, sometimes blocking them from hitting completely. They typically carry a long three section staff that has a length of rope coiled onto it. The rope can be uncoiled to reveal a folding grappling hook. This combination is used similarly to the o-kusarigama, and can be used to cross gaps, and trip or entangle foes.

Skills & Powers

Due to their constant exposure to the elements, this branch of Elven monks can ignore the side effects of normal cold weather. If their training is advanced enough, they may be able to shrug off cold damage. They can deliver a chilling Ki attack with their palm strikes. Also, due to their physical training makes them surefooted in all but the most unstable of circumstances. They also are excellent climbers. Unfortunately, due to their social isolation, they aren’t good conversationalists, and despite their serenity, sometimes don’t make a good impression on others.

Adventures

Elven monks from Yana Halt tel’ Loomi Raumo may be found adventuring if they are seeking more advanced training, coming back home from guiding a lost traveler, or after having fought other evils.

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Jesse Cohoon is a blogger who writes about tabletop gaming. His strength comes from being able to pull his experience from fantasy novels, video games, and real world experiences and combine them into one. His blog can be found at fantasyroleplayingplanes.blogspot.com. Contact him if you want him to do a guest article for your site.

From the Campaign: Tome Guardian

Even though I’m not entirely finished with this creature, I thought I’d share something I pulled together for my home D&D campaign. My party is going to be exploring many places which have not been seen for almost five hundred years or more, and this is one of the creatures they may encounter in their journeys. It isn’t finished, of course. Not only have my players not encountered it, and therefore I don’t want to be posting all of its abilities here, but I also envision this as the “base model”, with adjustments and changes depending on the race which created it and the specific site it was created to guard. But this is enough to be going on with, and I’ll adjust it as it comes into contact with the characters.

Feel free to use it in your own campaign if you are so inclined, as is or modified to fit your needs. If you do modify it, maybe share that with me so I can see to what purposes you put it.

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Tome Guardian
Medium construct, unaligned

Armor Class 18 (natural armor)

Hit Points 55 (5d10 + 25)

Speed 30 ft.

STR DEX CON INT WIS CHA
18  (+4) 14  (+2) 20  (+5) 14  (+2) 10  (+0) 1 (-5)

Saving Throws Int +2, Wis +0

Skills Skill +0, Skill +0

Senses Darkvision 120 ft., passive Perception 10

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities Force, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Languages Understands Common and Draconic but can’t speak

Challenge
5 (1800 XP)

Force Absorption. Whenever the tome guardian is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt.

Immutable Form. The tome guardian is immune to any spell or effect that would alter its form.

Magic Resistance. The tome guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons. The tome guardian’s weapon attacks are magical.

Spellcasting.  Tome Guardian is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 10; +2 bonus with spell attacks). The Tome Guardian has the following spells prepared from the cleric’s and wizard’s spell list:

  • create water
  • prestidigitation

ACTIONS

Multiattack. The tome guardian makes two melee attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Force Wave (Recharge 5 or 6). The tome guardian sends a wave of force energy from its outstretched hand in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16 (4d6) force damage on a failed save, or half as much damage on a successful one.

 

REACTIONS
Reaction. 4 (1d8) bludgeoning damage.

Built to guard libraries and other locations storing knowledge or artifacts, tome guardians are able protectors of both the location and the objects within. Imbued with minor abilities which allow them to care for the books and artifacts they guard, tome guardians also act as research assistants, as they are programmed with a catalogue of the items under their care. Tome guardians are unfailingly polite until one seeks to endanger a book or artifact they are charged to protect. They then go on the offensive quickly and decisively.

Things I’ve Learned from Almost Forty Years in the Hobby

cropped-cropped-brent-chibi-96.jpgI had occasion to talk with someone I gamed with in my primordial days as a gamer, and it brought home exactly how long I’ve been involved in the tabletop gaming hobby. That train of thought changed cars, and I got to thinking about the things I’ve learned in that time. The list of “rules” below is by no means exhaustive, but it begins to form what could loosely be called my “Gamer Code of Ethics”. I figured I’d share it in the interests of disclosure and because discussion around this can be interesting.

I’ve been in this hobby for almost forty years, and your gate-keeping bullshit is boring and stupid. I put this one first as a courtesy; if the statement offends you, you can now stop reading and go elsewhere with my blessing. No? Still here? Excellent. Seriously, though, at its heart this hobby is about playing. If you think someone should be excluded from play for any reason (other than on an individual basis because of intent to harm) then you are the problem, not whoever you’re trying to keep out of gaming this week. Anyone who wants to play is welcome at my table, period.

I’d rather not play than play in a bad game. This wasn’t always the case. In my mis-spent youth I’d play any game anywhere with any one just to be playing. Now, though, I don’t have time to play bad games. Work and other responsibilities take up a good chunk of my free time. When I play I want to be at a table with other gamers who want to have fun, and don’t need to impede other players’ fun to have it. I just don’t have time to deal with toxic players, and that’s doubly true for toxic Game Masters.

Rules are fine until they get in the way of fun. There are no rule police. The game company already has your money for the whole book, they don’t care how much of it you actually use. So if you encounter a rule which is seriously ruining the fun, change it or ignore it. If your player proposes something amazingly heroic and dangerous and the rules say no, tell the rules to shut up and figure out a way to make it happen. Not once in the entire time I’ve been playing has any gamer reminisced about that one special session where they adhered to all the rules. Not. Once.

You can’t put a green dragon next to room full of goblins. This oddly specific item comes from one of the first adventures I wrote, round about age twelve. And it did indeed feature a room with a bunch of goblins, right next to a room with a green dragon, each leading a blissful life confined to their room waiting for tasty adventurers. So yes, this rule is a little about dungeon ecology, but it’s also about interesting story. Because of course you can put a green dragon next to a room full of goblins, as long as you figure out an interesting reason why the goblins are still there and the dragon hasn’t binge-eaten a goblin tribe. Do it well, and figuring out that situation can end up being as interesting as fighting the dragon.

If you can’t spot the asshole at the table, it might be you. I’ve brought this up before in other articles so I won’t go in to much more detail here. Just look around and make sure you are matching or exceeding the pleasantness of the table.

A hard no is reserved only for players ruining other players’ fun. I’m generally willing to roll with whatever my players want to do, and I’ll figure out a way to make it work. About the only time I say a flat no to something a player wants to do is if it is directly antagonistic to another player or their character. I don’t even try to come up with an in-game work around for it anymore. I flat out tell the player, “No, you don’t get to do that” and why, and encourage them to figure something else out. Seriously, unless there is a strong story reason for your character to go after another character, it doesn’t need to happen. Stop being boring and move on.

Go to cons. Play games you wouldn’t normally play with people you’ve never gamed with. I’ve talked about this a lot so again I won’t go in to detail. But really, this is one of the best parts of the hobby and you should get to a tabletop gaming con at least once a year. You won’t regret it.

If you have to win to have fun, you’ve set the wrong victory condition. Should be self-evident for role-playing games, but this goes for board games as well. Does it feel good to win? Sure. But I don’t invite my friends over to beat them at games, I invite them over to play games. Winning is a nice bonus, but I’ve come to enjoy seeing my friends pull out some epic wins, even when they snatch them from my grasp. My victory condition is fun; as long as I achieve that I’m ahead.

As a GM it is never me vs. the players. Conversely, as a player it is never me vs. the GM, or the other players. Pretty self-explanatory, really. I don’t need to beat my players. As a GM I win if my players have a good time and feel suitably challenged. Similarly, as a player I win if I can work with the other players to overcome whatever the GM has in store for us.

Don’t touch another player’s dice without asking. You may not have any dice-related superstitions, but it is still polite to ask before grabbing dice from another player. See Rule 4.

Your “Lone Wolf” character is boring. Yes, even that one. I blame movies for this, because adventure movies are packed with examples of the loner hero. And why not? As a trope it works great for movies and television. But RPGs are a social game, and I’m sorry, but choosing to play a character who doesn’t want to be around other people is lazy and boring. The first thing I ask the player, when presented with such a character, is why are they now choosing to work with others? Because watching the “solo” character play against type can be interesting. Watching the character sit alone again, and not talk to the rest of the party again, and sneak off on their own again? Not so much.

You can expect another one of these articles at some point, because I know I haven’t even scratched the surface. But this is enough…well, let’s call it wisdom to be friendly…wisdom for one blog entry. Have anything you’ve learned? Drop it in the comments and share with the class.

Local Nerdery to Keep You Warm

cropped-cropped-brent-chibi-96.jpgYes, I know. Winter has come to the Prairies and your first instinct is to hibernate until it goes away. Mine too. But I’ve also learned that getting out and gaming can help speed the winter away. So here are a few local (Edmonton) gaming events happening in the next while, to help drive away the winter blues.

Gamemaster Support Group (Monday, February 13, 6-9pm) – Hub of nerdery and mighty fine comic shop and used-book store, Variant Edition, has begun hosting a Gamemaster Support Group, designed to give local GMs a chance to meet, discuss issues around GMing, and swap ideas and stories. I was very sad to miss the first of these, but I’m planning to make it to the next with proverbial bells on. The focus for this one seems to be GM materials, and they’ve asked the GMs attending to bring along examples of materials they use at the table. So I’m especially excited to see all the cool things my fellow GMs use at the table. Not only is a cool learning experience, but sometimes you need to vent and only your fellow GMs will understand.

Bitz Swap (Saturday, February 18, 9am-5pm) – Alongside the Colder than Carbonite 2017 Infinity Tournament, Bitter North Gaming will host a Bitz Swap. For those not in the know, amongst miniature gamers a bitz swap is a chance to buy and trade miniatures and miniature bitz, for modding your miniatures, building terrain, or just picking up an army you’ve had your eye on super cheap. If you’ve been interested in starting in the hobby, this is also sometimes a good opportunity to get into the hobby less expensively. And if nothing else it’s a chance to ogle some cool miniatures and talk to other tabletop wargamers.

KEFCon – The Gauntlet (February 25-26) – Hosted by The Gamer’s Lodge, The Gauntlet is a 17-hour gaming marathon fundraiser in support of KEFCon. Tickets are $20, and you get a $5 food voucher from The Gamer’s Lodge as part of that. The gaming goodness starts at 9am and runs to 2am, with multiple tables of gaming running the entire time. Plus there’ll be folks on hand to teach the games (I should know, I’m one of them), so it’s a perfect time to try out a game you’ve never played before. You can register for the games ahead of time through Warhorn. Beer, food, and gaming, what more could you want?

So get on out there and while away the winter with some gaming. Hopefully I’ll see you there!

 

Trail Rations: Beef Stew on Trenchers

cropped-cropped-brent-chibi-96.jpgIt’s been a while since I’ve done a Trail Rations post, but as I head in to 2017 I’ve taken it upon myself to cook more meals at home, as opposed to eating out or ordering in. Since game sessions are a huge culprit in my fast-food habit, I’m rededicating myself to cooking at home for game sessions. Because I work during the day, I often use my slow cooker to prepare meals for game night. Whenever possible, I try like to serve something which might evoke the game world for my players. Previous posts (search the Trail Rations tag) have touched on some of those recipes.

One of my favourites for a basic fantasy-feel is slow-cooker beef stew, served on trenchers. What are trenchers? Once upon a time, trenchers were flat bread upon which food was served. Often this food was a stew or something else drippy or runny, which would soak into the trencher. Used trenchers would be given as alms to the poor, or just eaten the next day for breakfast. At some point trenchers stopped being bread and started being a round wooden disk with a raised lip, but its function remained the same: hold a bunch of food. I’m assuming they stopped giving them to the poor or eating them for breakfast at that point, but I’m not the boss of them.

Here’s the beef stew recipe:

Ingredients:

  • 2 pounds beef stew meat, cut into 1 inch cubes
  • 2 tablespoons olive oil
  • 1/4 cup all-purpose flour
  • 1/2 teaspoon salt
  • 1/2 teaspoon ground black pepper
  • 1 clove garlic, minced
  • 1 bay leaf
  • 1 teaspoon paprika
  • 1 teaspoon Worcestershire sauce
  • 1 onion, chopped
  • 1 1/2 cups beef broth
  • 3 potatoes, diced
  • 4 carrots, sliced
  • 1 stalk celery, chopped
  1. Heat a frying pan to medium-high, and add the olive oil. Sear the beef stew meat until it has a nice colour on the outside, but don’t leave in the pan long enough to cook all the way through.
  2. Combine the flour, salt, and pepper in a small bowl. Add the seared beef to the slow-cooker, and pour the flour mixture over that, stirring to combine.
  3. Add all the other ingredients to the slow cooker and mix to combine. If you have the time, let the slow-cooker run for 10-12 hours. If you don’t, 4-6 hours on the high setting will do the trick.
  4. Serves 6. Serve in bowls, or find some hearty flat-breads at your local bakery or grocery store and serve it on trenchers.

If you are celiac, ditch the flour. And you can make the dish vegetarian but retain some of the same flavour by leaving out the beef, changing the beef broth to vegetable stock, and adding 3 cups chopped mushrooms and 2 tablespoons soy sauce to the mix. It’s a recipe which lends itself to experimentation, so give your ideal stew a try.

 

 

Welcome, 2017!

cropped-cropped-brent-chibi-96.jpgWhile I don’t believe in blaming a discrete measurement of time for any particular ill, it can’t be denied a lot of unfortunate things happened during 2016. As irrational as it makes me, I’m excited to get 2017 underway. I don’t really make personal resolutions, but I’ve been thinking of my gaming resolutions for the coming year and I thought I’d share them with you. Some relate to the blog and other creative endeavors, some to games I run or play, and the rest are sort of a wish-list for the coming year. In no particular order:

  1. Learn and Play 3 New Tabletop Games Every Month – Even though I read many new games last year, I found that I actually played very few of them. So my goal for the coming year is to play three new tabletop games a month. I’m not fussy about the type of game, as long as it’s something I haven’t played before. Of course this is driven by a desire to just play more games. But I’m also hoping this will get me out to more gaming events through the year, whether those are private events run by friends, gaming conventions, and anything in between. I plan to blog those experiences as well, so you’ll be able to see my running tally through the year.
  2. Attend More Gaming Events – A combination of health and personal issues kept me away from many of the gaming events I was invited to over the last year. With my new-found health, one of my goals for 2017 is to attend every local gaming con (attendee or volunteer, depending on availability), and get to as many small events as my schedule will permit. Hopefully this one will contribute to the prior resolution; a number of my invitations were for play-testing developing games, and I look forward to any of those which come my way.
  3. Self-publish – With the writing and design I’ve put in to my new D&D campaign, the urge is with me publish some of the more refined bits. So I’ve got plans in place to get something up on Drive-Thru RPG and/or DM’s Guild in the coming year. Possibly several somethings, but we’ll see how the first one turns out and adapt from there. I’ll still share the occasional item here on the blog, of course.
  4. Be a Better Player – I’ve referenced this saying before, and I can’t remember where I first heard it. But it goes, “If you’re playing a game and you can’t see the asshole at the table, be careful. It might be you.” I hope I’ve never been the asshole at the table (recently anyway, I can only apologize for my teenage self and move on), and certainly no one has called me on it. That might just mean they resolved to suffer in silence, however. So moving forward I’ll game with the conscious intention of not being That Guy.** No one likes playing with That Guy, and I think our hobby would be vastly improved by calling That Guy on their bullshit at every opportunity. This one will apply to all my games, player and game master, role-playing or board.
  5. Collaborate – This one is mostly blog-related, but it could spill out to other aspects of my gaming as well. I enjoy creating content for the blog. I think I’ve worked out a plan which will allow me to get content up on a regular basis, without straining my schedule. As part of that plan I’d like to collaborate with other game bloggers, in whatever form that shakes out to. One blogger has already been in touch, and you’ll see the result of that in January. But I’m open to working with others, whether that’s a blog post exchange, something co-written, or even game material. So if you’re reading this and you might be interested, drop my a line.

Do you have any gaming resolutions? Share them in the comments!

**That Guy is the person at the table who is sucking the fun out of whatever you’re playing. They’re fastidious rules lawyers, or they bitch about how poorly they’re playing (whether they are or not). Or they mock and question what everyone else is doing or playing. Or they’re playing yet another Brooding Lone Wolf character, and get pissy when you won’t warp your RPG game to include them. You get the idea. That Guy takes many forms and can be any one, regardless of gender, race, sexuality, or creed. (Because of that last, I find the term That Guy less than perfect, but unitl I come up with a better one I’ll stick with it for now.)