Wendy's RPG

What. Wendy's made a free tabletop RPG about fast food kingdoms.

Very weird. It's D&D5E-like (but not explicitly; it isn't OGL, it doesn't use any WotC trademarks, but it rips 5E off completely), very rules-light. I don't like all the 4d4 rolls (some Wendy's marketing thing is "4 for 4", so this pun is all over), otherwise it's unexceptional.

I do like this variation on critical:

FEAST MODE
If you roll a 20 on an attack or skill roll, you go into FEAST MODE. You do the maximum amount of attack damage, plus an additional roll of the normal attack dice. You also get advantage on your next roll, making going into FEAST MODE again even more likely. Going into FEAST MODE can completely change the tide of a confrontation.
Likewise, rolling a 20 on any skills check will result in your character’s best possible outcome in their current situation. After all, you went into FEAST MODE.

The equipment list is ridiculous, with Ukuleles, Tiaras, healing by eating Chicken Nuggets, fishing poles. Armor's silly (Apron, Red Polo Black Visor, etc.) but an interesting idea: Some adds to Defense, some to Arcana (magic stat) or Grace (dexterity). Weapons range from Spoon (1d4) to Cast-iron Skillet (3d6). I kinda want to steal a bunch of these stupid ideas.

The book gives you buffs/debuffs based on the food the player eats, obviously encouraging Wendy's food and not anyone else's. What a bunch of jackasses.

The classes are Order of the Chicken (magic-user/thief depending on subclass, 5 subclasses), Order of the Beef (fighter, 4 subclasses), Order of the Sides (spoony bards, 5 subclasses). The powers are jokes but overpowered if you did play them out, and it goes up to level 5; there's no experience, the adventure just says "everyone levels up" after each boss fight. No choices anywhere, just roll stats, pick class, go.

PCs can't actually die, just pass out from hunger and then wake up when the team camps. I guess you could TPK a group, and that'd be a sweet merciful release to death.

So then there's the adventure, which is a pretty standard 5E railroad with five chapters and a couple side-quest areas; zero difference between this and any "adventure path" or recent WotC adventure book, except the branding is different. Some puzzles aimed at small children or drunk frat boys, some very silly monsters. Queen Wendy ("of the Clapback" which either means something very different than I think, or is rather rude) commands heroes who brave the french fry forest to yadda yadda light a bacon beacon, yadda yadda go murder an ice clown in his funhouse and castle. Dave is dead which by my understanding of the rules can't happen, so I suspect Wendy froze him into a statue to seize the throne. Really no sillier than that Chult book.

The art, maps, and layout are very professional (aside from the maps being so linear even Disney couldn't run them as rides), it really makes it clear how commercial-friendly Wizards of the Coast & Paizo are, as if He-Man was selling junk food instead of toys.

★★☆☆☆

Back in the latter days of TSR, Inc, there was a module WG7 Castle Greyhawk, with 13 short comedic adventures by different writers around the themes of Gary's mega-dungeon (some humorless people really take offense to this module; I think it's a funny homage and several levels are great). Level 8: Of Kings & Colonels, by John Nephew (who wrote for TSR, Ars Magica, and Over the Edge) covers a similar gag, with a cavern wilderness fought over by Colonel Sandpaper and King Burger. But he wasn't being paid by KFC to say how great their chicken parts in a bucket are.

Blueholme Referee Repository

Just a collection of the charts from Blueholme, plus a new chart listing all the monsters with Size, AC, HD, Movement, Damage, Align, Treasure, Page; that's super helpful for a game with some weird monsters.

The front and back covers don't show up in Preview or Skim on Mac, only in Adobe's reader (ugh), but the clean art version does on page 3, and the interior seems to render fine. There's some scaling & half-toning artifacts in a few pieces, some of which are rendered differently but also wrong in Adobe. I think the editor needs to ship printable and screen versions.

There may be too much whitespace and large fonts. Holmes was Futura 10 or 11pt, mostly tightly-packed paragraphs; maybe that's too small for quick reference sheets, but this goes too far the other way. The art's great, though. Like the main book, it has the tone of the original Holmes boxed set, but modern artists.

You could make a home-made Referee screen out of these pages, but you'd have to do some editing: Pages 16-17 are the combat charts, but Turn Undead is buried with the classes on page 7, and page 11 has the movement & getting lost charts.

★★★½☆: It's a buncha charts.

Coincidentally, I'd been thinking about and writing some notes for using Blueholme in a Discord or Skype chat game, so this comes at a good time.

Rules for the OSR (Old-School Renaissance)

Housekeeping note: I'm still too busy with programming on the new Perilar, and some other things, to get back to my tabletop and/or online chat games regularly, but I'll be moving all my RPG stuff over to this blog from Mark Rolls Dice, I'd like to have one site to maintain which I own.

So, start with basic principles. How do I run games.

I'm a caveman from the '70s and '80s, so my Old-School is literally old and from school, as noted in Five Games. The Old-School Renaissance is my frozen caveman ass being thawed out to do it again.

There's a bunch of guides to how to do this, but they're kind of bullshit. Matt Finch's Quick Primer for Old-School Gaming is close to my view, and has gameplay dialogue examples which can be read in funny voices, but it goes on too long about irrelevant stuff. Principia Apocrypha and a bunch of other bloviating diatribes just go on forever, I started to nod off, make a little hand-puppet with my hand and flap its mouth up and down.

Here's my OSR principles:

  1. Let the dice fall where they may. ( Knights of the Dinner Table's Law )
  2. Be excellent to each other. ( Bill & Ted's Law, the inverse of Wheaton's Law )
  3. The Referee is always right, but the players can choose to stay or leave.
  4. Rules are just recordings of what we've previously done. We can change them at any time.

Like the Three Laws of Robotics, each principle is tempered by the ones previous: The Referee can override new rules. But, be excellent to each other. But, don't cheat and take away risk.