I have crossed the Forbidden Frontier, breached the Desolation, and faced the vile abomination lurking within—and you can too!
Next year.
Several months ago, I announced my plans to produce a tabletop roleplaying game (TTRPG) starring the fantasy heroes from my novel The Lost Tale of Sir Larpsalot. Back then, I shared a smattering of preliminary details about the project. I have a lot more to share today.
Like any tool, information can be helpful, harmful, or just confusing. You can use the chart below to discover news that may help you on your way. Roll a d10 to choose one randomly or, better yet, just read ’em all in order.
d10 | Tidbit |
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1 | Henceforth, my TTRPG will be called The Curse of Er’Mah’Gerd. |
2 | As the name probably suggests, the game is a lighthearted and sometimes irreverent tribute to traditional sword-and-sorcery adventures. |
3 | While it adheres to Dungeons & Dragons’ fifth-edition rules, I’m taking steps to streamline the game to accommodate new and/or rusty players and first-time gamemasters (GMs), including younger gamers. |
4 | Players can choose one of the original five heroes of Good Company—Sir Larpsalot, Elvish Presley, Brutus the Bullheaded, Master Prospero, and Tom Foolery—or a new companion: the broody Lord Grimdark. |
5 | The Curse of Er’Mah’Gerd is designed to be scalable. One to six players (and a GM) can tackle the adventure, and thanks to an optional “Session Zero” segment and supplementary random encounters, players can complete the game in as few as three or as many as six sessions. |
6 | The three-act adventure encourages multiple playthroughs, allowing gamers the opportunity to play as different heroes, choose different allies, and encounter new enemies. |
7 | Although the GM will still need to know the basics of 5E D&D, I’m doing everything I can to make The Curse of Er’Mah’Gerd self-contained by including all pertinent information about the characters, cultures, original monsters, puzzles, unique spells (including Torchnado!), and quirky treasures strewn throughout the quest. |
8 | The story itself focuses on three factions vying for territory in a region that was once cursed (and likely still is). Good Company’s path forward ultimately depends on which nation the heroes support. |
9 | To accommodate a variety of player preferences, three types of challenges are emphasized throughout the game: combat, puzzle solving, and diplomacy. Each hero is better suited for some challenges than others. |
10 | If all goes according to plan, The Curse of Er’Mah’Gerd will be available in mid-2022 as a digital download or as a hardcopy—maybe even in hardcover. |
Having recently completed the first draft last month (YAY!), I’m extremely excited about how the game is shaping up. There is still plenty of work ahead, but in the meantime, here’s a sneak peek at a location encountered early in the game.
The Winking Cyclops
The Winking Cyclops has rustic charm to spare. A sign that bears the inn’s name in Common as well as a poorly sketched visage of the titular creature welcomes guests, as does the proprietress, who seems to stand behind the bar morning, noon, and night. The common room is comprised of well-worn tables and chairs, where patrons can enjoy stale beer or moonshine and wash it down with some stew. A crust of hard bread costs extra. Several closet-sized rooms on the second floor are available for rent.
Of course, an adventure doesn’t have to start at a tavern. It’s just good form. Besides, what better place to hold peace talks than the common room of the finest/only inn the Forbidden Frontier has to offer?
I’m looking forward to sharing more about The Curse of Er’Mah’Gerd, so stay tuned for additional teasers in the months to come!
Oh, and please contact me if you’re interested in being a play tester!
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