Showing posts with label xcrawl. Show all posts
Showing posts with label xcrawl. Show all posts

Monday, June 6, 2022

Looking For a Change of Pace? Grab a Copy of XCrawl!

We've all had those moments when our group has been on a little hiatus. Maybe it was end-of-campaign burnout and everyone needed a break, or life stuff happened and some members had to move, change jobs, or handle any of a dozen other things. But when you're looking to get the gang back together, you often want to do something a little different to bring some zest to your next game. Something a little off-the-wall. And if you've been looking for a spark to re-invigorate your group, then might I suggest trying out XCrawl if you haven't done so yet?

Seriously, this thing is a ball!

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What The Hell is XCrawl?


Some of you may have come across this game before, or seen me talk about it in older entries on this blog. However, if you're utterly unfamiliar with this game, the elevator pitch for XCrawl is that it's what happens when WWE has a baby with DND. In a modern fantasy version of our world, dungeon crawling has become a major, televised event with Dungeon Judges lording over their arenas, and "crawlers" becoming one part celebrities, one part athletes, and one part stage persona as they compete for the public's viewing pleasure.

And as they say in Gladiator, you aren't the best because you kill quickly... you're the best when you win the crowd! Which is why crawlers tend to have signature moves, grandstanding and mugging checks (for playing to the audience or the camera, depending on), ring personas they can build up like legends in the minds of the audience, and why it's just as important that you look good when you win as it is that you win in the first place!

And the crowd is hungry for entertainment!

That is a pitch that sticks in your head. Especially when you consider that XCrawl is set in its own version of the 1980s (ish) where you add in elements of The Running Man, the rise of corporate power, and all of the social pressures going on in the American Empire outside the arenas themselves. This can give it a feeling that's almost akin to Shadowrun, especially if you start getting into political corruption, the false face of sports empires, market backstabbings, and whether the games are being used for nefarious purposes. So while you can run a campaign that's just televised dungeon crawls, you've got options for things you can do beyond that as well!

Now, I found the XCrawl core rulebook sitting in my hobby store years ago, and it was for the 3.0/3.5 version of DND. However, Goodman Games has ported this setting to a variety of different systems, including one for Pathfinder Classic for folks who want all the conversions done for them. There's also add-ons that cover additional aspects of the game and the setting such as XCrawl: Sellout which has additional information on gear, agents, fame, and more for players, along with adventures like Dungeonbattle Brooklyn for GMs who just want to pick up and play.

A Few Episodes or a Season, It's Up To You!


I've run XCrawl on and off over the years, usually as a one-shot for a convention game because its premise is absolutely wacky enough to get folks to sit down and play, but it doesn't wear out its welcome by the time the final boss falls. It's also flexible enough that you can make up shows, such as the one-shot I ran that I titled Jersey Shore: Undead! as a way of making fun of both reality TV and the way The Walking Dead had utterly saturated pop culture with zombies.

However, the current idea came from a line in the core book that I'd seen before, but forgotten about. To paraphrase, it recommends starting characters off at level 3 if they're going to be a Division IV team (which is where the death games come in). While you could run a Division III game if you feel you could make it interesting and engaging, the stakes are much smaller in arenas that are geared to be less than lethal.

And since I was still rolling with ideas after my Let's Talk About Non-Lethal Damage in Pathfinder post, I figured I'd actually go against the rulebook's recommendation and start my team off at the beginning of their story in the games. A Division III event called the Mall Crawl!

And you thought YOUR Black Friday sucked...

Because while the world of XCrawl is absolutely bonkers, I wanted to bring a gaggle of new players in at the bottom rung. They're discovering who they are, forming their team (in order to gain access to the precious Mojo that lets you spend resources for bonuses during the game), looking for sponsorship, and getting their feet under them... sure, that hobgoblin might not kill them, and that booby trap they set off is likely to be a firehose instead of a spiked pit trap of death, but they're going to have all kinds of stuff to deal with... like the judgment of the crowd when a bunch of nobodies step into the ring!

Anyway, I wanted to talk about that this week because I'm digging through the rulebook for the first time in a while, and whatever your preferred edition of the game, I think this is a setting that more people should really check out for themselves!

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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Saturday, January 18, 2014

The Best Roleplaying Games (You've Probably Never Heard Of)

Pathfinder. The World of Darkness. Call of Cthulhu. All Flesh Must be Eaten. These are the heavy-hitters every gamer has at least heard of, even if it isn't a particular player's game of choice. However, it's important to remember that while these might be some of the most popular games on the market, they are far from the only games available. For players looking for something a little bit different though, Improved Initiative is here to point you toward what might become your new favorite games.

Grimm

Boy is it ever.
Originally released as part of the D20 Modern series, and re-released by Fantasy Flight Games with a stream-lined and simplified rule system, Grimm is a game of terrible tales and adolescent adventure. Players take on the roles of children (no younger than 9 and no older than 12) who have passed into the Grimm Lands; a place full of every monster and myth the brothers Grimm sentenced into their book of stories. They have to travel through the checkerboard kingdoms, seek out ancient items of power and try to find their way back home again.

Grimm's major advantages, aside from the great flavor of the world and the novelty of playing children who can take things like "Bully" and "Dreamer" as classes, is that the system is simple and easy to both play and run. There's no XP to grant at the end of a session, there's no complex feat choices, and all of a character's abilities are very simple and straightforward. All players, and the storyteller, need are two six-sided dice and the base handbook. That makes Grimm a relatively cheap investment, in addition to being something that can almost literally be run at the drop of a hat.

Lastly, and I feel this must be said, Grimm can be as dark or as cutesy as you want. If you want to have a Disney-fied game because players are a little younger, then that's perfectly possible. However, the game itself trends toward the dark and the traditional, with child-eating witches, murderous lunatics, and capricious magic that end up destroying sanity and warping flesh. Just because characters are children, that doesn't make this a children's game.

Spycraft 2.0

D20 Shaken, Not Stirred
For players who want to get more use out of their dodecahedrons, Spycraft is a game that's gotten very little love over the years. Whether someone wants a full-on "Mission Impossible" style team, or they want to take their cues from shows like "Leverage", Spycraft is the ideal game for players who would like something a little more complicated than just kicking in the door and killing the monsters.

What this game lacks in knights in shining armor it more than makes up for in the variety of roles and the sheer possibility of missions. Storytellers can run a Call of Cthulhu style game where government agents send in investigation teams to uncover and deal with extraterrestrial encounters and their associated cults of worshipers. On the other hand it's equally possible to run a Hong Kong action theater style game where a team of mercenaries goes toe-to-toe with a drug cartel in an exotic locale. The Cold War, World War II, Vietnam, nothing is off limits in Spycraft. The system is solid, and it makes a refreshing shift from monsters in dark alleys and riding through the woods to the next goblin raid.

X-Crawl


This is how we roll.
XCrawl did something that no other game had ever tried to do before; it combined the dungeon crawling aspects of traditional Dungeons and Dragons with the glamour and drama of professional wrestling. The result is a modern-fantasy-gladiatorial-death-match-reality-TV-show that runs of the base of any D20 system the storyteller prefers.

In all fairness, XCrawl is less of a game and more of a skin. It can work with any edition of Dungeons and Dragons, but it can also be paired with D20 Modern, Pathfinder, or any of a number of other systems. If it involves a 20-sided die and all of its compatriots, then XCrawl can invigorate players' imaginations and present them with something so far outside their normal sphere of play that it gets their hearts pumping while it kicks their roleplaying up a notch. The game requires showmanship, number crunching, and a dose of off-the-cuff bravado, but if a party can put that together the results will be stories that get told for a long, long time.

Pie Shop


It is exactly what you think it is.
The last entry on this particular installation (I'm sure there will be others) is Pie Shop. For those of you who've seen Sweeney Todd, the title is a bit of a spoiler. You play a serial killer; that's it. There's no magic powers, no higher goal, you're just a group of deranged sociopaths looking to let a little blood and have a good time.

Pie Shop is refreshing in its sheer brutality... but it has one fatal flaw (aside from not being able to find the book too terribly easily). That flaw is that getting a group of serial murderers to all work together, unless they have a shared psychosis, is really difficult. The very act of creating a plot can sometimes mean putting together a scenario so ridiculous that it undermines the realism of the game. The government is capturing serial killers and using them as black ops agents? Sure! The mafia is recruiting dangerous, unpredictable mentally ill murderers as a special hit man squad? Eh, why not?

On that note though, if a storyteller can get over the hump of finding the right premise, Pie Shop is a game unlike anything else out there.


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