Stephen (@DadsAngry) profile picture
Joined December 2022
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Bring the family together the old-fashioned way: around the table. 🎲 Castles & Crusades is fast, easy to learn, and captures the spirit of the games you grew up with. It’s a chance to share the adventure with your kids—and make new memories while rolling dice together. 👉 trolllord.com/product/castle… #ttrpg #castlesandcrusades #osr
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The chart doesn't lie. Play Call of Cthulhu.
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#Free #TTRPG better than #dungeonsanddragons !!! Ever want to play the Role Playing Game. Castles and Crusades scratches that itch, fills the platter, it is like an endless cup of fun and fanfare. Try it for FREE C&C Players Handbook (7th Printing Alternate Cover) FREE PDF – Troll Lord Games trolllord.com/product/cc-pla… #castlesandcrusades #ttrpg #trolllordgames #dungeonsanddragons
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I set my Call of Cthulhu games in the modern era. People tell me, "If I set it in the modern times, how can I make the enemies scary?" I think there is an unspoken assumption that with cell phones, the internet, guns, and airplanes the bad guys are screwed. But this is looking at things precisely backwards. The cultists have cell phones, the internet, guns, and airplanes too. Also even in the 1920s they had guns and airplanes. Plus phones, portable radios, and libraries. Even more to the point, modern technology is far more terrifying and dehumanizing than anything from the old days. I'm certain the King in Yellow has a TikTok account. The existence of such easy communication dooms humanity in the modern age. In the tale, The Dunwich Horror, Wilbur Whateley is thwarted because he can't get his hands on an unexpurgated Necronomicon. But today, we'd have the complete Necronomicon on Project Gutenberg (the cultists would ensure this). Every nut-case & psychopath in the world would be trying its formulae, and the Armitages and Wilmarths of our age would be completely swamped & overwhelmed.
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I’m reliably told that this makes you a Nazi.
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In case you missed it: TLG is building a factory, keeping our pricing consistent, and we want to do our part to help our industry friends weather the storm in these uncertain times. Read up on our newest State of the Trolls! 👉 Read the news: conta.cc/42y14jQ 👉 Sign up to receive our newsletters: trolllord.com/newsletter/
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Ok, who did this? 🤣
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Fifty years of GREYHAWK and an amusing Castle Zagyg anecdote. It has been 50 years since the release of the first and perhaps most important supplement to Dungeons & Dragons. It was none other than Supplement I: GREYHAWK, by Gary Gygax and Robert Kuntz. This pivotal, 68-page book is not likely to be celebrated by the entity that owns the rights to D&D, because they do not look upon the original materials or its creators favorably. But we don't need them to celebrate the anniversary of this great achievement. In the foreword to GREYHAWK, Gygax explains that the book contains "...new rules, additions to existing rules, and suggested changes..." And boy does it deliver. With this book, we see the introduction of two new classes (thief and paladin), a new race (half-elf), new multi-classing rules, and mechanics for ability scores enhanced quite a bit (so begins the power creep!). New spells and newly expanded level ranges for spells (7th to 9th) were a monumental addition. New monsters, such as the iconic beholder (created by Rob's brother Terry), and new items, such as the vorpal blade, the sword of sharpness, and the +5 holy sword! So many iconic elements that would become part of Advanced Dungeons & Dragons and carried on through all the editions to today. I am attaching photos of my own copy of this book, a reprint from 1976. As you can see, I had pleasure to have it signed by Gary and Rob. I have an amusing story regarding one of the illustrations included here: the bugbear, illustrated by Greg Bell. It was an error by the artist to draw the humanoid's head as a large pumpkin. Apparently, his instructions were to draw it with a "pumpkin head," which he took literally. Over thirty years later, in 2006, when I was writing Castle Zagyg for Gary, I thought it would be funny to include a bugbear with a pumpkin head in the adventure. I suggested it to Gary, and he went off about how the artist had drawn it wrongly, that it had been a mistake, and so on. So, I said, "I know all that, but I think it would be funny to have one in there! Maybe it is cursed or something?" Nope. Gary would not have it. It was still stuck in his craw three decades later. We went back and forth a bit on it, but eventually I said, "Fine, it's really not a big deal." :)
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Ready the horses and prepare your swords! The Pendragon: Gamemaster Handbook releases on March 26th!
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New to Castles & Crusades? It's the fantasy #TTRPG you've waited your whole life for! ⚔️ Combat is easily balanced, fast-paced, and deadly 📖 Crunchy rules take a backseat to good storytelling 🎲 Our attribute check system is lightning-fast for seamless gameplay Our new Starter Box Set provides everything you need to start playing for just $30! 👉 Preorder it here: trolllord.com/product/castle…
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This was the first piece of art for Astonishing Swordsmen & Sorcerers of Hyperborea. Painted by Charles Lang in 1990, this piece served as the cover art for the original AS&SH boxed set, published in 2012. I have the original painting, a piece that I purchased directly from the artist several years earlier. This piece defines the mood and attitude of HYPERBOREA like none other. In 2008, when I was down and out, having lost years of hard work (and thus compensation) due to one person's decision, I spent hours staring at this piece, which had been hanging in my office for years, and I said to myself, "I want to make a sword-and-sorcery game that I would like to play with my beer-drinking buddies, and I'd like this picture to symbolize it." Now it's 2025, and I'm still developing content for it. I am grateful to my wife and to all the fellow gamers who have supported me in this wild endeavor. Cheers! ~Jeff T.
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What all did Tenser leave us with on the magic front? 1. Tenser’s Floating Disc – Creates a magical, levitating disc that can carry weight. 2. Tenser’s Brawl (Dragon Magazine #69) – A combat-enhancing spell. 3. Tenser’s Destructive Resonance (Dragon Magazine #69) – Causes vibrations to harm creatures. 4. Tenser’s Eye of the Tiger (Dragon Magazine #69) – Enhances combat perception. 5. Tenser’s Fortunes of War (Dragon Magazine #69) – Improves a character’s luck in battle. 6. Tenser’s Master of Arms (Dragon Magazine #69) – Enhances proficiency with weapons. 7. Tenser’s Running Warrior (Dragon Magazine #69) – Grants increased speed in battle. 8. Tenser’s Staff of Smiting (Dragon Magazine #69) – Creates a powerful magical weapon. 9. Tenser’s Steady Aim (Dragon Magazine #69) – Enhances ranged attacks. 10. Tenser’s Flaming Blade (Dragon Magazine #241) – Creates a flaming sword for combat.
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This was an interesting exercise... Grok, tell me what is good and bad about Hyperborea RPG by North Wind Adventures. ===== Hyperborea RPG, created by Jeffrey Talanian and published by North Wind Adventures, is a tabletop role-playing game that blends swords, sorcery, and weird science-fantasy. It’s heavily inspired by the works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with mechanics rooted in the traditions of early Dungeons & Dragons by Gygax and Arneson. Having evolved through three editions, it’s built a reputation among fans of old-school gaming. Here’s a rundown of what’s good and what’s less so, based on its design and reception. THE GOOD - Rich, Evocative Setting: Hyperborea is a standout feature—a flat, hexagonal world populated by ancient human cultures like Amazons, Atlanteans, and Vikings, steeped in pulp fantasy vibes. It’s a sandbox that feels alive with danger and mystery, offering just enough detail to spark ideas without bogging you down. Think of it as a playground for tales of barbaric heroism and cosmic horror. - Old-School Charm with Polish: The game nails that nostalgic AD&D feel—six attributes, a slew of classes (22 subclasses!), and a straightforward alignment system—while streamlining combat and other fiddly bits from the old days. The third edition’s split into a Player’s Manual and Referee’s Manual (each around 300 pages) makes it way more manageable than the hefty 600-page second edition. - Art and Presentation: The visuals are a treat. Black-and-white illustrations dominate, with bursts of color in later editions, all channeling the gritty, evocative style of classic fantasy. The third edition ups the ante with cleaner layouts and inspiring character portraits, striking a balance between retro roots and modern readability. - Class Variety: Four core classes (Fighter, Magician, Cleric, Thief) expand into 22 subclasses like Barbarian, Warlock, and Shaman. This gives players tons of options to craft unique characters, all fitting the sword-and-sorcery tone. No elves or dwarves here—just humans, which keeps the focus tight and thematic. - Adventure Support: North Wind Adventures has pumped out a slew of adventure modules that hit the mark for Weird Tales-esque storytelling. They’re practical, atmospheric, and easy to drop into any campaign, whether you stick to Hyperborea or tweak it for another setting. - Inspiration Factor: If you’re into “Appendix N” literature—think Conan, Cthulhu, and the like—this game delivers. It’s less about high fantasy and more about gritty survival against eldritch horrors and brutal foes, which can reignite your passion if mainstream RPGs feel stale. (continued to "THE BAD" and "FINAL THOUGHTS") – at Hampstead, NH
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When I was designing Call of Cthulhu, I immediately recognized that combat could not be the game's focus. The weakest enemy in the game is a cultist, who is more ruthless and probably better-organized than the players. What I came up with was investigation. This was also partly in imitation of horror movies & stories. (At the time, horror action films hadn't really taken hold.) Also I liked mystery stories & films, so I knew this paradigm would be gripping. Yes, there is lots of conflict in Call of Cthulhu, but it's likelier to be a car chase with a flapping elder thing hot on your tail, or chanting a ritual of banishment while the Elder Horror charges upon you. Not so much trying to machine-gun a shoggoth. Also I own the "Dogs playing Call of Cthulhu" print below. It's awesome and Seth Skorkowsky was super jealous when he saw it.
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Once upon a time, before the internet …
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An acoustic guitar strings' oscillation. The frame rate of the camera allows you to see the wavelength of notes.
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🔥🔥
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IRON MAIDEN 🇬🇧
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