Wednesday, May 26, 2021

The JollyGM Basic Dungeon Sets: Now Available on DTRPG

 

Hi everyone, 

I got some exciting news to share! For many years I have been creating my own maps for my games that I run. The biggest problem for has been that many of the games that I run, are not usually not considered mainstream. 

Most maps that you find online, usually cater to those rpgs. Leaving me having to find something that I can shoe horn into my settings. So I started to try and make my own.

Just recently, I have decided to take the plunge and start sharing the maps I make with the millions of other members of the tabletop RPG community, which I am so proud to be a part of. 

So check out my Drive Through RPG store page here!

Now, I as far from being a professional map maker as one can be, but I make these maps to the standard that I would use at my own tables. Designed to be simple, easy to use, somewhat geomorphic and with the ability to be thrown quickly into your virtual tabletop software of choice. (Fantasy Grounds, Foundry, Astral and Tabletop Simulator) 

So with out further delay, I would love to introduce to you The Jolly GM Basic Zoned Dungeon Tile Set. Seeing I try and play games that use zones more so then grids, I made this tileset for those games specifically. Seeing I play a lot of Conan, having some basic map tiles on hand is a good thing!






With tile set 1, you get 5 standard dungeon tiles. Simple easy designs, and affordable. You can put these maps together to make larger dungeons, or simply use them as individual set pieces. 

Eventually, I am going to be adding to these zone tiles. Lighting and LOS for any of those people who use my maps in Fantasy Grounds and Foundry, hopefully for a buck a map, people will like what they see and get.

I got more battlemaps in the pipeline. Soon my tactical battlemaps will be available!

Here is a small taste of what is to come. The JollyGM Tactical Battlemaps











Wednesday, May 19, 2021

How do you set a difficulty for a trap?

 

Hey all!


I often get asked this question a lot, and I have spent a long time searching, asking and trying to figure out a good answer. 

The question..

"How do you set the difficulty to detect a trap with out telling a person that a trap is actually there?"

As in most cases, in 2D20 Conan. A difficulty number needs to be assigned before a player can roll, as they need to know just how hard its going to be to roll. The problem being, if a GM sets the difficulty high, and the player fails his roll. He may just say.. "well that was a hard check, there must be something there." 

Now, the big problem is that the Core rulebook does not really tell you anything about detecting traps, it just says you use the thief skill to do it with. And I am fine with that, and for the longest time. Me, like many others set a hidden Momentum Spend number that a player would need to get on a D(1) roll. 

And for a long time, I was OK with that.. Now, personally although I was OK with that method for a long time. I always felt it was the wrong way to do it, but it was the best I thought we could do. 

Well, while running our current ongoing Thieves campaign for Conan, one of the players took a talent that I have not seen much, and that talent breaks our current way of checking for traps. That talent is the observation talent "Its a trap." It reads..

"You can spot covered pits, pressure plates, fulcrums, and other constructions designed to keep thieves out of burial chambers and treasure rooms. With a successful Challenging (D2) Observation test, you can detect any nearby traps as a Minor Action....." 

Here, it clearly tells us what we need to roll to check for traps. So with this talent now in play I had to re adjust my way of thinking. 

I am a person who HATES having to come up with homebrew house rules for games. I hate having to do it, but now seeing this talent in play. I have come up with a solution while in my games. And I think it works, and it does not break any core rules. Its simple, I tell my players that in my game there are 3 fixed difficulties for checking for traps. And seeing the GM gets to set these difficulties anyways, I am not adding anything new to the rules. 

So my solution is simple. (I think so anyways) 

  • First thing is my golden rule. When the difficulty is declared, there is no going back. If a player wants to do a check, when they are ready to hear how difficult it is going to be, they are locked in. If I say its a D3, they can not say.. meh.. not going to roll. When they decide to hear the check, they are locked in. 
  • Checking for traps will always be a Difficulty 4 if you do not have the "Thief" talent or "Its a Trap" talent. 
  • Having the "Thief" talent will make any check for traps a D3. 
  • And then of course if you have the observation talent "Its a Trap" it will be a D2. (As per rules)

By telling the players this information up front will cause a few things to happen. 

  1. The moment a player hears of a high difficulty level, they will not instantly know it is trapped. They will just know that to find out if it is trapped for sure, they will need to beat that number. So they will not instantly avoid it or just instantly flood the doom pit or the momentum pool to get a as many dice as possible. Cause there may be no trap at all, and why burn your momentum or give the GM that loves to use DOOM against the players, the 3 doom only to find out there is nothing there anyways?
  2. It allows for a better rounded character development, and forces players to buy talents that better suit the way the character is portrayed. If a player always knows that to check for traps will be a set number, he then can decide to buy a talent that helps reduce it. (Thats the way I look at it)
And the good news is.. if there is a trap and a player rolls a complication.. Well they found the trap, they triggered it. And if there was no trap to begin with and they rolled enough complications, heck buy the trap with a doom spend. (Thats how I roll.. lol) 

So yeah.. That's my take.. 

Crom has spoken.




Friday, April 30, 2021

Traveling in the world of Hyboria. Suggested Rules for dealing with Travel in 2D20 Conan.

 

Travel rules in 2D20 Conan RPG are fairly arbitrary in my own opinion and are left to the machinations of the GM.  I am OK with that. But sometimes, I like to have a little randomness to it. I wanted some rules to follow, but I wanted to keep the rules in line with the mechanics of the game and simple to use. I am pretty confident that others may have developed similar ideas to what mine is like. But what ever. So I sat down and decided to see if I could write up something that I could use.

After writing these, I realized that something similar can be used for other situations that are not travel, IE, Investigations, Searching for something, or what ever. So feel free to experiment with this. 

The basic idea, is you roll your skill vs the difficulty of the travel. For each success and momentum you get, you move your travel token from its starting point (0) to its completion point (10) If after any roll that you are not on the completion point (10) you will roll on the encounter table based on the encounter level you had set.

Thursday, December 31, 2020

31 Days of Christmas Conan Day 31- Calacorm

 Wow, 31 days already?!

First I wanted to Say thanks to the The Swamp who gave me the chance tag along on the 31 Day Challenge. Its been a fun month, I reached and surpased my goal of reaching 250 followers on Twitter, I also managed to get my affiliate status on Twitch, and I get to host on the Free League Publishing Twitch Channel for a few games.

Wednesday, December 30, 2020

31 Days of Christmas Conan - Avrahim

On the 30th day of Christmas Conan, I present to you the Hyborian personification of Jingo The Fool. Avrahim

Tuesday, December 29, 2020

31 Days of Christmas Conan Day 29 - Taran

 On the 29th Day of Christmas Conan, from the savage Pictish wilds, strolls Taran - One Who Bites Wolves. 

Saturday, December 26, 2020

Friday, December 25, 2020

31 Days of Christmas Conan. Day 25. Mirra

Merry Christmas everyone. I hope, Crom was good to you all this year, and you did not receive any DOOM from him this year! Today, I introduce Mirra.

Wednesday, December 23, 2020

Tuesday, December 22, 2020

Monday, December 21, 2020

Sunday, December 20, 2020

Saturday, December 19, 2020

Twilight 2000: Some tools for VTT playing.

 Here are a few tools that people can use when running games on a VTT.

Personally, I use Fantasy Grounds for most of my games, and I find these work great. I am sure for other VTTs you can find a way to use these as well.

But I am really digging the new T2K from Free League Publishing and you can jump in on the action at the T2K Kickstarter late pledge here. 

Vehicle Chart

The way I use them, is I can drag and drop pins or images to indicate where the players are on the vehicle chart. The thinner boxes are for vehicle components.





Travel Matrix

Drag images or pins over what actions the players are doing during their hex movements.

Theater of the Mind Combat Map.

This is for those times when you do not have a map ready, or you just want something quick..  Everyone uses these styles of maps differently.. So use it how you want, for me.. the main thing is moving zones.. in order to move to a new zone, the NPC or player needs to make a mobility roll..  Also, I like zone maps better then dealing with squares and grids most times too, so this helps.



31 Days of Christmas Conan Day 19 - Tuvé the All Seer

 On the 19th day of Conan Christmas, I present to you Tuvé the All Seer

Friday, December 18, 2020

Twilight 2000: Themes for MoreCore and CoreRPG

 Great news everyone!!


I have been giving the blessing from the great people at Free League Publishing to share my themes for Fantasy Grounds Unity with you!

Now, lets be clear.. These themes below are based off the "alpha" rules. Which you can only get over at the Kickstarter Page. So, things could and most likely change in the future. But this is to good of a game setting to miss out on! 

How awesome is that!? Pretty Fracking Awesome I think!

So, you all have two options, depending on how suave you want to be with it.

Get the Twilight 2000 Core Ruleset file.. simply download this PAK file and place it in your rulesets folder, and then start a new campaign. This is a very basic ruleset, no special dice rollers.. all manual dice, nothing fancy. But simple to use.

Or

Get the Twilight 2000 MoreCore Theme  For this extension to work, you need to have the MoreCore Ruleset (free on the Fantasy Grounds Forums) already installed. But take this extension file and copy it to your extension folder. The start up a new campaign, select MoreCore as the Ruleset, and then select the TW2000 Theme from the list. 

MoreCore allowed me to use some special features, such as button rollers, dice formulas and a few other features that CoreRPG does not do.

The good news about this, is that both of these rulesets (Core and MoreCore) are free, this Theme is free!.. So.. Bonus all the way around!

And to help you use the MoreCore Theme, I created a character sheet which you can import into your game, which has all the dice formulas listed and provided. Below image is that of MoreCore theme.


I will be posting videos on how to use these two different files on my youtube channel, so please follow my Twitter Account to keep aware of updates and improvements.

I hope to see you all on the battlefield!

Jolly







31 Days of Christmas Conan: Day 18 Massassi

 On the 18th day of Conan Christmas. I give to you, Massassi

Thursday, December 17, 2020

31 Days of Christmas Conan Day 17 - Genesia

 On the 17th Day of Conan Christmas.. Genesia the Temptress

If you want to play in the world of R.E. Howards Conan, then drop by DriveThruRPG affiliate link and check out the incredible selection of 2D20 Conan.