monk
Prospector
Posts: 90
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Post by monk on Sept 28, 2016 1:35:46 GMT -5
Wanted to let you guys know that the 7th issue of WIZARDS MUTANTS LASER PISTOLS! has finally been released! We're extra proud of this one since, in addition to the gonzo weirdness you'd expect from us, it includes an interview with pioneering designer and fanzine creator, Jennell Jaquays! It also features a full dungeon level (from the Beneath the Ruins megadungeon), setting information, new items, and inspirational material. Hope you'll enjoy it! You can buy it on the blog: WIZARDSMUTANTSLASERPISTOLS!
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Post by Admin Pete on Sept 28, 2016 3:45:38 GMT -5
Thanks for letting us know, can you tell us a bit more about it?
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monk
Prospector
Posts: 90
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Post by monk on Sept 30, 2016 0:44:38 GMT -5
I'd be happy to!
WMLP! is a fanzine dedicated to old school DIY D&D, inspired by the original run of Dungeoneer as well as some of the other weird zines from the 70s and 80s. The kitchen sink mentality of the time really strikes a chord with me and I love that 'zines are an outlet for the overwhelming enthusiasm we have for the game. There's always a level of my home megadungeon "Kihago" in each issue (under the title "Beneath the Ruins"), complete with all new monsters and items, as well as all kinds of random tables and tidbits of rules. Additionally, my partners create game journals, new magic items, D&D trivia puzzles and tests, new classes, etc.
Like I said above, we're extra excited about this issue because it features a great interview with Jennell Jaquays wherein she discusses the early 'zine scene and gaming scene, dungeon design, maps, and DMing in general. We love her old material to this day (even though I killed off the entire WMLP! crew using Night of the Walking Wet--their only TPK ever!). I hope others find it as enlightening and inspiring as we did.
Monk (Alexey)
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Post by Crimhthan The Great on Sept 30, 2016 8:22:48 GMT -5
Great stuff monk, why don't you post about your home megadungeon "Kihago" down in the campaign section and tell us about your campaign. Some of the things that are not in the 'zine.
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Post by mormonyoyoman on Sept 30, 2016 16:30:58 GMT -5
Doesn't look as if there's a pdf or otherwise ebook version. I'm all out of room for anything with mass.
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monk
Prospector
Posts: 90
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Post by monk on Oct 1, 2016 13:22:11 GMT -5
Doesn't look as if there's a pdf or otherwise ebook version. I'm all out of room for anything with mass. Understandable. We might eventually release it in pdf, but not for awhile. I dislike pdfs greatly haha!
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Post by Admin Pete on Oct 2, 2016 14:56:24 GMT -5
Great stuff monk , why don't you post about your home megadungeon "Kihago" down in the campaign section and tell us about your campaign. Some of the things that are not in the 'zine. I second that motion, it looks like you have some fantastic things there!
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monk
Prospector
Posts: 90
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Post by monk on Oct 2, 2016 16:33:25 GMT -5
My players have found two megadungeons over the course of the last 6 years or so of Lost Continent gaming. The first was Kihago and was never fully explored. It came up numerous times across two campaigns, however, and became a legendary location that the players entered with trepidation. Being an extra-dimensional location, there was one physical entrance and many portal/phase/arcane entrances. The players would pass through a magic door or get caught in a summoning circle backfire, find themselves in a strange dungeon and someone would say, "Sh*t, I think we're in Kihago again." Then they'd try to find their way to someplace familiar and find some old allies. My intention with Kihago was always that it could support a campaign completely, meaning no leaving to go to "town". For that reason, there are lots of factions that PCs can make allies of, locations that can be turned into safe rooms or headquarters, etc. There are inns and shops and craftsmen hidden away in safe(r) areas. In the actual game, that's not quite how my players used it, though. They tended to want to accomplish a goal and get out fairly quickly, and embarked on quite a few adventures outside of the dungeon. The other megadungeon, which we played much more, is a bit different than most published ones. Our longest running campaign was set in/on it and it's actually just on temporary hiatus. I started calling it my "mega-mini-dungeon city sandbox campaign" because it's essentially a very modular, or nodal, sandbox in a city with a massive honeycomb of interconnected mini dungeons below it. I really enjoyed the way it worked in a campaign both from my side of the DM's screen and from the players'. The entire sprawling, ancient city is filled with known and unknown entrances to countless locations in the underworld--some large dungeon levels, other tiny lairs, catacombs, etc. Leaving the underworld via an unknown exit might have you popping out in a sewer or in an aristocrat's kitchen. The city is full of factions that concern themselves somehow with all that's below, hoarding secrets about the underworld, seeking power there to overthrow political rivals, etc. Lots of opportunity for short capers and long, complicated adventures. My players, dubbing themselves Los Lobos, are heavily involved in the trade of a psychedelic used by wizards for divination and they own a tower with a restaurant at street level (run by ex-slaves they freed from an evil alchemist). I've completed 95% of a manuscript to be used as a toolkit for creating and sustaining one of these "mega-mini-dungeon city sandbox campaigns". A true "creativity aid" that I'm pretty proud of. Here's the intro: Zhul, the First City. Perched atop salt blown cliffs, sprawling along the shore and spilling down into the dusty valleys. Always has it shone in the darkness by the sea, a vast hive of life and death, pulsing with deep energies and strange vibrations. On any night the streets are filled with human traffic, a million feet tread its alleys and lanes, scrambling over its cobbles like ants over the hide of a giant beast. But beneath these crowded streets, just below that dingy crust, lie passageways and chambers older than the dawn of man. The brave and the foolish, the ambitious and the clever, only they seek to go below into the labyrinthine corridors—the common man, perhaps the wiser man, contents himself to ignore the rhythmic drumming from below, to double-bolt his cellar door and leave a candle to burn throughout the night.
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monk
Prospector
Posts: 90
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Post by monk on Oct 2, 2016 16:35:05 GMT -5
Oops, I shoulda put that into the "Campaign" section.
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Post by Admin Pete on Oct 2, 2016 17:58:54 GMT -5
Oops, I shoulda put that into the "Campaign" section. You still can cross post it down there.
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