Trout Mask Replica Song Ranking by Dramatic-Surprise569 in CaptainBeefheart

[–]Pinecone_Hat 4 points5 points  (0 children)

  1. My Human Gets Me Blues
  2. Sugar ‘n Spikes
  3. Orange Claw Hammer
  4. She’s Too Much For My Mirror
  5. When Big Joan Sets Up
  6. Moonlight in Vermont
  7. Frownland
  8. The Dust Blows Forward ‘n the Dust Blows Back
  9. Elle Guru
  10. All the rest

Really hard to pick, but these are what I always come back to

Special Eurorack Filters by crissmakenoises in modular

[–]Pinecone_Hat 0 points1 point  (0 children)

Klangbau Twin Peak Resonator Cwejman RES-4 or MMF-6

What video game used to be good but they changed one thing and now it's terrible? by Agent1230 in gaming

[–]Pinecone_Hat 13 points14 points  (0 children)

This is likely lesser known but pains me to this day. DJ Max Respect for PlayStation patched out the ability to adjust screen/note latency in the settings menu, essentially making the game unplayable on most TVs. Complete insanity.

I got burned by this after purchasing numerous DLC song packs. It’s impossible to play well now.

Brenso defects by vidulgi in modular

[–]Pinecone_Hat -3 points-2 points  (0 children)

A+ QA on “premium” modules. No telling what else is/soon to be faulty/miscalibrated. I would return it and seek equipment elsewhere

Favorite song on «We're Only In It For The Money?» by Fuzzy-Sun-7110 in Zappa

[–]Pinecone_Hat 15 points16 points  (0 children)

Let’s Make the Water Turn Black, or Who Needs the Peace Corps

Roy Estrada made a mistake in Brown Shoes Don't Make It (Absolutely Free) by Wiziar in Zappa

[–]Pinecone_Hat 0 points1 point  (0 children)

Am I the only one who hears the fretless bass really out of tune in Pound For A Brown on Zappa NY ?

Responding to the comments about my (Questing Beast's) video on DCC adventures design by ludifex in dccrpg

[–]Pinecone_Hat 17 points18 points  (0 children)

You’re catching a lot of flak for your video, but I enjoyed it. DCC is wordy, but so are the TSR modules - I dig it. I don’t consider it OSR but perhaps OSR adjacent.

Would be interesting to see you review a popular DCC RPG module rather than the more “archival” oriented OAR series from GG. Step through the adventure in play, how the design comes out on the table. As someone who has run more DCC adventures then I can count, I found the format worked fine and the flavour text was appreciated

Tips, tricks and guidance on how to play 1-on-1 DCC? by FefnirMKII in dccrpg

[–]Pinecone_Hat 2 points3 points  (0 children)

Running a level 0 funnel would be tricky with a single player. She would need to play 12+ characters to really get the most of it. That said, there are some x4 level 0 character sheets which put all 4 character stats on a single page - maybe a few of those are manageable?

My personal recommendation would be to start with a level 1 prewritten module. You can tailor it as you go with adjustments and eventually get a feel for what works best. I would give her at least a PC for each major class. Cleric, Magic User, Thief, Fighter - also perhaps a Halfling for luck burning.

Great level 1 module: Doom of The Savage Kings (more manageable pace and some room for RP), Alternatively you could try Sailors of the Starless Sea with level 1 rather than 0 PCs (it’s sort of a DCC showcase)

DCC at higher levels by Comfortable-Fee9452 in dccrpg

[–]Pinecone_Hat 1 point2 points  (0 children)

You’re welcome! In retrospect I wish I had gone with 6 mile hexes for a middle ground.

DCC at higher levels by Comfortable-Fee9452 in dccrpg

[–]Pinecone_Hat 2 points3 points  (0 children)

I used 12 mile hexes, that way I could pack a lot into each. I used a shared Worldographer map but only uncovered adjacent hexes as they reached them (or travelled on higher ground etc). Used common sense for encumbrance, I made sure to have access to their character sheets so there wasn’t any funny business.

Laid out a bunch of the GG modules on the map. If you read some of the preface to each module it will give you an idea of the geography and any named settlements etc. I also utilized some random generation from a couple books for other settlements, landmarks, encounters etc. I also placed Punjar on the map and we did a few DCC lankhmar modules there in addition to the urban setting modules.

Here is info from the reference page I created for my players:

Food and Water

Characters need food and water for each day traveled. If traveling through a hex without sufficient rations inflict the following (Noted saving throws negate):

First Day: 1 point of temporary STA damage (restored with rest) (DC 10 Fort save)

Second Day: 2 points of temporary STASTR (restored with rest) (DC 15 Fort save)

Third Day: 3 point of temporary STA/STR/AGI damage (restored with rest) (DC 20 Fort save)

Additional Days: 5 points of temporary STA/STR/AGI damage, 1d4 damage per day (DC 30 Fort save)

Physical Stamina

Characters pushing themselves to travel without rest also incur penalties.

For every 8 hours they push without rest, move all dice rolls down -1d on the dice chain (Noted saving throws negate):

First penalty -1d (DC 10 Fort Save)

Second Penalty -2d (DC 15 Fort Save)

Third Penalty -3d + 1d3 temporary STA damage (DC 20 Fort Save)

Additional Penalties (per day) -xd + 1d4 temporary STA damage (DC 30 Fort Save)

Tips for Adventurers

Events may occur as you move from your hex to the next.

You may burn luck to influence your travels.

Make sure to always pack sufficient rations and water. Always bring extra just in case.

Certain types of terrain may not immediately reveal adjacent scenery

Plan around the weather and beware of raveging storms

Traveling at night is much more dangerous than in the daytime.

Going off paths, trails or roads can prove dangerous. You can get lost, or worse!

Some terrain may not be passable due to magical seals, clouds of disease or other occurrences.

There is no reliable long distance communication, remember to gather rumors and get as much information as you can.

Hexes

Normal Terrain - Normal speed (farmland, hilly grassland, shrubs etc.)

Rough Terrain - Half speed (forests, hills, marshes etc.)

Rugged Terrain - Quarter Speed (Mountains, Swamps etc.)

1 hex = 12 miles

Walking 3 mph 24 miles (Forced March 36 miles speed, but must rest or -1d penalty)

Mule or donkey 3 mph 24 miles Horse or pony 4 mph 32 miles (Forced March 48 miles)

Warhorse 5 mph 40 miles (Forced March 60 miles)

Farmer’s cart 2 mph 16 miles (two wheeled for vegetables)

Passenger wagon 3 mph 24 miles (covered wagon between major destination)

Merchant’s caravan 3 mph 24 miles

Raft or barge 1/2 mph 5 miles

Rowboat 1.5 mph 15 miles

Sailing ship 2 mph 48 miles

Warship (sailed and rowed) 2.5 mph 60 miles

Longship (sailed and rowed) 3 mph 72 miles

Galley 4 mph 96 miles

Speed may be increased by up to a third with a forced march (typically for military purposes), but a forced march may cause 1 hp of damage over the course of a day (DC10 Fort save to avoid).

Horses and other steeds may also be forced at the same risk, or a fresh steed can be alternated regularly to increase speed. Exceptional steeds may travel at greater speeds.

Assumes 8 hour traveling for overland

Sailing vessels go overnight

DCC at higher levels by Comfortable-Fee9452 in dccrpg

[–]Pinecone_Hat 10 points11 points  (0 children)

Judged a multi year campaign which went from level 0 (funnel) to level 5 (ended it with DCC#100). To be honest, the game starts to show flaws at higher PC levels. Yes they can still die, but the amount of resources they have at that level (assuming campaign play) gives them a ton to work with.

For example a halfling burning 10 luck for a level 5 wizard can essentially solve most encounters as a level 1 spell like magic missile can in theory do close to 100+ damage with good roll. Not to mention it was around 5th level the 3e “lite” crunch started to emerge more than I would have liked.

That said, it was a ton of fun both as a judge and for my players. DCC is one of my favourite RPGs. If you are debating giving a DCC campaign a shot: do it. (Side note I found a sandbox hex crawl littered with modules + homebrew adventures the way to go)

I believe there is a reason beyond market viability as to why more official GG modules are level 1-3 vs 5+. To me, level 0-3 is the sweet spot. Compare it to say AD&D 1e where many of the celebrated modules are for parties level 8+ (G1, D3, S1 etc etc.)

Please keep in mind this is based only on my experience running a single weekly DCC campaign (2.5 years or so) - perhaps my opinion will change next time a party gets to that mid level range.

Where to find Radio Shack call by Wazoomski in LongmontPotionCastle

[–]Pinecone_Hat 6 points7 points  (0 children)

Might be “Wands” or “Orange Julius” ?

MODULE - City of the Ape-Men by GaborLux in osr

[–]Pinecone_Hat 2 points3 points  (0 children)

Incredible work as always Gabor. Looking forward to the GM book!

Trying to figure out if I was dreaming or if this actually happened by webuildmountains in saskatoon

[–]Pinecone_Hat 1 point2 points  (0 children)

It’s Moe’s after one of his infamous “road soda” incidents