30 May

Wild Homebrew Jam Winner: Fight and Flight

Today we will look at Clapforthunder’s entry, Fight and Flight!

Clapforthunder combines both the theme of this year’s Homebrew Jam with the joy of battle. This homebrew provides new ways of flying, as well as new rules for holding fights up in the sky and feats, spells, and techniques that can improve fights in the sky, or just about anywhere.

Here are Clapforthunder’s thoughts:

When I was first looking at this system years ago one thing that initially struck me was how it balances flying. Seeing the difference in flying capabilities between Rito and Fairies, for example, made so much sense to me! Then once I saw the theme “Ever Upwards” I knew that I had to do something to incorporate it. What about putting together a set of rules that gave all players a chance to fly and resolve encounters in the sky?

It was fun to put together the various tools for flight. I wanted to have a good option for a variety of character builds and encourage this kind of tactical raising and lowering of altitude via updrafts and gliding during combat. Definitely my favorite option has to be the Cucco. Fond memories of their use in Ocarina of Time make me really want to let a tank character use one and go crazy with their passive distraction bonus. I started working on the Stance Master content during that same month so I thought why not throw it into the mix? It’s based off of one of my characters, a Twili/Gerudo named Alo, and I really enjoyed trying to express the forms of fighting that I envision him eventually mastering.

All in all, my first Homebrew Jam was an awesome experience. I want to express my appreciation to everyone who works hard on maintaining this awesome system, it’s really special.

If you want to try out these new rules and options, check out Clapforthunder’s Fight and Flight!

22 May

Wild Homebrew Jam Winner: Races of the Sky Era

Today we will take a look at JimiboyGM’s entry, Races of the Sky Era!

JimiboyGM’s entry is a fairly simple, but useful one, providing 4 new races for players and GMs to use, from Skyward Sword!

Here are JimiboyGM’s thoughts:

When I saw that the theme was “Ever Upwards” my mind immediately went to Skyward Sword, and since the rules already had a template for making custom races I thought I’d throw together the stats for the Kikwi, Mogma, Parella, and the Ancient Robot. I’m honestly suprised it hadn’t been done before!

I did have a little more trouble than expected though. Since these races had only appeared in one game, it was a bit of a struggle to give them abilities that fit them. I also struggled to fill the lore section with something that wasn’t a copy-paste of the zelda wiki, or personal headcanon stuff.

If I ever get a second pass at these, (which I may do when I figure out how to add to the wiki), I’d give them all a bit of a buff in the form of a fourth ability, and I’d get round to finishing the lore section.

If you want to try out these four races, go check out JimiboyGM’s Races of the Sky Era!

16 May

Wild Homebrew Jam Winner: Release the Worthy

Today we will take a look at BucketGod’s entry, Release the Worthy!

At a whopping 61 pages, BucketGod’s adventure is one of the largest entries in this Jam. Starting from a prison basement, this adventure lives up to the theme of “Ever Upwards” by bringing the players up both out of the basement, but also from commoners into heroes!

BucketGod provided quite a bit of thoughts when asked about his work:

When I saw the theme of the jam, “Ever Upwards”, my first thought was a tower of challenges for heroes to face, with each floor being anything from a small room to a simulated world so that they would have a good amount of different types of challenges to overcome: Combat, puzzles, and social challenges, and even one of my favorite features of RtW, the wild survival elements. It was meant to be very in the vein of Infinity Train or a Rogue-like game.

Unfortunately that was a few people’s first thought, so I scrapped it XD.

That’s when I remembered “Funnel Adventures”, one-shots meant to serve as combination character-creation/introductory adventure/Russian roulette for players where they build multiple randomized characters, throw them against the wall, and see who lives. So, I created Release the Worthy!

The first element I worked on was the randomized character creation. In games like Dungeons & Dragons there’s no element of character creation that you can’t resolve with a random number generator and some default rules, but Reclaim the Wild’s character creation is more free-form, so I had to give it some thought.

I had a lot of fun coming up with all of the professions and their gear. I think my favorite is Old Wo/Man though.

The hardest part to randomize though, was the physical descriptors. I was second guessing myself at every turn over what made sense! And of course, the inherent challenge, of trying to only use d6s, as is the spirit of the system. (A challenge I halfway gave up on with traits, as I included the “Sane” roll table that used d8s.)

And then I made the adventure! I won’t speak of it at length, because it’s not meant to be spoiled to prospective players, and because this blurb is becoming novel-esque, but I think every GM will understand me when I say the words “Dear God, why am I doing this?” went through my head during writing.

If you want to try out a funnel adventure to test the heroism of common folk, go check out BucketGod’s Release the Worthy adventure!

21 Apr

Wild Homebrew Jam Winner: Pacci’s Flipbook

Due to a messaging snafu, I ended up totally skipping over the article celebrating idkwhatever’s winning Homebrew Jam contest entry! So let’s take a moment to celebrate it now – and as befits a topsy-turvy mixup, their “Developer’s Choice”-award-winning entry is all about playing around with the ideas and ideals of that ever-enjoyable Spell, Pacci’s Flip!

We selected these spells for our Developer’s Choice award for two big reasons: they’re fun, they’re well-designed, and they’re focused. idk was able to really explore the design space that the original Pacci’s Flip spell provided, and the spells are more than just funny jokes – they’re potent, useful additions to any mage’s arsenal, while also not overshadowing existing Spells and Techniques.

This unit came from two thoughts that come very naturally to those inclined to DMing, I feel: the urge to overthink things and to make serious moments out of dumb jokes. After days of considering how to make trains as I originally planned and getting discouraged, a conversation over a potential future April Fools article grew into this – what if there was an expansion, and thus additional uses, to the Pacci’s Flip spell? Work at referencing the canon books to ensure balance, and bouncing plenty of ideas off of friends, and here we have the humble little trio of spells before you.

I always love creative use of abilities, and it’s one of my favourite parts of tabletop gaming in general. I’ve mentioned several times of when I managed to use Calm Emotions as a finishing blow on an enemy berserker in Pathfinder, or a ton of great mileage out of Prestidigitation. Introducing and encouraging spells with creative uses feels right to me, and this felt like a fantastic place to start.

In terms of specific inspirations, I have to admit that the moves are lifted a fair bit from a webcomic where a character later gains a very similar ability to flip objects (vagueness entirely intentional to avoid spoilers). It gets a similar treatment as a useless power as I allude to in the fluff, and it becomes far more useful once she learns to use it creatively. Add in the “hole-to-trampoline” from Minish Cap that was absent from the official version, and we have our power set.

Hopefully this can introduce some interesting options into your games, and have fun with a good cathartic flip-out~

If you’d like to flip the script and add idkwhatever’s parcel of Pacci procurements to your game, you can check them out here!

05 Feb

Wild Homebrew Jam Winner: Rail the Wild

Finally, we take a look at the winner of this year’s theme, “Steam” – Viyers’ Rail the Wild expansion.

When we introduced the concept of an optional theme to this year’s Homebrew Jam, we weren’t entirely sure how the community would approach it. We wanted to leave it open to interpretation, so that there wasn’t just one obvious way to tie that theme into Reclaim the Wild‘s Zelda-style gameplay. However, in choosing “Steam” as this year’s theme, we knew for sure that at least one person would take that idea, and run straight to Spirit Tracks with it – and Viyers’ expansion delivers on that like a freight train full of goodies.

His take on the Lokomo is interesting and unique, the first time we’ve seen a race so heavily focused on a personal device. For a race whose representatives are a nearly-forgotten set of plot dumps and key-item giveaways, Viyers has done a heck of a job realizing them as a people that one might want to play as, or whose culture and methods would be fun to explore in a game.

His take on Phantoms is pretty unique, too – a playable version of what has, so far, only been seen in Reclaim as an optional spell presented on this blog some time ago. Inexhaustible, unstoppable, heavily armored, and living a kind of cursed existence, Phantom characters can provide not only combat power, but a powerful sense of ennui for the player willing to plumb those depths.

And finally, he rounds out the package with a full set of rules for introducing trains and tracks into your game world. Imagine founding multiple towns with Rebuild, and then traveling from one town to the next on your own custom steam engine and its many cars! You could build a whole campaign solely around that idea – it’d be like Supertrain, but good.

Speaking with Viyers, he had this to share about how he approached the challenge of introducing so much of Spirit Tracks into Reclaim the Wild:

The goal was to create a complete campaign setting for Spirit Track. While I like a lot of the game’s concepts, I think they are too shallow to be really usable in a RtW campaign. I started with the train system and most iconic races of the settings.

I wanted the train to become somewhat of a moving city, that would provide players with all the facilities they could need at a higher level. I think this should more of a reason to invest so much resources in it. A lot of the train cars are just modified buildings from Rebuild the Wild to reflect that.

The Lokomos were a challenge. We only have very few examples of the race ingame and Byrne is very different from the others, who in turn are all completely identical. So I attempted to give them a stronger identity as a technology-advanced race, drawing inspiration from both the Artificer class from other games and the Mechanic from Starfinder.

I hope I get to finally work on the world map and dungeons in the near future!

If you wanna give your next Reclaim campaign a big dose of steam power, check out Viyers’ Rail the Wild expansion!