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I changed the thumbnail for the YouTube version of The Reviled Society Part 3. The purple color is a not to the original module cover. Video hits YouTube on Tuesday. 

Please watch the video when it hits YouTube (I think there are a couple additional shots). Just click the gear up to 2x speed and let it play through. That really stokes the algorithm.  

 Thanks. Now I gotta pack for PAX Unplugged. Hope to see you there!

--PDM

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Comments

Bagel-Man

Keep up the great work Professor! Have fun at PAX!

Andrew

Excellent chief. My GF and I are really interested, as we run with miniatures and do crafting too. On an off topic, yesterday we tried ditching initiative all together in our monthly game, going with a missiles, magic, melee (weapons with the longest reach going first) combat order. WOW! It was so much faster even than D6, more fluid and dramatic, and felt a lot more realistic. You can see why spears were the weapon of choice for most armies in history before the age of gunpowder and why duels like the one between Hector and Ajax became subjects for epics. Thanks for the video on doing away with initiative all together--it led to something that really works for our table.

Daniel Defazio

Hi, Andrew. In Runequest, spears go first in initiative. This is why. Glad you enjoy ditching initiative. It doesn't work for every group, but it's great if it works for yours. Give your girlfriend and the rest of your players my regards. --PDM

Andrew

Will do, and our regards to your group too. We are really enjoying the Reviled society. Keep it up.

MrGunn

Indeed, the pointy stick is one of the most efficient and effective weapon systems ever developed, used as recently as 2011 in the form of a bayonet charge in Helmand province by the British.

Andrew

Exactly, and there have been lots of videos where HEMA practitioners are running experiments, long sword (what D&Ders call a bastard sword--as opposed to an arming sword, which is what we call long swords) vs spear, and the spear has a distinct advantage. In game play, with simple D6 group initiative, which is what we had been doing, who ever wins initiative wins the round. So much is determined on one die roll. Doing away with initiative was so fluid and easy and balanced from a DMing perspective. One set of actions leads right into the next, with combat rounds almost bleeding into one another, zero let up in the action. It really opened the door for narration without the start and stop of---it's the party's turn, now the baddies go. It also makes pole arms a real attractive option for many different kinds of fighters, especially if your campaign is like mine and uses late medieval/ early renaissance armor and weaponry, where those kinds of weapons should be prevalent. The way I see it today, I don't see a reason to call for another initiative roll ever again.

MrGunn

Fantastic, I am going to give your suggestion a whirl. PS What do you do when there is a tie, e.g. both have spears, missiles, magic?

jnlsn family

If I have mindless work to do I click on the campaign playlist and I let it play through at normal speed. There's always something that I miss that gets me inspired.

Andrew

MR. Gunn---They both go at the same time, so it really resembles a rain of blows, just like when you imagine two shield walls colliding. This was what I used:

Andrew

Replacing initiative experiment: New Combat Order of attacks. 1. Initial missile attacks: bows and crossbows, then thrown weapons such as spears, hand axes, daggers, etc. 2. Magic: Wands, staves, rods, rings and other items with stored spells go first, then cast spells, and finally spells read off scrolls or straight out of spell books 3. Melee & middle missile attacks: Weapons with the longest reach will go first—This order will repeat for character with multiple attacks unless circumstances dictate otherwise—for instance the party is in a very tight press and long weapons are too unwieldy. • Pole weapons that are 8+ ft. (pikes excluded for obvious reasons) • Long weapons: Two handed swords, great axes (Dane axes), pole axes, 6’ spears, quarter staff, etc. • Medium weapons: Bastard swords, long swords, maces, any one-handed weapon between three and four feet long. • Short weapons: short swords, clubs, daggers, iron spikes, rocks, (mutton bone shanks) etc. • Claws, fists, bites 4. End of round missile fire: bows and crossbows, then thrown weapons such as spears, hand axes, daggers, etc. And just call out what is now going, starting with bows and crossbows—the players will speak up, go to magic and if you’re using fun death bringer rules, roll for spell craft too. The melee and end of round missile fire if you’re ROF from AD&D rules. Players will speak up when it’s their turn because it will be going so fast. This is what I ran with, and it really worked out well

MrGunn

Saw you just posted the Reviled Society to the YouTubes! Watched it all the way through, gave it a Like, added a comment, and a plug for Patreon.

Gary Anastasio

Hello! Could you post your rooftop chase rules? I loved the video and want to use them in my game

William Smith

Yes, those chase rules are so simple and ingenious and you don't need tons of charts or rules.