Virtual Front Porch Pages

Showing posts with label Multiverse. Show all posts
Showing posts with label Multiverse. Show all posts

Sunday, May 17, 2026

32 Wolf Man

We're getting close to the end of this phase of the boys' Shattered Realm campaign, in which their high-level characters are undertaking a mission to help save the Druid Cycle world from a multiverse-level threat. In the penultimate combat of this storyline, the heroes needed to crash an evil queen's military rally, rescue some hostages before they could be executed, and obtain the magic item neeed for them to help their compatriots in the Druid Cycle world. Matthew's elf rogue manage to shoot the queen with his bow in the first round of combat, but the real challenge was saving the hostages, who were out in the open in the middle of the town square with enemy soldiers closing in on them from all directions. 

Enter...32 Wolf Man!

Nathaniel has long been toying with combat tactics focused on conjuring large numbers of creatures. He's been referring to this idea as "32 Wolf Man," because, using a ninth-level spell, he could conjure a ridiculous 32 wolves at once. And that's exactly what he did in this situation. Wildshaped into an earth elemental, Nathaniel's druid burrowed under the town square, popped up from below ground, and conjured this army of wolves around the helpless hostages. Now forced to hack their way through these two fill rings of celestial beasts, the enemy soldiers were delayed long enough for the heroes to figure out an exit strategy in which they retrieved the magic item from the queen's body and got away with as many of the hostages as they could.

Sunday, April 19, 2026

Cypher Musings

With a new edition of the Cypher System on the way this summer, I thought it would be interesting to reflect on how it's worked out in Front Porch campaigns over the past year. The first thing to note, however, is the small sample size. To date, we've done one in-person Cypher campaign (Vanguard Saga, with three players) and two email-based campaigns (another Vanguard Saga storyline and the revamped Torchlight, each with one player); compare those numbers to decades of D&D -- Druid CycleShattered Realm, and so much more. That said, I think I have enough experience with Cypher to make some general observations about the rules and how we're using them. 

The most important point is that I'm very satisfied with Cypher as the default game system for the Front Porch multiverse. It's fast and easy, very flexible across genres, and well suited for narrative games. Long-running campaigns like the Druid Cycle setting will always be D&D, but at this moment I can't really imagine starting a new campaign that didn't use Cypher. My upcoming Vesper project, for example, is going to be our test run for the new Cypher edition.

So what else have I learned about Cypher from a year's worth of gaming? Below are some observations about how the experience at our table differs from the rules as written. 
  • Back when I was just getting started with Cypher, Matt suggested a minor house rule to help ensure that ranged attacks at close range were not unequivocally superior to melee attacks. This house rule has worked out very well.
  • In our family Vanguard campaign, Nathaniel created an android speedster whose many ways to ease Speed defense rolls has made him virtually untouchable by conventional attacks. Not everyone is out there trying to break the system, of course, but Nathaniel showed that even with a system designed by the best of the best in the gaming industry, it's quite possible to build unbalanced characters. 
  • To help address the aforementioned problem, I created a house rule that enables certain low-level characters (such as troops who are part of a unit) to "gang up" on a single target more effectively. Nathaniel's android still runs circles around everyone, but at least now he has to be wary of large groups of foes taking aim at him all at once.
  • No one remembers cyphers. I know it's supposed to be a big deal in the Cypher System, and it's right there in the name of the game, but cyphers still feel like a clunky add-on and not a core part of the game mechanics. 
  • I love coming up with nasty GM Intrusions when players roll a 1 on their d20 checks, but all other GM Intrusions feel forced. When should something be an Intrusion rather than just a regular challenge for the PCs to overcome? Maybe I should think about Intrusions as "optional" encounters that players can either take on for the XP, or pay XP to avoid? Well, I guess, but that leads me to the final point...
  • Players only use XP for advancement. In Cypher, players can spend XP for rerolls, for Player Intrusions, to avoid GM Intrusions, etc., but in practice, I've found that players don't use XP for any of these things. Only once -- and quite memorably -- did a player spend XP on a Player Intrusion, and that was when an NPC's life was at stake. Similarly, I think we've only had one or two instances when a player spent XP on a reroll. I guess it's nice to have these options in your pocket, but our experience is that players hoard XP for advancement. That realization, of course, has changed how I hand out XP; when players don't use it for all these other purposes, I have to slow down the XP rate or the characters will advance too quickly.
What changes will the new edition bring? I'm eager to find out. Here's to another year of Cypher gaming!

Sunday, December 14, 2025

Welcome to the Funwhole

Hoping a new project would give me a bit of a distraction from real life, I picked up some building sets from Lumibricks, the company formerly known as...Funwhole. (Yes, really.) Lumibricks has a cool cyberpunk line, so I'm now in the process of building a pretty bad-ass near-future city (called Vesper) that looks awesome when lit up. I'll share some photos when I get a diorama finalized -- first I need to figure out a good way to create a road system between the various buildings. I've already got some ideas for how I can incorporate a city like this into my gaming multiverse using the Cypher System.

Saturday, October 4, 2025

Torchlight 3.5

As I've probably shared in the past, the Torchlight campaign setting -- originally known by the more evocative title Woden's Gallows -- was my submission to Wizards for their big contest to create a new D&D setting. (Ultimately, the winner was Eberron. How could anyone top magic robots?!) I'll call that one Torchlight 1.0. 

A few years later, I ended up using Torchlight as the setting for a couple of early 4e campaigns, one in-person and one chat-based. This world was not a great fit for 4e, however, because of the new dragonborn and tiefling PC races introduced in the PHB for that edition. Incorporating those races and their cultures into the world resulted in Torchlight 2.0, which I felt was a pretty boring place. It had lost much of its unique Anglo-Saxon flavor. I didn't use Torchlight at all in the early days of 5e, since by that time my kids were  already playing in the Shattered Realm setting. 

In 2020, when we were all spending a lot of time by ourselves for some reason, I decided to resurrect Torchlight. I did a lot of world-building, but it was not system-specific. I scrapped all the D&D 4e nonsense and got back to the setting's roots in Anglo-Saxon poems like The Battle of Maldon, The Wanderer, and, of course, Beowulf. Now I had a great setting again -- Torchlight 3.0 -- but with no real plans to use it in a campaign, primarily because it still just didn't feel right as a D&D setting.

Enter the Cypher System. That was really the (Torch)light bulb moment in which I realized that Cypher was a far better system for this world. It quickly became the default fantasy setting in my growing Front Porch Multiverse spreadsheet that brings together all the (non-Druid Cycle and non-Shattered Realm) campaigns of my gamemastering career. Recently, I felt inspired to flesh out the world even more, adding a whole new continent and hundreds of new characters and locations. It's not a revamp of what preceded it, but there are some pretty big geographical and historical changes, so I'm calling it Torchlight 3.5. I can't wait for an opportunity to bring it to life with players!

Saturday, July 5, 2025

Gamebreaker

The Vanguard Saga campaign is moving slowly, but at least it's moving! I'm really satisfied with how the party has turned out. Amy, Matthew, and Nathaniel all ended up creating characters that feel true to this setting and are worthy successors to the original heroes whose epic stories were depicted with 3.75" action figures in my parents' basement when I was in elementary school. 

I'm also pleased with my choice of the Cypher System as the common ruleset for this and any other Front Porch Multiverse campaign. For Tim W's email-based Vanguard Saga adventure, and for any narrative-centric games, the Cypher System is exactly what we need. But...how do the rules stack up against a fourteen-year-old math whiz with a keen understanding of game design? As it turns out, not so well! Sorry, Monte, Nathaniel has broken your combat system. Just as he did with the far-less-sophisticated TinyD6 system, Nathaniel figured out how to create characters that are, for all intents and purposes, invincible against conventional attacks from foes that would be of an appropriate level for the party. The bad guys (and the gamemaster) are now going to need to get a lot more creative...

Sunday, April 13, 2025

A New Generation

With a spiffy new Front Porch Multiverse spreadsheet and Cypher System stats for hundreds of characters from over a dozen past campaigns, I'm excited to take the next step and start the first campaign of this new era. Now that Amy and the boys and I have wrapped up the zombie-battling Dark Enigma game, we'll get going with The Vanguard Saga. This setting dates back to when I was a young child and is my oldest fictional universe, predating the Druid Cycle world by a decade or more. Every few years, I update the timeline as well as the major NPCs who drive the storylines. As of today, I have a lineup of twelve amazing characters who will help me introduce this setting to my family and provide us with hours of fun storytelling in the months and years ahead. I've also taken the time to create full-color models of these characters using Hero Forge, so everyone will get to see what they look like in high-res detail!

Monday, March 3, 2025

Phase 2 Complete!

With 555 named characters, my Front Porch Multiverse spreadsheet is a paltry 41.3% the length of my behemoth Druid Cycle character spreadsheet. Even if I added in all the Shattered Realm characters to the multiverse sheet, the Druid Cycle spreadsheet would still have nearly twice as many names as all other campaigns combined. Wow! 

Anyway, I now have Cypher System levels for all multiverse characters and, for most of them, stat blocks from the Cypher System Bestiary and other sources. All systems are go for the first campaign to use this ruleset!

Friday, February 7, 2025

Phase 2 -- Stat Blocks

I now have a pretty comprehensive spreadsheet compiling the names, places, factions, etc., from non-5e D&D campaigns of today and yesteryear. These campaigns include:
  • Alien 
  • Cyberwars (with all of its prequels, sequels, and spinoffs)
  • Dark Enigma
  • Doctor Who
  • Earth Commanders
  • The Ladder
  • The Other World
  • Project Descartes
  • Tales of the Ternion
  • Torchlight
  • The Vanguard Saga
Putting the spreadsheet together was the main objective of this phase of my project. However, in order to create a true multiverse where characters from various campaigns can cross over and interact with each other, the characters all need compatible game stats. The list above reflects a wide range of rules systems, from the Alien RPG (Alien) to TinyD6 (Dark Enigma) to 4e D&D (Torchlight). As I noted in a previous post, I've opted for the Cypher System as the common platform for the Front Porch multiverse. As such, my last step for Phase 2 is to assign a Cypher System level and stat block to all the characters in the spreadsheet. The core rulebook is a huge help, but I also picked up a copy of the Cypher System Bestiary, which looks like it will give me enough examples to balance characters from such wildly different genres.

Friday, January 3, 2025

Phase 2 Underway!

I finished pulling together a spreadsheet with characters, locations, factions, and other data from recent campaigns -- the ones for which I have really comprehensive records. The next phase of this project is to scour my earlier notes for similar data from the campaigns of years past. I went back to faded copies of Front Porch newsletters from the early '90s, handwritten stat blocks for NPCs, player guides printed from the old Tandy 1000 SX, and everything else I could track down. Sadly, it wasn't as much as I had hoped to find. 

Players, if you're reading this, I'd love to get your thoughts on campaigns of the past and anything that really stood out to you -- characters, themes, storylines, anything!

Wednesday, December 11, 2024

Phase 1 Underway!

I mentioned last month that I've elected to use the Cypher System for my upcoming Vanguard sci-fi campaign and, ideally, all new campaigns in the Front Porch Multiverse going forward. (Side note: Big thank-you to my good friend Matt for really diving into the Cypher System rules!) One of the advantages of this system is that it's genre-agnostic, so it can be used for fantasy, modern, cyberpunk, or whatever. With a single ruleset, it will be super-duper easy for PCs and NPCs alike to cross over from one campaign to another. 

That got me thinking that I should pull together my notes from various campaigns -- names, places, storylines, adventure summaries, and the like -- and put them all into a single spreadsheet like the enormous one I created for the Druid Cycle campaign world. I have really great documentation from campaigns of the last few years -- Dark EnigmaDoctor WhoTales of the Ternion -- so Phase 1 of my project is just to grab all that stuff and put it into one file. That's the easy part. 

Phase 2 is to go back to the not-so-well-documented campaigns of yesteryear, such as the Cyberwars series, and comb through my remaining notes for all the relevant info I can find. (Tim W, prepare to have your brain wracked!) The goal isn't to track down every last NPC name or obscure location, but essentially to mine those disparate records for anything that might help enrich future Front Porch Multiverse campaigns. 

Phase 3? I don't even want to think about it yet, but the final step is surely to merge the sheet created in the first two phases with the existing Druid Cycle spreadsheet to create one definitive repository of campaign data.

Thursday, November 7, 2024

Cypher System

Recently the boys got me thinking about running a campaign set in my Vanguard universe, a sci-fi setting that has its origins in my very early childhood and has remained with me to this day. Most of my modern-setting campaigns -- from the cyberpunk Cyberwars (early 1990s) through the superheroes of Tales of the Ternion (2022) -- are essentially prequels of the Vanguard story. 

I've been looking around for an appropriate game system for this campaign, and gave the Alien RPG serious consideration, along with some d20-based systems. The boys, Nathaniel in particular, have broken the TinyD6 system (damn their incredible math skills!), so I needed something a bit more robust. I landed on Monte Cook's Cypher System, and now I'm kicking myself that I didn't find it sooner. This would have been the perfect system for all non-fantasy campaigns in my Front Porch multiverse. We could have used it for Tales of the Ternion, Doctor Who, Dark Enigma, and so many others. Well, better late than never! The Cypher System is now the official game engine of the multiverse.

Friday, September 29, 2023

TWD Inbound!

I received an email indicating that The Walking Dead RPG that I backed on Kickstarter is going to be shipping soon! We'll be using this system (which features the same core game mechanics as the Alien RPG) for a Front Porch Multiverse campaign that is, in some ways, a loose sequel to our recent Tales of the Ternion superhero story. The intrepid heroes of this new game will be trapped by a devastating winter storm in a remote corner of upstate New York just as a zombie outbreak is occurring all around them.

This campaign will also be the first we've ever done that uses entirely 3D terrain. As I've mentioned over the past year or so, I've printed out and painted numerous buildings and countless smaller objects (tables,  beds, garbage cans, etc.). The campaign will feature three distinct settings -- the "downtown" of a small community, a top-secret military base, and a survivalist compound in the wilderness -- that the players will explore. The final task in my long list of preparations is to round up the zombies because, well, you know, you kinda need zombies for a zombie campaign! The minis from the excellent cooperative board game Zombicide are the same scale as the minis we use for our RPG campaigns, so I've pressed them into service. And, yes, I'm painting them. I was able to repurpose fifty-six miniatures from Zombicide, so I'm now in the midst of slapping some color on them. They won't be great, but no two will be the same, and at least they'll look better than flat gray plastic.

Tuesday, September 26, 2023

Which Universe Is This?

Did I somehow stumble into a weird alternate dimension? Because in the universe in which I currently find myself, celebrated sci-fi author H. G. Wells basically invented the modern wargaming hobby with the publication of the Little Wars game system in 1913. Among the game's fans was beloved actor Peter Cushing, who owned thousands of soldier minis and spent hours staging elaborate wargames. 

Wednesday, June 28, 2023

Done!

For better or for worse, I finished painting all the 3D buildings that I printed out last year. It's a big milestone that gets us closer to the massive zombie apocalypse campaign that I've planned for Amy and the boys. It will be our first-ever all-3D campaign, with three fully-fleshed-out locations (a sleepy town in upstate New York, a military base, and a survivalist compound) and enough random odds and ends to create ad hoc wilderness settings as well. I'll share photos here on the blog as the players encounter each of the major locations. 

And now that Matthew and I have repaired our 3D printer, we can actually print more buildings. But that would be crazy, right...?

Sunday, May 28, 2023

A Year Already?

I used to keep detailed game session notes back in high school -- probably still accessible on the hard drive of our old Tandy 1000SX in my father's basement! -- but I got away from the practice as an adult and always regretted it. I resolved to start drafting session notes again when the boys and I started Tales of the Ternion, a superhero campaign that was, essentially, a sequel to my first-ever campaign, Earth Commanders. I was just looking through some records and noticed that Tales began exactly one year ago today. Wow, a whole year! I'm surprised it's been that long. 

I'm really proud of Tales, and would rank it among my top ten or even top five campaigns of all time. It was character-driven, dealt with a lot of weighty and topical issues, and featured some really nifty plot twists -- all while stitching together the most important threads from our modern-setting campaigns of the '80s and '90s, bringing them fully into the Front Porch multiverse. We'll be returning to the setting of Tales in a few months with a follow-up campaign, for which I'll be using all that 3D-printed terrain I've been painting...

Monday, December 5, 2022

What's Next?

The boys are inching closer to the end of our Tales of the Ternion superhero campaign. Well, not the end, but the climax of the current story arc. This campaign has really exceeded my wildest expectations, and it's been an absolute joy to weave together all those old modern-setting Front Porch campaigns from the '90s into something like a single narrative that fits neatly within this multiverse. I have a follow-up campaign planned out that will take place during the same timeframe and involve some of the same characters, but that game requires our 3D terrain, and, well, we all know that I haven't made too much progress in painting it!

So, what's next? Matthew asked me yesterday what's on tap for after we finish this phase of Tales. For the first time in a long time, I don't have the next thing lined up. I anticipate we'll wrap this storyline around Christmastime, so I'll get a bit of a breather as the boys and I devote our time toward some of their awesome gaming-related gifts. But what is the next campaign? I have to admit that I'm not terribly motivated to cook up another long-term adventure in either the fantasy or sci-fi settings of the Shattered Realm universe and would much rather get the boys into the Druid Cycle, but they know little about that setting and don't seem especially eager to dive in at this point. I get it -- the Shattered Realm stuff is what they know and love. 

Meanwhile, I've been buying and painting Doctor Who Exterminate! miniatures as that wargame line nears the end of its lifespan. I'm looking forward to playing out some cool "what if?" battles, like Cybermen vs. Ice Warriors, or a Time War conflict of Gallifreyans vs. Daleks. But hey, since I've got all these great minis, why not use them for a roleplaying campaign too? Dare I try my hand at a Doctor Who storyline? It feels almost like sacrilege for me to approach that setting, but I would dearly love to get the boys interested in the Whoniverse. So, I'll put on my thinking cap (a fez, of course) and see what ideas start to grow...

Tuesday, October 18, 2022

So...many...buildings...

We've made a lot of 28mm-scale buildings with our 3D printer. A lot. The intent is to use all this 3D terrain for modern-setting campaigns in the Front Porch multiverse. For example, our Tales of the Ternion superhero campaign currently uses flat maps, but it's just crying out for a more dynamic environment to host all the larger-than-life action of characters who can scale walls, leap over buildings, hurl vehicles down the street, etc. I'm also knee-deep in narrative for a spinoff campaign that involves a zombie outbreak in a sleepy little town. With scores of zombie minis from Zombicide, the vast array of 3D buildings we've printed, and custom hero minis from Hero Forge, it's going to have absolutely blockbuster visuals! 

There's only one problem: I have to paint all this stuff!

Looking at the gargantuan pile of gray plastic in the corner of our game room actually fills me with anxiety. First-world problems, I know, but I'm kind of freaking out about how long it's going to take to paint these buildings. I'm also looking for any excuse to put it off, so various other paint projects keep moving to the head of the line. Just yesterday, in fact, I received the latest free mini that comes with my Warhammer+ subscription; it's a chaos sorcerer (with a bevy of cute-yet-evil little familiars!) for Warhammer Age of Sigmar, but I'll repurpose it for our Shattered Realm D&D campaign. After that? Well, do I have any other unpainted models besides the buildings...?

Thursday, April 14, 2022

Multiverse Mayhem

Don't ask me when we're going to find the time to run it, but I've been cooking up a new campaign for the boys that will link together many of the modern-setting storylines from across the Front Porch multiverse. Starting out as a direct sequel to Earth Commanders -- the first-ever Front Porch campaign from way back in 1988 -- and pulling in key characters and/or themes from The Other World, Cyberwars, and many more, this yet-to-be-titled story will give Matthew and Nathaniel a good foundation in our extensive catalog of non-fantasy campaigns. It's also an opportunity for me to untangle needless complexities and create a clearer narrative throughline from our earliest modern-setting campaign (The Ladder, set in 1895) through the various Cyberwars games of the late twenty-first century. More details to follow as this campaign takes shape, but I'm excited to get into some design work again!

Wednesday, October 2, 2019

A New Chapter

The boys are at a crossroads with both of their Shattered Realm campaigns. Last spring, in the main storyline, they wrapped up the Emerald Tablet saga. Just this past weekend, in the futuristic version (where they're playing descendants of their original characters), they reached the end of a major chapter.

Next up, we'll return to their original characters. I've been trying to scope out a story arc that will be even more epic than the Emerald Tablet, but aside from some cool character development ideas for their heroes, I hadn't really made much progress. Inspiration struck when I returned to a work of literature that has always spurred my imagination: John Milton's Paradise Lost. The new foe who will drive the plot in the next Shattered Realm phase is based heavily on Milton's most dynamic and charismatic character, Satan.

I'm also hoping to use this storyline as a way to ease Matthew and Nathaniel into the vast Druid Cycle campaign world, with its hundreds of NPCs and over a quarter-century of past adventures. As such, I've selected a powerful but minor Druid Cycle character -- an angel -- who will rebel against his god and therefore be exiled across the multiverse to the Shattered Realm, where he'll cause all sorts of mayhem. No doubt I'll find a spot to work in one of Satan's most famous lines from Paradise Lost: "Better to reign in Hell than serve in Heaven."

Saturday, April 6, 2019

Finished!

Technically it's the UNSC Infinity from the Halo series, but I left off the identifying signage so that this model can instead serve as the Arx, a capital ship of the Armada. At nearly 2500 pieces, it's one of the largest building toys I've ever assembled.