I'm really just writing this post to catalog the set of house rules I used for this game. I wanted to make things light and quick, so I eased up on some of the rules complexity in a few places. I also wanted the players to jump right in with some well-defined characters, hence the addition of a few more spots on the character sheet:
Monday, June 13, 2011
Last week, I had the opportunity to run Engines & Empires for my younger brother and some of his college buddies. I whipped up a five-floor mega-dungeon will all kinds of weird wizardry and the usual magical tricks and traps. That's the best sort of mega-dungeon, of course: the kind where in any given room, the laws of physics might be temporarily suspended in comical and disturbing ways. I cribbed liberally from Castle Amber and White Plume Mountain for some of the more bizarre tricks, but plenty of the deviousness was my own and original.