Time for another monthly recap of what I worked on!
The Electrum Archive
I finished writing my part of the Electrum Archive Issue 02 and have moved onto making illustrations for it :) I’m really excited to start making more art again, since I haven’t had the time to do so over the last few months!
DURF
I’ve been working on a revised version of DURF for some time now, and this month I decided to finally share parts of it on my Patreon! I plan on tinkering with it a lot over the next few months before I release it on my itch.io. So if you’d like to see an early version of this new DURF, consider supporting me there :)
This new version of DURF will mostly be backwards compatible with the original DURF, so I’m hesitant to call it a second edition, so for now it’s called DURF Expanded. It doesn’t attempt to remake DURF into something new, but to fill in some of the bits that were missing or could use some more support, all while staying true to the simple nature of the DURF ruleset.
Here is a short look at some of the things covered in this first version:
The whole system now only uses d20s and d6s.
Characters start with a random trait, which may give them a small bonus or penalty. This roll is scaled with the starting attributes, so badly rolled characters have a higher chance of getting a good trait.
The belongings table is now tied to your highest attribute.
A bigger emphasis on light while exploring dark dungeons.
A slightly more detailed exploration and random encounter procedure.
A handful of sub-rules for Dual-wielding, retreating and splintering your shield to negate damage.
More robust resting rules. Which now also cover recovering from attribute drain, and allow characters to regain a small amount of stress while adventuring.
Gold is no longer a quantum object but takes up inventory space. It can be turned into a quantum object by storing it when returning to a safe haven.
Available Supplies and Hirelings are limited to settlement size.
An updated format for NPC stat blocks that make it clearer what kind and how many attacks a creature has.
Spells are now cast by using spellbooks and scrolls as was first presented in the Wizardry! supplement.
Magic weapons and armor work slightly differently.
Some more example texts throughout to clarify some often misunderstood bits.
The next update will contain a simple hexcrawl procedure and a bunch of new spells!
Odds and Ends
I played a bunch of Armored Core 6 since it came out on the 25th. I’ve played through the whole game three times now to get to the “true ending'“. It is a LOT of fun :)
I listened to Ben L’s fantastic new podcast Into the Megadungeon. It’s really cool to hear these different GMs talk about their megadungeon campaigns and makes me excited to run a similar game again as well! My original year-long DURF campaign was a megadungeon, and I’ve been itching to give it another go.
That’s all for now, thank you for reading!
Talk soon!
- Emiel
Find me on:
Patreon - Itch.io - Bluesky - Instagram - CULT OF THE LIZARD KING Discord