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~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

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Tag Archives: OGL

Modern Firearms for Ghastly Affair and GROOVY Ghastly Affair

05 Monday Apr 2021

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, GROOVY Ghastly Affair, Historical Gaming, OGL, Uncanny Highway

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1960s, 1970s, 20th Century, Ghastly Affair, Gothic Gaming, Gothic Horror, Groovy Seventies, Guns, Modern Horror, OGL, Playtest, Seventies, Sixties, Swinging Sixties


Here are some “official” play-test rules for adding modern firearms to Ghastly Affair. They facilitate not only GROOVY Ghastly Affair Sagas set in the Swinging Sixties (and beyond), but Affairs involving characters traveling back and forth through time between the 18th and 20th centuries (perhaps by way of an old New England mansion riddled with dimensional portals).

About Modern Guns

A big difference between the assumed time periods of regular Ghastly Affair and GROOVY Ghastly Affair is the power and effectiveness of available firearms. While most guns of the Ghastly Age (1765 – 1820) are inaccurate smooth bore weapons, with relatively limited ranges and low rates of fire, the guns available to characters in the Swinging Sixties and Groovy Seventies are potentially much deadlier.

The Simple Approach

If you want a simpler, faster-moving game, simply treat an attack from modern firearms like any other, inflicting Lethal Damage of 1d6, plus the shooter’s Damage Bonus. In the simple approach, all long guns have a range of 1,000 feet, while all handguns and shotguns have a range of 300 feet. This is probably the approach you’ll want to use if your Saga involves a team of Parapsychologists investigating psychic phenomena, or is the type of Gothic Romance where young women in diaphanous gowns look over their shoulders as they flee old mansions in the night.

What follows is a more detailed and “realistic” treatment of guns that takes into account the capacities and particular characteristics of late 20th century firearms. If your Sage involves a team of Demon Hunters bravely fighting an international Satanic conspiracy that has infested the highest levels of government, try the following rules.

The Detailed Approach

If the shooter only fires a single shot in a Round, a shot from a gun is treated just like any other ordinary attack in Ghastly Affair, usually inflicting 1d6 points of Lethal damage, plus the shooter’s Damage Bonus. (High caliber guns, however, inflict 2d6 +Damage Bonus).

If the type of the gun used allows for multiple shots in a ten-second Round, then the shooter must first announce how many shot they will be firing at the target, before the Attack Check is made. If the Check fails, all the shots are wasted. If the attack succeeds, it inflicts the usual damage for an attack, plus one additional point per shot fired. (Multiple shots from High caliber firearms, on the other hand, inflict two additional points per shot fired).

  • For example: An insane Cultist (Level 2 Everyman) fires five shots at a Parapsychologist from a Revolver. The cultist makes their Attack Check, and rolls a 3 for Damage. The Parapsychologist takes 9 points of Lethal Damage: 3 from the die roll, 1 additional because of the Cultist’s Damage Bonus, and 5 more because five shots were fired.

A Telescopic Sight (or “Scope”) grants the shooter a +2 Bonus on the Attack Check, if they only fire one shot that Round. This Bonus stacks with all others, For example a single shot from a Bolt Action Rifle with a Scope is made at a +4 Bonus.

Special characteristics for each type of firearms are detailed hereafter. Only weapons available during the mid 1960s to mid 1970s are included.

Assault Rifle (AK-47, FN FAL, M14, M16, G3, etc.)

Assault Rifles are lighter and more portable than Machine Guns. They differ from Submachine Guns in using medium-sized rifle cartridges, rather than handgun ammunition. An Assault Rifle can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round (detachable) magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. An Assault Rifle has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, an Assault Rifle can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Derringer

These small single-shot handguns are designed to be concealed. Most derringers can only be loaded with a single shot, and have an effective range of 30 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Derringer.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Revolver (.38 Special, .357 Magnum, .44 Magnum, etc.)

Most full-size revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 300 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Snubnose (Colt Detective Special, Smith & Wesson Model 36, etc.)

Designed for use by detectives, these weapons are often carried in ankle holsters, pockets, in even inside purses. Most Snubnose Revolvers hold 6 shots in their cylinder, and take a full Round to completely reload. They have an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Saturday Night Special

These cheap guns hold 6 shots in their cylinder like any other Revolver, and take a full Round to completely reload. They only have an effective range of 60 feet, however.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Prone to Malfunction: There is a 1 in 20 chance per shot fired that the gun will either jam (wasting the entire Attack), or explode (inflicting 1d6 Lethal Damage on the shooter).

Pistol, Semi-Automatic (.45 Caliber M1911, 9mm Browning Hi-Power, Walter P38, etc. )

Most automatic Pistols have magazines that hold 7 to 15 shots. They can reloaded in the same Round they are fired, if a pre-filled magazine is available to be inserted. Otherwise, it takes a Round to fully reload the magazine with bullets. They have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Pistol, Semi-Automatic Pocket (Walter PPK, Baretta M418, Marakov Pistol, etc.)

These small semi-automatic Pistols are often carried by undercover operatives. Like Snubnose Revolvers, they can be easily carried inside a waistband, or concealed in pockets and purses. A Semi-Automatic Pocket Pistol has a magazine of 6 to 9 Shots, and takes 1 Round to Reload (unless a pre-loaded magazine is swapped in). It has an effective range of 100 feet.

  • Concealable: A causal viewer will not know the carrier is armed. Someone who is actively looking for a concealed gun can make a Wisdom Check to notice the Pistol.
  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.

Pistol, Machine (Stechkin APS, Skorpion, MAC-10, etc.)

Machine Pistols are automatic weapons that use handgun ammunition and are designed to be used with one hand. A Machine Pistol can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The weapon can be reloaded in the same Round it is fired if a pre-loaded magazine is available. Otherwise it takes 3 Rounds to fully reload the magazine. Like other handguns, Machine Pistols have an effective range of 300 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Pistol can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine.
  • Hard to Control: Machine Pistols are notoriously hard to control when firing more than 9 shots in a Round. Unless the shooter employs a stock, they will suffer a -2 Penalty to their Attack Check, and an unmodified roll of 20 further indicates they have actually shot a random target near them – possibly a friend or ally.

Rifle, Bolt-action (M1903 Springfield, Lee-Enfield, Karabiner 98K, etc.)

The magazine of a typical Bolt-Action Rifle holds 5 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Accurate: If a shooter fires only once in a Round, their Attack Check is made at a +2 Bonus.
  • Multiple Shots: The shooter can fire up to 3 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Lever-Action (Winchester Rifle, Marlin 1894, etc.)

The magazine of a typical Lever-Action Rifle holds 7 – 10 bullets, and takes a Round to fully reload. A modern rifle has an effective range of 3,000 feet.

  • Multiple Shots: The shooter can fire up to 6 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Rifle, Semi-automatic Carbine (M1 Carbine, M1 Garand, AR-15, etc.)

The magazine of a typical Semi-automatic Carbine holds 15 bullets, and takes a Round to fully reload. A Carbine has an effective range of 1,000 feet.

  • Multiple Shots: The shooter can fire up to 9 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.

Submachine Gun (Tommy Gun, Sterling, Uzi, etc.)

Submachine Guns use the same type of ammunition as handguns, unlike Assault Rifles and full Machine Guns. A Submachine Gun can fire up to 150 shots per Round in full automatic mode. Most however, only have 30 round magazines. The gun can be reloaded the same Round it is fired if a fresh, fully-loaded magazine is available, but reloading an empty magazine with bullets takes 3 Rounds. A Submachine Gun has an effective range of 500 feet.

  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Submachine Gun can also be used to turn the entire Nearby area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 1d6 damage. A Spray empties the entire magazine of the gun.

Machine Gun (M1919, M60, PK Machine Gun, etc.)

A Machine Gun is battlefield weapon that is larger and heavier than an Assault Rifle (and much larger than a Submachine Gun), using high caliber ammunition that is typically fed into the weapon in belts. A typical belt will have 100 to 200 rounds on it, but two operators with sufficient ammunition can keep a Machine Gun running for a full Turn (when it overheats and stops working). It takes 1 Round for a single operator to reload a new belt into a Machine Gun without aid. A Machine Gun has a range of 3,000 feet.

  • High Damage: A Machine Gun shot inflicts a base damage of 2d6 + Damage Bonus.
  • Heavy and Awkward: Shooter suffers a -2 Penalty on the Attack Check, unless the gun is securely mounted.
  • Multiple Shots: The shooter can fire up to 150 shots at a single target in a Round. The amount must be announced before the Attack Check is made. If the Attack is successful, the target takes additional damage equal to double the number of shots fired. If the Attack fails, all the shots are wasted.
  • Spray: If fired in full automatic mode, a Machine Gun can also be used to turn a 100’ x 300’ area into a Hazard. The shooter does not make a normal Attack Check. However, any person in the affected area (or who tries to enter it that Round) must make a Dexterity Save, or take 2d6 damage. A Spray uses a full belt of ammunition.

Shotgun, Break-Action

A Break-Action Shotgun can only be loaded with a single shot a time. It can fire either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Double-Barreled

A Double-Barreled Shotgun is a break-action weapon with two side-by side barrels that can each be loaded with a single shot at a time. The shooter can fire one barrel at a time, or both simultaneously. Each barrel can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shell (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slug (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.

Shotgun, Pump-action

A Pump-action Shotgun can hold five shells in its magazine, located in a tube under barrel. The forestock is moved back and forward to expel used shells, and load new ones. The magazine can be loaded with either Shot Shells packed with many small pellets, or large Slugs of solid lead. Reloading the magazine takes 1 Round. The effective range of the gun is 300 feet.

  • Fire Shot Shell: +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug: Inflicts 2d6 + Damage Bonus.

Shotgun, Sawed-Off

A Sawed-Off Shotgun is usually a single-or double barrel Shotgun whose barrel has been shortened to create a more maneuverable and concealable weapon. It has an effective range of only 100 feet, however.

  • Quick Draw: The shooter’s side always wins initiative in the first Round of a Fight against opponents using firearms that do not have the Quick Draw characteristic.
  • Concealable Under a Jacket: Wisdom Check to notice, if the bearer has the weapon inside a garment at least the size of a typical suit jacket.
  • Fire Shot Shell (Single Barrel): +2 Bonus on the Attack Check against targets within 100 feet.
  • Fire Shot Shells (Two Barrels): +4 Bonus on the Attack Check against targets within 100 feet.
  • Fire Slug (Single Barrel): Inflicts 2d6 + Damage Bonus.
  • Fire Slugs (Two Barrels): Inflicts 2d6 + 4, + Damage Bonus.

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Picturing the Bogeymen of Panzoasia

15 Monday Jul 2019

Posted by Daniel James Hanley in Art, Monsters, Panzoasia

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B/X, BECMI, bogeyman, Fantasy Campaign, humanoids, illustration, OGL, old school, old school renaissance, old school revival, OSR, RC


Here are some illustrations of various “humanoid” species in my Panzoasia fantasy campaign. My Orcs are boar-headed, my Kobolds are Old-School dog-lizard-rat things, and my Ogres are dumb brutes with a distant kinship to Orcs. I conceive of the Goblinoids as nightmarish creatures with distinctly bat-like features. As for the Trolls, I portray them as somewhat more human-like than the standard in classic Old-School rpgs. In the Ultimate West of Panzoasia, all these beings are encompassed by the term “Bogeymen”.

 

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33% Off Ghastly Affair PDFs Through Cyber Monday

21 Wednesday Nov 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

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18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now through Cyber Monday, all individual Ghastly Affair PDFs are 33% off at DriveThruRPG! This includes the “Ghastly Affair Player’s Manual”, the “Ghastly Affair Presenter’s Manual”, the supplement “A Ghastly Potpourri”, and the “Highdark Hall” setting. Plus, the Ghastly Affair novel “Hunter’s Song”, by William Rutter!

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31% OFF Ghastly Affair PDFs on DriveThruRPG and RPGNow!

19 Friday Oct 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

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18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now through Halloween 2018, the PDF versions of the “Ghastly Affair Player’s Manual”, “Ghastly Affair Presenter’s Manual”, a “A Ghastly Potpourri”, and the Ghastly Affair novel “Hunter’s Song”, are all 31% off on DriveThruRPG and RPGNow!

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Highdark Hall Now Available on DriveThruRPG and RPGNow!

05 Friday Oct 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Highdark Hall, Historical Gaming, OGL, OSR

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18th Century, blackpowder, dreadpunk, Eighteenth Century, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XVI, mannerpunk, Napoleonic, OGL, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Here’s a surprise Halloween treat for you all – the complete Highdark Hall is now available for download on DriveThruRPG and RPGNow!

Experience a place of hauntings and High Society, where good manners are veils for murderous intentions. Welcome to Highdark Hall! Horrors beyond belief, and romances beyond reason, have played out within its walls. Designed as a backdrop that would support the creative visions of individual Game Masters, Highdark Hall is intended as a setting where shocking stories of love, death, and the supernatural can emerge spontaneously from interacting with its colorful inhabitants and strange locations. What further catastrophes befall its occupants and their guests, are for you to decide.

This PDF collects the Highdark Hall material you may already know, and also reveals many previously hidden secrets. It includes:

    • Detailed, historically plausible floor-plans for an 18th century Stately Home on five floors.
    • An overview of the enigmatic Altumber family and their (in)famous residence.
    • Over 100 interior locations, from the opulent Lunar Ballroom, to the secret Hellfire Chapel.
    • A fully mapped parkland filled with dramatic (and potentially dangerous) locations.
    • Over 50 unique NPCs, from the vile to the virtuous, in a tangle of conflicting desires set to explode.
    • Extensive rumors and legends, ripe for investigation by the brave (and foolish).
    • Schedules of the entertainments and activities enjoyed by visitors, with descriptions of typical meals.
    • An in-depth description of the legendary (and possibly haunted) Hedge Maze of Highdark Hall.
    • A description of the annual Autumnal Masque, with tables to generate the costumes of attendees.

Plus, printable versions of all maps.

Highdark Hall was created especially for use with Ghastly Affair, the Gothic Game of Romantic Horror, but it has potential for any game set in Georgian, Napoleonic, Regency, or early Victorian times. It could even be explored by modern paranormal investigators, come to uncover its disturbing past. How will its spirits speak to you?

Note: Highdark Hall contains some mature subject matter. Reader discretion is advised.

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Ghastly Affair PDFs are Now 25% OFF for Christmas in July!

20 Friday Jul 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

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18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now until the end of July, all Ghastly Affair PDFs are 25% OFF on DriveThruRPG and RPGNow. That includes the PDF versions of the “Ghastly Affair Player’s Manual”, “Ghastly Affair Presenter’s Manual”, and “A Ghastly Potpourri”, plus the Ghastly Affair novel “Hunter’s Song”!

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Review: A Ghastly Potpourri

30 Saturday Jun 2018

Posted by Daniel James Hanley in Reviews

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18th Century, blackpowder, dreadpunk, Ghastly Affair, gothic game, Gothic Gaming, Gothic Literature, Gothic Romance, Historical, mannerpunk, nineteenth century, OGL, Romantic Age, Romantic Horror, Romantic-era, rpg


Filbanto Stew

TL/DR: Buy it.

A Ghastly Potpourri is a supplement for the A Ghastly Affair role-playing game. Written by Daniel James Hanley, it contains a collection of material that will be useful for any game set in the late 18th century. It also holds a short story by William Rutter, author of Hunter’s Song. I picked up the printed version, a 6″ by 9″ perfect-bound book.

Please bear with me, because I’m going to veer off course and talk about the title for a minute. It puzzled me. A “potpourri” is a mix of herbs and flower petals. Was it a veiled reference to personal hygiene of the 18th century? This book offers a mix of random material that all blended nicely together. Was this the reason for the title? I hopped out to Wikipedia and took a look at the definition and I saw this gem: “[…] the word pourri means rotten”. Hmmm… So…

View original post 430 more words

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A New Review of Ghastly Affair

29 Tuesday May 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, OGL, OSR, Reviews

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Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, review, role playing, role-playing game, roleplaying game, rpg


OSR blogger Ynas Midgard has just posted a new review of Ghastly Affair!

http://ynasmidgard.blogspot.com/2018/05/review-ghastly-affair.html

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A Ghastly Potpourri – Now Available on RPGNow and DriveThruRPG!

23 Friday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

≈ 5 Comments

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18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


“A Ghastly Potpourri” is blooming with possibilities for the Ghastly Affair RPG, and other dark OSR games!

GMs and players of any game set in the late Georgian, Regency, French Revolutionary, and Napoleonic eras will also find much of interest, as will anyone gaming in the Horror, Dark Fantasy, Weird Fantasy, Dreadpunk, Mannerpunk, Steampunk, or Austen-punk genres.

Inside you’ll find:

    • New Character Options, for more interesting Ghastly Affair PCs!
    • Lists of Character Inspirations, from history and media!
    • New Preternatural Effects and Weird Objects, to delight and terrify!
    • Creatures and Adversaries, with stats for Ghastly Affair and other OSR games! Includes new re-imaginings of two classic OSR monsters.
    • The Incarnations of Spiritual Powers, from Kubla Khan who dwells in Xanadu, to The Queen of the Night!
    • Random Tables, to inspire scenarios and dark adventures!

    Plus, an Original Short Story by the author of the Ghastly Affair novel “Hunter’s Song”!

Available in PDF and softcover print.

  • Get yours today on RPGNow and DriveThruRPG!

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Its Time is Coming Soon…

19 Monday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Coming Attractions, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

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18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Character Options.
Inspirational Lists.
New Preternatural Effects and Weird Objects.
Creatures and Adversaries.
Incarnations.
Random Tables.
Fiction.

PDF and Softcover Print.

On RPGNow and DriveThruRPG:
3/23/18

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← Older posts

Highdark Hall – A Regency Setting for Gothic Roleplaying

The Illustrated Ghastly Affair Player’s Manual

PDF and Hardcover Print Versions on RPGNow and DriveThru RPG. Softcover Print Version on Amazon.

The Illustrated Ghastly Affair Presenter’s Manual

PDF and Hardcover Print Versions on RPGNow and DriveThru RPG. Softcover Print Version on Amazon.

Hunter’s Song by William Rutter

"Hunter's Song" by WIlliam Rutter

Now available through DriveThruFiction and Amazon

A Ghastly Potpourri

Now Available in PDF and softcover print on RPGNow and DriveThruRPG.

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  • 100 Gothic Themes & Motifs
  • Ghastly Affair - The Gothic Game of Romantic Horror
  • Downloads
  • An Overview of the Cosmic Archons
  • An Overview of the Fairy Folk
  • Lord Ruthven – The Original Aristocratic Vampyre

Games and Gaming Companies

  • Chaosium
  • Grey Ghost Press, Inc
  • Necrotic Gnome
  • The Grinning Skull
  • Troll Lord Games
  • Victorious

Gaming Blogs

  • A Blog Full of Demons
  • Aeons & Augauries
  • Against The Wicked City
  • …and a Brace of Pistols
  • Cavegirl's Game Stuff
  • DIY & Dragons
  • Elfmaids & Octopi
  • False Machine
  • Filbanto Stew
  • Great & Small: The Roleplaying Game Of Animal Fantasy
  • Halls of the Nephilim
  • Journey Into the Weird
  • Le Chaudron Chromatique
  • Notes From Under the Kyak
  • Plastic Malpractice
  • Shuttered Room
  • Tales from the Haunted Jukebox
  • Tales of the Grotesque and Dungeonesque
  • The OSR Library
  • The Other Side
  • The Troll Den
  • Thought Eater
  • Wine and Savages
  • Ynas Midgard's RPG Blog

Gaming Forums

  • Dragonsfoot Forums
  • EN World
  • RPG Pub
  • RPG.net
  • Troll Lord Games Forums

Gaming News

  • RPG.net

Gothic & Romantic-era Resources

  • All Things Georgian
  • Dreadpunk
  • Gothic Romance Writers
  • Mystery and Imagination
  • The Encyclopedia of Diderot & d'Alembert
  • The Public Domain Review
  • The Shelley-Godwin Archive

Play-by-Post Gaming Forums

  • Play@YSDC
  • RolePlay onLine

Podcasts

  • 2 GMs, 1 Mic
  • For the Gothic Heroine
  • Save or Die!

Recommended Sites

  • A Book of Creatures
  • Omote's Castles & Crusades Page
  • Taxidermic Owlbear

Wordpress

  • WordPress.com
  • WordPress.org

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