4 hours ago · 14 min read2807 words · Gaming · hide · 0 comments

This past weekend I got to run Tom Mecredy's He Ain't Gonna Jump No More for a group of friends. HAGJNM is "tournament module" (or "capsule game") in which players control paratrooper squads during D-day. Players have 21 hours to complete as many objectives as possible before the main landing force arrives, after which they are scored according to a set of criteria. What I Did to PrepThe module requires chewing. Although the rules for combat and task resolution are very familiar to OSR players, the scenario is quite complex. It has four main load-bearing components: A detailed timeline covers "fixed" events between the paratroopers' landing and the scenario's end at midnight. The referee has to carefully track players' actions against it and resolve events like bombing runs, glider landings, and reinforcements. The main objectives (artillery batteries, bridgeheads, and beach exits) as well as the larger settlements are given detailed writeups, akin to a typical hexcrawl POI. The…

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