ermingarden: various polyhedral dice (dice)
Some absolute geniuses (Isaiah Tanenbaum, Rob Casimir, and Dan Iwrey) at the NYC Conflict of Interests Board have created what I feel confident in calling the greatest employee ethics training tool ever created: A D&D 5e oneshot called Escape from the Dinkins Building which was emailed to all 300,000 NYC employees back in June. (It's freely accessible to everyone else at the link, too.) It! Is!! Glorious!!!

I ran Escape from the Dinkins Building for [personal profile] fiona15351, and we had an absolute blast! I highly recommend it. It's designed for parties levels 2-5; we ran it with two PCs at level 6, one rogue and one paladin, and that worked fine. The setting is modern-day NYC, but magic and typical D&D fantasy elements are real and an acknowledged part of society. As adventurers, your characters are city employees in some capacity.

Here's the summary:
Having fallen asleep during a mandated training, the party awakens to find themselves trapped in the haunted basement of the Dinkins Building. To escape, they must face a series of challenges and find the sign-in sheet that proves they attended, lest they be cursed to repeat the training, forever.

As the summary suggests, it's a very funny adventure, although some of the jokes may be too obscure if you don't live in NYC, and many appeal primarily to city employees and other people very familiar with local government bureaucracy. (Fiona was forced to consult the Wikipedia pages for Fiorello La Guardia and Staten Island Chuck.)

There is a hilarious special mechanic, which I am going to discuss behind a cut. If you think you are likely to play Escape from the Dinkins Building as a player, don't read this; it's supposed to be secret from the PCs! Read more... )

The adventure is designed to take four hours, assuming the players and DM are experienced. As I recall, it took us less than that, and there are suggestions for what to cut if you don't have that much time. The module is clearly written, with a good amount of detail (and good maps!), such that I think it would be a good choice for an inexperienced or even first-time DM. It's ideal for players interested in roleplay and social encounters - this is definitely not a pure dungeon crawl - but the fights are solid as well. Overall, it's just a really fun oneshot and definitely worth playing!

I cannot say that I ever expected to use my dayjob tag on a post about a TTRPG, but I am so, so happy this exists.
ermingarden: various polyhedral dice (dice)
[personal profile] fiona15351 visited me recently, and we went to my excellent local game store, where Fiona acquired a two-player indie RPG called Dead Friend, by a local game designer named Lucian Kahn.

It's an excellent game! It was also the catalyst for perhaps the most genuinely unnerving experience of my entire life.

The way the game works is that one player is the living friend and the other is the dead friend. The living friend is summoning the dead friend through a necromantic ritual - there are some cool physical elements to the gameplay related to the ritual that make the game much more immersive and contribute to an eerie vibe. The living and the dead each have their own goals, and those goals are at odds. It's really a collaborative storytelling game, with a deck of cards (regular playing cards or Tarot cards - we used Tarot) providing the random element. The players pick the setting and tell the story of the past relationship between the friends and the dead friend's death, and at the end there's a final confrontation between the living and the dead.

At Fiona's suggestion, our story was set at a boys' boarding school in the early 20th century; the living friend (played by Fiona) was a student, the dead friend (me) his late classmate. We had a pleasantly spooky (and sad) time creating the story of their lives and the dead friend's death in response to prompts determined by drawing cards, and envisioning the ritual as it progressed.

We came at last to the final confrontation between living and dead. The "weapons" each has are determined by drawing cards. At one point, Fiona played the Ace of Swords, which - per the table in the game book - was "appeal to authority." She had the living friend challenge the dead friend's ghost to prove he was not malevolent by reciting the Lord's Prayer. I decided that, based on what we had established, the ghost would not be able to do that. Instead, playing the ghost, I recited the Lord's Prayer in Latin but introduced an error - voluntas mea, "my will," in place of voluntas tua, "Thy will."

Then I got a nosebleed.

And I mean I got a nosebleed immediately, and a fairly bad one - it was like something out of a horror movie! I was deeply freaked out and am still a little unnerved by the whole thing.

We eventually made it back to the game; the instructions said that the winner of the confrontation is determined by consensus, and we were in immediate agreement that the ghost had absolutely not won this one.

But overall, terrifying moment aside...it was a really enjoyable game.
Page generated Jan. 5th, 2026 11:56 pm
Powered by Dreamwidth Studios