It seems I am required to link this blog to my Gmail/G+ accounts...much to my chagrin. If I don't, I lose access to this blog and content.
Sorry for the random resurrection. Continue as you were.
Monday, April 30, 2012
Monday, June 20, 2011
"So THAT'S what I was up to all this time?" - Catching up once again
Good grief has it really been more than a year since my last update here? I recall once warning my readers (all one of you) that I tend to fall off the face of the earth from time to time. D'ya believe me now?
As far as RPGs of any sort go, I have been almost completely inactive since my online "Olde Worlde" Swords & Wizardry game came to a long grinding halt near the end of last summer. I had one brief flirtation with Pathfinder as a player-character shortly after that, but a huge steaming heap of gamemaster politics and "draah-mah" brought that to a short conclusion.
Around a week or so ago my good friend Randy (Codename:Haldir) put up a cattle-call for players in a new S&W play-by-post game and I was fairly eager to take the bait. I believe "Oh HELLYEAH" were my exact words, but I digress.
I was considering playing a human fighter or perhaps cleric, but it wasn't long before Randy and I both seemed to come to the mutual agreement that I'm a character-actor, and by that I'm sure all my awesome readers know exactly what kind of character I'm talking about.
I freely admit I've got quite a few character sheets for various half-orc characters I've played in the past, some of which I routinely resurrect with minor adjustments to fit whatever game module or level of play they're about to join. But while I believe in recycling, I try to be very faithful to each character and not "reinvent" her entire personality. Janara is my favourite. She was my first...kind of like a schoolgirl crush, you might say. Even though she has appeared in D&D 3.0, 3.5, Warhammer and S&W, her basic attributes, personality and quirks have remained the same. I sometimes call her (after the Arthurian legends) "the Once And Future Janara". I hope one day to actually find a way to work her into a futuristic sci-fi game.
So, back on topic (in a roundabout way), I didn't think Janara the Hafforc Cleric would be the best fit for Temple Of Elemental Evil, so I called up another character from the minor league. She was one I made for our thieves' guild game using Labyrinth Lord rules, and her name was originally Burzug,...I admit not a particularly good name for a character, but I was in a bit of a pinch and had to name her quick. I will now claim the name was just an alias.
She is now going by the name Chara...which is coincidentally also the name of the team captain of the Boston Bruins. She, like he, is a bit of a goon,..loved by some, loathed by many more. Though she is technically speaking only a fighter, her lifelong aspiration is to be a thief. In fact that is what she was doing before joining the party, and I'm sure the circumstances of her leaving behind her life of crime to become a traveling adventurer will be interesting..as soon as those details come to light.
In my new game, the adventure began at a crossroads. Our party was deciding which way to go first, and we all were already acquainted with one another. This saves us much in-game time getting to know each other, and permits all players the chance to reveal bits and pieces of our pasts as we (the players) get a better feel for our own characters and those of the other players.
So, Chara has somehow won the approval of a lady monk called Isha, a human cleric called Coriander Waterspout, or Cory, for short, and a dwarven magic user (yes, you read that right) called Golden Hammer, and Golden Hammer's bodyguard, who calls himself Body Guard. We're a motley crew and you can probably already imagine the fun sorts of group dynamics that can develop as the game progresses. At the moment, the magic user and cleric are kind of taking charge. Perhaps that is because Isha and Chara are "just girls", but somehow I suspect that neither monk nor fighter will remain wallflowers forever.
And now to compound Chara's troubles..and yes, she is a complicated woman, she has Body Guard following after her like a lovestruck puppy.
At this point, the adventurers have just arrived at the Inn of the Welcome Wench. No doubt there will be booze a'flowing soon, and I have invited the other players to fill in a bit more of Chara's history, specifically what happend any one of those times she got so drunk that she herself cannot recall what she did.
I only hope no players will take TOO many liberties with poor Chara's history. She is, after all, a distant cousin of Janara, and Janara might have her cut off from the family fortune.
As far as RPGs of any sort go, I have been almost completely inactive since my online "Olde Worlde" Swords & Wizardry game came to a long grinding halt near the end of last summer. I had one brief flirtation with Pathfinder as a player-character shortly after that, but a huge steaming heap of gamemaster politics and "draah-mah" brought that to a short conclusion.
Around a week or so ago my good friend Randy (Codename:Haldir) put up a cattle-call for players in a new S&W play-by-post game and I was fairly eager to take the bait. I believe "Oh HELLYEAH" were my exact words, but I digress.
I was considering playing a human fighter or perhaps cleric, but it wasn't long before Randy and I both seemed to come to the mutual agreement that I'm a character-actor, and by that I'm sure all my awesome readers know exactly what kind of character I'm talking about.
I freely admit I've got quite a few character sheets for various half-orc characters I've played in the past, some of which I routinely resurrect with minor adjustments to fit whatever game module or level of play they're about to join. But while I believe in recycling, I try to be very faithful to each character and not "reinvent" her entire personality. Janara is my favourite. She was my first...kind of like a schoolgirl crush, you might say. Even though she has appeared in D&D 3.0, 3.5, Warhammer and S&W, her basic attributes, personality and quirks have remained the same. I sometimes call her (after the Arthurian legends) "the Once And Future Janara". I hope one day to actually find a way to work her into a futuristic sci-fi game.
So, back on topic (in a roundabout way), I didn't think Janara the Hafforc Cleric would be the best fit for Temple Of Elemental Evil, so I called up another character from the minor league. She was one I made for our thieves' guild game using Labyrinth Lord rules, and her name was originally Burzug,...I admit not a particularly good name for a character, but I was in a bit of a pinch and had to name her quick. I will now claim the name was just an alias.
She is now going by the name Chara...which is coincidentally also the name of the team captain of the Boston Bruins. She, like he, is a bit of a goon,..loved by some, loathed by many more. Though she is technically speaking only a fighter, her lifelong aspiration is to be a thief. In fact that is what she was doing before joining the party, and I'm sure the circumstances of her leaving behind her life of crime to become a traveling adventurer will be interesting..as soon as those details come to light.
In my new game, the adventure began at a crossroads. Our party was deciding which way to go first, and we all were already acquainted with one another. This saves us much in-game time getting to know each other, and permits all players the chance to reveal bits and pieces of our pasts as we (the players) get a better feel for our own characters and those of the other players.
So, Chara has somehow won the approval of a lady monk called Isha, a human cleric called Coriander Waterspout, or Cory, for short, and a dwarven magic user (yes, you read that right) called Golden Hammer, and Golden Hammer's bodyguard, who calls himself Body Guard. We're a motley crew and you can probably already imagine the fun sorts of group dynamics that can develop as the game progresses. At the moment, the magic user and cleric are kind of taking charge. Perhaps that is because Isha and Chara are "just girls", but somehow I suspect that neither monk nor fighter will remain wallflowers forever.
And now to compound Chara's troubles..and yes, she is a complicated woman, she has Body Guard following after her like a lovestruck puppy.
At this point, the adventurers have just arrived at the Inn of the Welcome Wench. No doubt there will be booze a'flowing soon, and I have invited the other players to fill in a bit more of Chara's history, specifically what happend any one of those times she got so drunk that she herself cannot recall what she did.
I only hope no players will take TOO many liberties with poor Chara's history. She is, after all, a distant cousin of Janara, and Janara might have her cut off from the family fortune.
Wednesday, April 14, 2010
One Monk makes all paper models FREE!
I only just found out today, but according to One Monk's web site, all paper models are now available to download and print for free.
(from One Monk's news page, April 1st 2010 ..and no, this isn't an April Fools gag)
Some of you probably already know I have a huge collection of pewter miniatures, but I completely understand the "sitcker shock" that new gamers, especially young gamers, feel when they walk into a game store. With the average price of a single character mini being somewhere around $5 not including paint and brushes, and with that cost multiplied by at least 20 for tabletop fantasy wargaming or stocking a dungeon, and with the general state of the economy now, this could not have happened at a better time.
There are dozens of free or nearly-free fantasy roleplaying and tabletop wargaming rules available on the internet. I've mentioned several on this blog even. With those kinds of resources, and with free game-aides like One Monk's paper minis, all a kid needs is a pencil, some paper, a computer and printer..and maybe some dice.
And if you don't have dice, you can download and print some of those too.
(from One Monk's news page, April 1st 2010 ..and no, this isn't an April Fools gag)
After much thought and deliberation, I have decided to to change my hobby back into a hobby, and provide my designs for free download for all who want them.
I really want to thank those of you who have supported me over the years by purchasing my figure sets, and I hope they were of a good value to you. My decision to go free will hopefully not anger some of you who had purchased my figures in the past. Having a little boost to my income was a great help, especially as I transitioned from a high paying stress filled job, to a lower paying, but much more rewarding job in the adventure gaming industry. Now that I am a bit more established in my position at my new job, I no longer have such a great need for the extra income, and have lost my drive to design more stuff to sell.
So, what I want to do, is offer everything I have designed, and will design from here on out for free. This will allow me to design whatever I want. I can design figures based on published games, movies or TV characters, roleplaying games and more. Having this burden off my shoulders will allow me to do what's FUN! and that's designing super cool amazing miniatures that can be printed and cutout by anyone.
Some of you probably already know I have a huge collection of pewter miniatures, but I completely understand the "sitcker shock" that new gamers, especially young gamers, feel when they walk into a game store. With the average price of a single character mini being somewhere around $5 not including paint and brushes, and with that cost multiplied by at least 20 for tabletop fantasy wargaming or stocking a dungeon, and with the general state of the economy now, this could not have happened at a better time.
There are dozens of free or nearly-free fantasy roleplaying and tabletop wargaming rules available on the internet. I've mentioned several on this blog even. With those kinds of resources, and with free game-aides like One Monk's paper minis, all a kid needs is a pencil, some paper, a computer and printer..and maybe some dice.
And if you don't have dice, you can download and print some of those too.
Friday, March 19, 2010
Family planning... orc style!
Today's Reaper previews gives me extra cause to squee.
It seems like forever since I've been campaigning in the "Minis we'd like to see" topic on the Reaper forum for a baby orc, or orc kiddies..or orc-mommy. At long last, I got what I've been wanting..YAY! And hey..I have a birthday in June!
03511: Orc Matron and Brood
by Jason Wiebe
by Jason Wiebe
It seems like forever since I've been campaigning in the "Minis we'd like to see" topic on the Reaper forum for a baby orc, or orc kiddies..or orc-mommy. At long last, I got what I've been wanting..YAY! And hey..I have a birthday in June!
Saturday, February 06, 2010
Olde Worlde - my first encounter in my first game as referee
This is a cross-post from my "official" game blog for my online play-by-post S&W game. I was really nervous about this first encounter, having up until now only been a player. Would it be too hard for the players? Too easy? Would I totally botch up the flow of things? Would my players call me a nOOb? Well, here's what happened.
First off, let my just squee about how cool it is to have Matt "Mythmere" Finch joining in! Like I said joking with my husband, "Oh yeah..he's JUST the guy who wrote the rulebook I'm using. Uh-huh..No pressure, nope. None at all. Nosireebob!"
So.how do you insert a new PC into a game in-progress? Easy! He was there all along, but none of the nine-dozen other folks in the adventure-procession really noticed.
Anyhoo, whilst bashing down the door to a randomly treasure-seeded room, our brave adventurers called down a posse of three gnolls on themselves. Again I used the random-encounter chart to generate a wandering threat in the hallways, but to be honest I was kind of worried I had served up more than the players could chew. Gnolls are dang hard to hit, much less to wound and kill. And they're deadly. I should know. In a solo outdoor adventure last winter I lost my 3rd level elven PC and six hirelings to a patorl of gnolls. This was in spite of being armed with magic and lots of longbows.
I had no idea that Charm Person could be so much fun. Good thinking on behalf of Paraphin (Mythmere's Magic User character). If for whatever reason the gnoll had passed a Saving Throw, it could have been bad for the fighters up in the middle of the scrum.
So..what do you do with a pet like that? Well, you ask it to be your native guide as you tour the rest of the dungeon, that's what. To see how the gnoll reacted to the idea, I consulted the monster "Hostile/Friendly Reaction Table" from the Holmes Basic D&D book. I gave the charmed "person" a +6, and as it turned out, he was "enthusiastic - volunteers help". Then he had to convince his two gnoll comrades of the validity of Paraphin's idea. Being that they are of the low-intelligence follow-the-leader sort, I rolled for them on the table, but with disadvantages. One got -2 simply for being an unreasonable brute, and the other a -6 for having been shot at by the archer. The former turned out to be 'friendly' while the latter turned and bit the elf.
The dwarf Brag Ironballz (gotta love that name) jumped in and defended Chu-toi (gotta love that name too) and bravely killed the ever-lovin' bejimmies out of the gnoll. The DM gleefully awaits the Save-or-barf results.
So now comes the time to dole out XP. With so many players to divvy up experience points, I may have to up the danger level just a bit. I suppose they won't want to be low-level forever. But for what it all is worth, I'm really enjoying running a game and surviving my first encounter.
In other slightly-related news, I just ordered and received a small Chessex wet-erase game mat with 1" squares on one side and hexes on the other. If I ever hit my stride as a PbP referee, I'm wanting to run something face-to-face in realtime. I'd like to be ready for that by ReaperCon at the end of May.
First off, let my just squee about how cool it is to have Matt "Mythmere" Finch joining in! Like I said joking with my husband, "Oh yeah..he's JUST the guy who wrote the rulebook I'm using. Uh-huh..No pressure, nope. None at all. Nosireebob!"
So.how do you insert a new PC into a game in-progress? Easy! He was there all along, but none of the nine-dozen other folks in the adventure-procession really noticed.
Anyhoo, whilst bashing down the door to a randomly treasure-seeded room, our brave adventurers called down a posse of three gnolls on themselves. Again I used the random-encounter chart to generate a wandering threat in the hallways, but to be honest I was kind of worried I had served up more than the players could chew. Gnolls are dang hard to hit, much less to wound and kill. And they're deadly. I should know. In a solo outdoor adventure last winter I lost my 3rd level elven PC and six hirelings to a patorl of gnolls. This was in spite of being armed with magic and lots of longbows.
I had no idea that Charm Person could be so much fun. Good thinking on behalf of Paraphin (Mythmere's Magic User character). If for whatever reason the gnoll had passed a Saving Throw, it could have been bad for the fighters up in the middle of the scrum.
So..what do you do with a pet like that? Well, you ask it to be your native guide as you tour the rest of the dungeon, that's what. To see how the gnoll reacted to the idea, I consulted the monster "Hostile/Friendly Reaction Table" from the Holmes Basic D&D book. I gave the charmed "person" a +6, and as it turned out, he was "enthusiastic - volunteers help". Then he had to convince his two gnoll comrades of the validity of Paraphin's idea. Being that they are of the low-intelligence follow-the-leader sort, I rolled for them on the table, but with disadvantages. One got -2 simply for being an unreasonable brute, and the other a -6 for having been shot at by the archer. The former turned out to be 'friendly' while the latter turned and bit the elf.
The dwarf Brag Ironballz (gotta love that name) jumped in and defended Chu-toi (gotta love that name too) and bravely killed the ever-lovin' bejimmies out of the gnoll. The DM gleefully awaits the Save-or-barf results.
So now comes the time to dole out XP. With so many players to divvy up experience points, I may have to up the danger level just a bit. I suppose they won't want to be low-level forever. But for what it all is worth, I'm really enjoying running a game and surviving my first encounter.
In other slightly-related news, I just ordered and received a small Chessex wet-erase game mat with 1" squares on one side and hexes on the other. If I ever hit my stride as a PbP referee, I'm wanting to run something face-to-face in realtime. I'd like to be ready for that by ReaperCon at the end of May.
Monday, February 01, 2010
Swords & Wizardry Play-by-Post - already in progress, actually
I know I announced a while back that I was maybe going to gather up a play-by-post RPG using Swords & Wizardry Core Rules on the Reaper Miniatures forum.
Well.... following a hectic end-of-December/start-of-January, I jumped right in with both feet and started the game...and neglected my blog as usual. Sorry 'bout that, folks.
Finding five players willing to commit to my regular posting schedule was amazingly pretty easy. They all did their homework, downloaded the rules, got themselves familiar with character generation and how the game plays, and we were off and running in record time (compared to other PbP games I've seen).
The game-gathering topic may be seen here. >> Spike's Olde Worlde OOC (out of character)
Almost as soon as people began signing up, I figured I'd best get going on a dungeon and quickly. I'm what you might call a digital-junkie in a pen-and-paper world when it comes to old-school gaming, so I went to the Cartographer's Guild forum and found a great topic on mapmaking here >> Creating an old-school map in GIMP For those of you not familiar with GIMP, it does many of the same basic functions as Photoshop...except emptying your bank account. As for the tutorial, the instructions for GIMP translate seamlessly to Photoshop. While making my own map, I improved upon a few processes and will post my own tutorial here at a later time.
Next came the stocking of the dungeon. This was really a challenge for me since I've never even ran a game before, much less created an adventure. The S&W book has some guidelines, but in the end I referred to my copy of Holmes Basic for help with appropriate challenge levels, how many rooms to leave empty, and how to handle the monsters that inevitably wander the corridors.
Once that was done, I began making use of Chgowiz's One-Page Dungeon Template in keeping track of what is where. This download was made for MS Word but works just fine in OpenOffice. As you can see, I'm a real fan of freeware.
I decided that it would be good to put all my game information in a single place seperate from the Reaper forum so that the players could be just a click or two away from their character sheets, game information such as marching order, passage of time, lists of looted treasure and such. For that purpose I made a new blog here >> Oldeworlde Chronicles. It's still a work-in-progress as I've not finished formatting character sheets and may yet put in some more fluff about the setting.
And now for the fun part...the actual playing of the game!
Like I promised, this game is whimsy-loaded and not meant to be taken terribly seriously. The story begins with all the characters conveniently railroaded into a tavern called The Epicurean Orc, at which they learn about Lord Arbitrary's reward of 16,353 gold pieces to have his dungeon made monster-free. And to make things even more convenient, there is a ready gang of day-labourers assembled at the tavern looking to hire on and help the party. These fine folks were lovingly though randomly picked from 140 Henchmen for Hire, by Garish (a.k.a. Steve Page).
Once the players picked their hirelings, I let the players take control of their own particular followers as far as actions and dialogue are concerned. Eventually when PCs start gaining experience (both in XP and in gameplay experience) I will let them pick a favoured follower who will probably be given an extra share of the party's XP in order to advance quicker and be better prepared to become the player's next PC should the player's current PC become incapactiated or worse yet "teh dead".
If you want to follow along, the in-game topic is here >> Spike's Olde Worlde RPG
The cast of characters (in a metaphorical nutshell) are:
Solace- a very devout human female cleric, who would seem to be the voice of sense and reason of the party.
Kane- a sharply-dressed human rogue with shifty eyes and a taste for adventure, even if it means having to go slumming in orc-operated drinking establishments.
Taryn, human fighter who has brought his father's longsword out of retirement in hopes of finding fame, glory and gold...because he, like everybody else, didn't come there for the food.
Chu-toi- elven elf (since elf is also a class) archer and mage who has discovered that the cheese at the Epicurean Orc can probably double as "improvised weapon"
Brag Ironballz- dwarven warrior with some amazing abilities...except Charisma....but who really needs Charisma anyway. Just look at Steve Buscemi!
Jonah Redshirt- not a hero, nor really much of an antihero..but I can guarantee you that if this was a Disney cartoon, he'd have narrow eyes and a sinister moustache in addition to his one arm and fat pockets. He's what you might call a meatshield-broker.
Lord Arbitrary- Actually nobody knows much about him..not even the game referee. It's rumoured that he once single-handedly defeated the dread gazebo.
Matilda- human serving wench, who is single, likes kittens, long walks in the evening, and men who aren't afraid to cry.
Spike- female orc bartender...but you already knew that, didn't you.
"We now join our regularly scheduled RPG already in progress"
It would seem the players just miiiight be about to encounter something as they begin exploring corridors. Thusfar all they've found is Lord Arbitrary's trash-dump, a little bit of buried treasure, and some mundane rats. Let's see what's behind Door Number One!
Well.... following a hectic end-of-December/start-of-January, I jumped right in with both feet and started the game...and neglected my blog as usual. Sorry 'bout that, folks.
Finding five players willing to commit to my regular posting schedule was amazingly pretty easy. They all did their homework, downloaded the rules, got themselves familiar with character generation and how the game plays, and we were off and running in record time (compared to other PbP games I've seen).
The game-gathering topic may be seen here. >> Spike's Olde Worlde OOC (out of character)
Almost as soon as people began signing up, I figured I'd best get going on a dungeon and quickly. I'm what you might call a digital-junkie in a pen-and-paper world when it comes to old-school gaming, so I went to the Cartographer's Guild forum and found a great topic on mapmaking here >> Creating an old-school map in GIMP For those of you not familiar with GIMP, it does many of the same basic functions as Photoshop...except emptying your bank account. As for the tutorial, the instructions for GIMP translate seamlessly to Photoshop. While making my own map, I improved upon a few processes and will post my own tutorial here at a later time.
Next came the stocking of the dungeon. This was really a challenge for me since I've never even ran a game before, much less created an adventure. The S&W book has some guidelines, but in the end I referred to my copy of Holmes Basic for help with appropriate challenge levels, how many rooms to leave empty, and how to handle the monsters that inevitably wander the corridors.
Once that was done, I began making use of Chgowiz's One-Page Dungeon Template in keeping track of what is where. This download was made for MS Word but works just fine in OpenOffice. As you can see, I'm a real fan of freeware.
I decided that it would be good to put all my game information in a single place seperate from the Reaper forum so that the players could be just a click or two away from their character sheets, game information such as marching order, passage of time, lists of looted treasure and such. For that purpose I made a new blog here >> Oldeworlde Chronicles. It's still a work-in-progress as I've not finished formatting character sheets and may yet put in some more fluff about the setting.
And now for the fun part...the actual playing of the game!
Like I promised, this game is whimsy-loaded and not meant to be taken terribly seriously. The story begins with all the characters conveniently railroaded into a tavern called The Epicurean Orc, at which they learn about Lord Arbitrary's reward of 16,353 gold pieces to have his dungeon made monster-free. And to make things even more convenient, there is a ready gang of day-labourers assembled at the tavern looking to hire on and help the party. These fine folks were lovingly though randomly picked from 140 Henchmen for Hire, by Garish (a.k.a. Steve Page).
Once the players picked their hirelings, I let the players take control of their own particular followers as far as actions and dialogue are concerned. Eventually when PCs start gaining experience (both in XP and in gameplay experience) I will let them pick a favoured follower who will probably be given an extra share of the party's XP in order to advance quicker and be better prepared to become the player's next PC should the player's current PC become incapactiated or worse yet "teh dead".
If you want to follow along, the in-game topic is here >> Spike's Olde Worlde RPG
The cast of characters (in a metaphorical nutshell) are:
Solace- a very devout human female cleric, who would seem to be the voice of sense and reason of the party.
Kane- a sharply-dressed human rogue with shifty eyes and a taste for adventure, even if it means having to go slumming in orc-operated drinking establishments.
Taryn, human fighter who has brought his father's longsword out of retirement in hopes of finding fame, glory and gold...because he, like everybody else, didn't come there for the food.
Chu-toi- elven elf (since elf is also a class) archer and mage who has discovered that the cheese at the Epicurean Orc can probably double as "improvised weapon"
Brag Ironballz- dwarven warrior with some amazing abilities...except Charisma....but who really needs Charisma anyway. Just look at Steve Buscemi!
Jonah Redshirt- not a hero, nor really much of an antihero..but I can guarantee you that if this was a Disney cartoon, he'd have narrow eyes and a sinister moustache in addition to his one arm and fat pockets. He's what you might call a meatshield-broker.
Lord Arbitrary- Actually nobody knows much about him..not even the game referee. It's rumoured that he once single-handedly defeated the dread gazebo.
Matilda- human serving wench, who is single, likes kittens, long walks in the evening, and men who aren't afraid to cry.
Spike- female orc bartender...but you already knew that, didn't you.
"We now join our regularly scheduled RPG already in progress"
It would seem the players just miiiight be about to encounter something as they begin exploring corridors. Thusfar all they've found is Lord Arbitrary's trash-dump, a little bit of buried treasure, and some mundane rats. Let's see what's behind Door Number One!
Monday, November 30, 2009
The Whimsy Factor
Preface - Rumours of my demise have been greatly exaggerated.
Recently I got to take part in yet another PbP RPG implosion. This time it was a 3.5 game refereed by a self-proclaimed novice, for which a small amount of the blame may be entitled, but the more I think about it, the game in general was lacking.
The ref is one of those guys who prepares for everything. Mind you I'm not saying that preparation is bad, but it is possible to take it too far and in the process ignore the players' needs to feel as though they are still in control of their own destinies. Furthermore, it is entirely possible to turn a fun game into too much work for both the players and the referee and spoil the flow of the adventure with the nit-picking of details.
Getting to the point, I have a few people who want in on some retro style PbP roleplaying, and I want to have a go at refereeing. I may very well fall flat on my face, or lose the players' interest, or a little bit of both, but I digress. Some of the guys who played in that ill-fated game with me expressed their own opinions of why the game came undone and it seems that for most of us, it was the encounter-to-encounter pace, the lack of opportunity for players to be spontaneous for being "still in combat rounds" and the general feel of being run through the gauntlet for the sole reason of letting the referee see how quickly he can kill the party. While it is fairly well known that Challenge Ratings are not an integral part of old-style RPGing, there is such a thing as being the "killer GM". There should be a balance between the real risk of losing a character and the players feeling as though they've been thrust into an unescapable encounter that they can neither fight nor flee from. Most of the players also seemed to be quickly put off by all the bickering back and forth about various abilities and actions and just how or in what order things were to be done. And not one single player was happy with the referee's insisting that the players all use an online dice roller "for record-keeping purposes". The entire flow of the game was then at the mercy of a site that was often experiencing downtime, and when it was in working order seemed to have randomness issues. I would provide an example for you right now, but as luck would have it, InvisibleCastle is once again 505.
So, back on topic, a few of the players and I were chatting about retro-gaming and I kind of let them twist my arm a bit. One of the guys said he wanted something less serious and one of the girls said she just wanted to have some fun and maybe get the chance to do something with the really cool character she had made. It seems people want from gaming exactly what I want from gaming, and that is to above all have an enjoyable experience, be part of a story, and not feel committed to a pile of books, rules, and books about game settings that have their fantasy environment laid out down to the very last paving stone.
What we all want..is whimsy.
Before I go any further, if you are one of those uptight grognards who believe everybody should play old-school exactly the way Gygax did, you may with to click through to another blog. This might hurt.
My plan is to start up with a simple subterranean encounter for the players. It'll be like a training exercise in which they can learn their capabilities and how the game works while still having a good chance to escape or seek healing if things go badly..which they still can. That in and of itself isn't so unorthadox, but I am seriously considering an option which will likely have folks like Red Priest coming round to my house to revoke my OSR Secret Decoder Ring. I want to give the training exercise more of a short-term video game feel by allowing players who are killed to quickly return to the action and for new players to jump right in. This will be accomplished by reincarnation. Since the older games allow players to take along hirelings, there will be extra ready-made slots in the adventure party awaiting their chances to become primary player-characters as needed. I recall an article in one of the OSR zeens or blogs calling this the entourrage philosophy or somesuch, but it seems a good way to give the players a sort of safety-net of lesser-developed characters to fall back on rather than have to start completely from scratch.
This will also be a trial period for me. Not only do I get in some real-life practice in refereeing, but I get the chance to gauge the collective attitude of the players and see what style of adventuring they are suited for. They may very well decide they like a more hack-and-slay sort of game, or they might see the combat as nothing more than an interruption to inter-character theatre. And knowing these players, it might also turn into an episode of Three Stooges or Monty Python's Flying Circus.
I'm also completly open-minded to working with players who want to play a character type that is not in the book. The most important sentence in the book I will be using is "Imagine the hell out of it",and that is the main rule I plan to abide by. A player should feel at least some connection to their new character from the beginning. I'm also willing to hear out any players' requests for gear or spells that are not in the book. Why should the referee get to be the only one doing the imagifications.
Hopefully, once the game roster has settled down to a core of dependable players who are having fun and who have learned the ropes and have survived past the "glass cannon" levels, I will graduate the game into the "real" world where dead is dead, the wrong word to the wrong NPC can get you thrown in the geol, and in the woods you better beware because "dragons happen".
This game will hopefully begin in January. I'll post again in the nearer future once I post up a game-gathering topic on the Reaper forum where I will run the game.
As for the 4e game I had joined, it is still in progress, but the GM's computer crashed and took with it all his game-resource files. Hopefully it will be resuming soon, as I was really starting to like it.
Recently I got to take part in yet another PbP RPG implosion. This time it was a 3.5 game refereed by a self-proclaimed novice, for which a small amount of the blame may be entitled, but the more I think about it, the game in general was lacking.
The ref is one of those guys who prepares for everything. Mind you I'm not saying that preparation is bad, but it is possible to take it too far and in the process ignore the players' needs to feel as though they are still in control of their own destinies. Furthermore, it is entirely possible to turn a fun game into too much work for both the players and the referee and spoil the flow of the adventure with the nit-picking of details.
Getting to the point, I have a few people who want in on some retro style PbP roleplaying, and I want to have a go at refereeing. I may very well fall flat on my face, or lose the players' interest, or a little bit of both, but I digress. Some of the guys who played in that ill-fated game with me expressed their own opinions of why the game came undone and it seems that for most of us, it was the encounter-to-encounter pace, the lack of opportunity for players to be spontaneous for being "still in combat rounds" and the general feel of being run through the gauntlet for the sole reason of letting the referee see how quickly he can kill the party. While it is fairly well known that Challenge Ratings are not an integral part of old-style RPGing, there is such a thing as being the "killer GM". There should be a balance between the real risk of losing a character and the players feeling as though they've been thrust into an unescapable encounter that they can neither fight nor flee from. Most of the players also seemed to be quickly put off by all the bickering back and forth about various abilities and actions and just how or in what order things were to be done. And not one single player was happy with the referee's insisting that the players all use an online dice roller "for record-keeping purposes". The entire flow of the game was then at the mercy of a site that was often experiencing downtime, and when it was in working order seemed to have randomness issues. I would provide an example for you right now, but as luck would have it, InvisibleCastle is once again 505.
So, back on topic, a few of the players and I were chatting about retro-gaming and I kind of let them twist my arm a bit. One of the guys said he wanted something less serious and one of the girls said she just wanted to have some fun and maybe get the chance to do something with the really cool character she had made. It seems people want from gaming exactly what I want from gaming, and that is to above all have an enjoyable experience, be part of a story, and not feel committed to a pile of books, rules, and books about game settings that have their fantasy environment laid out down to the very last paving stone.
What we all want..is whimsy.
Before I go any further, if you are one of those uptight grognards who believe everybody should play old-school exactly the way Gygax did, you may with to click through to another blog. This might hurt.
My plan is to start up with a simple subterranean encounter for the players. It'll be like a training exercise in which they can learn their capabilities and how the game works while still having a good chance to escape or seek healing if things go badly..which they still can. That in and of itself isn't so unorthadox, but I am seriously considering an option which will likely have folks like Red Priest coming round to my house to revoke my OSR Secret Decoder Ring. I want to give the training exercise more of a short-term video game feel by allowing players who are killed to quickly return to the action and for new players to jump right in. This will be accomplished by reincarnation. Since the older games allow players to take along hirelings, there will be extra ready-made slots in the adventure party awaiting their chances to become primary player-characters as needed. I recall an article in one of the OSR zeens or blogs calling this the entourrage philosophy or somesuch, but it seems a good way to give the players a sort of safety-net of lesser-developed characters to fall back on rather than have to start completely from scratch.
This will also be a trial period for me. Not only do I get in some real-life practice in refereeing, but I get the chance to gauge the collective attitude of the players and see what style of adventuring they are suited for. They may very well decide they like a more hack-and-slay sort of game, or they might see the combat as nothing more than an interruption to inter-character theatre. And knowing these players, it might also turn into an episode of Three Stooges or Monty Python's Flying Circus.
I'm also completly open-minded to working with players who want to play a character type that is not in the book. The most important sentence in the book I will be using is "Imagine the hell out of it",and that is the main rule I plan to abide by. A player should feel at least some connection to their new character from the beginning. I'm also willing to hear out any players' requests for gear or spells that are not in the book. Why should the referee get to be the only one doing the imagifications.
Hopefully, once the game roster has settled down to a core of dependable players who are having fun and who have learned the ropes and have survived past the "glass cannon" levels, I will graduate the game into the "real" world where dead is dead, the wrong word to the wrong NPC can get you thrown in the geol, and in the woods you better beware because "dragons happen".
This game will hopefully begin in January. I'll post again in the nearer future once I post up a game-gathering topic on the Reaper forum where I will run the game.
As for the 4e game I had joined, it is still in progress, but the GM's computer crashed and took with it all his game-resource files. Hopefully it will be resuming soon, as I was really starting to like it.
Monday, September 07, 2009
The ubiquitous orc ventures fourth...
Okay I will warn my old-school buddies right up front. This blog entry contains me saying good things about D&D 4e, so if your grognard sensibilities are easily injured, go ahead and put the duct-tape on your head now before it 'splodes.
A friend of mine has been running several play-by-post games on the Reaper Minis forum, and recently had a slot come available in one of his games due to another player being unable to find time to post. I had mentioned early on that I would like to try out a 4e game so that I could at least offer up an actual educated rant on why the game stinks, but now that I have begun reading the player guides and building my character, my opinion has shifted somewhat.
Yeah we've all heard people say, "If you pretend it's not really D&D, it isn't so bad."
I believe that is a pretty fair assessment, but in all honesty the same thing could be said about 3e by the folks who had been playing 2nd and earlier. It's different, but not so different that I feel as though I'm learning a new game. It's like comparing Windows XP to Vista. It feels different and it runs different, but it's still has its roots in the same game.
And what about "It's D&D for dummies."
Having looked at the player guides I can honestly say that isn't true. Yes, there are some game aspects such as skills, alignment, and combat actions that have been made more simple. Yes the book is less populated with charts and tables, and yes the game relies more heavily on combat maps with tokens and powers-cards and other visual aides, but this does not mean that the GM and players are required to "dumb down" in order to enjoy the game. It seems that the game's creators have tried to make less work for the players and especially for the GM. I don't think a 4e combat encounter could be done using only narrative, but for many people (who I personally do not consider to be dummies), keeping up with spatial relationships between combatants while worrying about the actual fighting only bogs down the action.
Oh, and the AC is ascending.... for all the dummies like me. :D
But then, "It takes too long to make a character"
Yeah that is probably true if you are old-school and used to being able to put all your character notes on one index card. And of course like any other game system, your first 4e character will take longer because you are learning a new system. I'm guessing my second character won't take so long, but in my personal opinion, getting my head wrapped around 4e character building was easier than learning 3e. The player guide is far easier to understand and all but walks you through making your character choices and filling in the sheet. In addition, there is the free downloadable character builder on the WoTC site that lets you make characters up through 3rd level. I used both the book and the builder program while making my character so I could get a clearer understanding of why the program does what it does.
But "Do you really need a character builder? Are you an idiot?"
I like to think of the free character builder as a good proofreader. It is designed not to let you take options that are not allowed for your character, and most options display a description that guided you toward making choices that are best suited for your character. But what really makes it a nice thing to have is how it can output a simple text character summary for online play, provide a printable character sheet that includes a page of powers cards to help you keep track during encounters. I've not played face-to-face yet, but apparently the little cards are helpful in that regard. I believe advancing a character won't be difficult at all, but if I were planning on playing a 4e campaign with my game group, I'd probably subscribe to DDI at least one month of the year just to get the full version of the program and an occasional update.
Oh yeah I almost forgot, "But I don't like the limitations on characters and classes and soforth."
Uh-huh. I doubt anybody who says that will get too much sympathy from anybody who plays old-school. Yes, the various classes are somewhat "samey", but at least there are no advancement caps, serious drawbacks for certain race-class combinations, nor vast inequities in how XP is doled out. And no I'm not taking pot-shots at old-school D&D, but that is how the games differ. To each their own I say. It seems that 4e tried to move away from some of those prestige classes in favour of what they call paragon paths. There also appears to be a real move away from multi-classing and munchkin-builds.
But, "Every character is a munchkin now, aren't they?"
It would seem so. Everybody has all these powers and healing surges and stuff. I'd sure as heck not bet any money on my Oe or 1e character lasting long in the 4e world. Heck, my old-school characters are lucky to live as long as they do in their own turf. So yes, it's fair to say there has been power-creep in D&D.
And finally, "If I wanted to play a video game, I'd play a video game."
I can't honestly say that 4e is not closer to video-game mentality than other editions. The healing surges remind me far too much of the health-status bar that appears below your character in some of the cheesy online MMOs I've tried out. Who here has ever run up on the "boss", taken three whacks at him, then led him on a chase through the dungeon while your health points regenerated? Okay 4e isn't quite that gamey, but I can see how people make the connection. BUT in the defense of gameyness, it seems like videogames are becomeing more and more advanced with virtual reality so that soon somebody will say "If I wanted to play a LARP, I'd play a LARP." Okay, maybe that's a stretch, but you get the drift. In the defense of the game's creators, there is quite a bit of emphasis in the players manual on how to roleplay and use narrative during the game. It's up to the GM and players to set the tone for the game. If they all are roleplayers, then they will get a far different experience out of the game than a group whose prior game experience begins and ends with WoW. As for the gamey jargon, it is only a manifestation of the generalizations many D&D players have been making all along. I'm not real wild about it personally, but I suppose that is one of those things that comes with getting older and grumpier.
And finally, "I don't like the new races and classes."
Again, you'll not get any sympathy from this old-schooler. While I'm personally not wild about playing a gnome or a tiefling, I can understand others' excitement over the new diversity. In a roleplay-influenced game, the diversity can make for some real interesting group dynamics within the party.
In conclusion, I will continue to play the old-school games I enjoy. I will keep playing the 3/3.5 games I enjoy, and I will go into 4e with an open mind. After all, it's all really about friends, adventure and imagination.
So shuddup and go play.
A friend of mine has been running several play-by-post games on the Reaper Minis forum, and recently had a slot come available in one of his games due to another player being unable to find time to post. I had mentioned early on that I would like to try out a 4e game so that I could at least offer up an actual educated rant on why the game stinks, but now that I have begun reading the player guides and building my character, my opinion has shifted somewhat.
Yeah we've all heard people say, "If you pretend it's not really D&D, it isn't so bad."
I believe that is a pretty fair assessment, but in all honesty the same thing could be said about 3e by the folks who had been playing 2nd and earlier. It's different, but not so different that I feel as though I'm learning a new game. It's like comparing Windows XP to Vista. It feels different and it runs different, but it's still has its roots in the same game.
And what about "It's D&D for dummies."
Having looked at the player guides I can honestly say that isn't true. Yes, there are some game aspects such as skills, alignment, and combat actions that have been made more simple. Yes the book is less populated with charts and tables, and yes the game relies more heavily on combat maps with tokens and powers-cards and other visual aides, but this does not mean that the GM and players are required to "dumb down" in order to enjoy the game. It seems that the game's creators have tried to make less work for the players and especially for the GM. I don't think a 4e combat encounter could be done using only narrative, but for many people (who I personally do not consider to be dummies), keeping up with spatial relationships between combatants while worrying about the actual fighting only bogs down the action.
Oh, and the AC is ascending.... for all the dummies like me. :D
But then, "It takes too long to make a character"
Yeah that is probably true if you are old-school and used to being able to put all your character notes on one index card. And of course like any other game system, your first 4e character will take longer because you are learning a new system. I'm guessing my second character won't take so long, but in my personal opinion, getting my head wrapped around 4e character building was easier than learning 3e. The player guide is far easier to understand and all but walks you through making your character choices and filling in the sheet. In addition, there is the free downloadable character builder on the WoTC site that lets you make characters up through 3rd level. I used both the book and the builder program while making my character so I could get a clearer understanding of why the program does what it does.
But "Do you really need a character builder? Are you an idiot?"
I like to think of the free character builder as a good proofreader. It is designed not to let you take options that are not allowed for your character, and most options display a description that guided you toward making choices that are best suited for your character. But what really makes it a nice thing to have is how it can output a simple text character summary for online play, provide a printable character sheet that includes a page of powers cards to help you keep track during encounters. I've not played face-to-face yet, but apparently the little cards are helpful in that regard. I believe advancing a character won't be difficult at all, but if I were planning on playing a 4e campaign with my game group, I'd probably subscribe to DDI at least one month of the year just to get the full version of the program and an occasional update.
Oh yeah I almost forgot, "But I don't like the limitations on characters and classes and soforth."
Uh-huh. I doubt anybody who says that will get too much sympathy from anybody who plays old-school. Yes, the various classes are somewhat "samey", but at least there are no advancement caps, serious drawbacks for certain race-class combinations, nor vast inequities in how XP is doled out. And no I'm not taking pot-shots at old-school D&D, but that is how the games differ. To each their own I say. It seems that 4e tried to move away from some of those prestige classes in favour of what they call paragon paths. There also appears to be a real move away from multi-classing and munchkin-builds.
But, "Every character is a munchkin now, aren't they?"
It would seem so. Everybody has all these powers and healing surges and stuff. I'd sure as heck not bet any money on my Oe or 1e character lasting long in the 4e world. Heck, my old-school characters are lucky to live as long as they do in their own turf. So yes, it's fair to say there has been power-creep in D&D.
And finally, "If I wanted to play a video game, I'd play a video game."
I can't honestly say that 4e is not closer to video-game mentality than other editions. The healing surges remind me far too much of the health-status bar that appears below your character in some of the cheesy online MMOs I've tried out. Who here has ever run up on the "boss", taken three whacks at him, then led him on a chase through the dungeon while your health points regenerated? Okay 4e isn't quite that gamey, but I can see how people make the connection. BUT in the defense of gameyness, it seems like videogames are becomeing more and more advanced with virtual reality so that soon somebody will say "If I wanted to play a LARP, I'd play a LARP." Okay, maybe that's a stretch, but you get the drift. In the defense of the game's creators, there is quite a bit of emphasis in the players manual on how to roleplay and use narrative during the game. It's up to the GM and players to set the tone for the game. If they all are roleplayers, then they will get a far different experience out of the game than a group whose prior game experience begins and ends with WoW. As for the gamey jargon, it is only a manifestation of the generalizations many D&D players have been making all along. I'm not real wild about it personally, but I suppose that is one of those things that comes with getting older and grumpier.
And finally, "I don't like the new races and classes."
Again, you'll not get any sympathy from this old-schooler. While I'm personally not wild about playing a gnome or a tiefling, I can understand others' excitement over the new diversity. In a roleplay-influenced game, the diversity can make for some real interesting group dynamics within the party.
In conclusion, I will continue to play the old-school games I enjoy. I will keep playing the 3/3.5 games I enjoy, and I will go into 4e with an open mind. After all, it's all really about friends, adventure and imagination.
So shuddup and go play.
Tuesday, August 18, 2009
"Natural Born Orcs" - YouTube funny-de-jour
Pardon me for my whimsical departure from my ordinarily serious profound content. :D
Friday, August 14, 2009
And yet MORE big news for Reaper..AND for Paizo
This just went up on Reaper's front page, but in case anybody missed it, Reaper and Paizo are partnering up to produce miniatures to support the new Pathfinder RPGs.
My own experience with Pathfinder is pretty limited thusfar, but if Ed Pugh says it's good..then it's good, goshdarnit!
(from reapermini.com)
________________
My own experience with Pathfinder is pretty limited thusfar, but if Ed Pugh says it's good..then it's good, goshdarnit!
(from reapermini.com)
________________
Monthly metal miniatures releases to support Paizo's new Pathfinder Roleplaying Game
August 12, 2009 (INDIANAPOLIS, Ind.) – Paizo Publishing and Reaper Miniatures today announced a new partnership that will see Reaper produce monthly metal miniature releases to support Paizo's blockbuster new Pathfinder Roleplaying Game. The line is set to debut in Fall 2009, with fantasy miniatures supporting the Pathfinder RPG, Pathfinder Adventure Paths, Pathfinder Modules, and the world of the Pathfinder Chronicles. All miniatures will be cast in the finest white-metal alloy and will be available through regular hobby distribution channels.
"We're ecstatic to be working with the fine people at Paizo Publishing," said Ed Pugh, CEO of Reaper Miniatures. "The Pathfinder Roleplaying Game has set a new standard in roleplaying and gaming in our industry. We're proud to be a part of such a groundbreaking endeavor."
With the formal release of the Pathfinder RPG Core Rulebook scheduled for tomorrow , on the opening day of the Gen Con Game Fair, Paizo has already seen its initial print run of the Pathfinder RPG Core Rulebook sell out completely to gamers and distributors, with the presses working overtime on a new second printing expected in early November. The massive Pathfinder Bestiary, featuring more than 350 fantastic foes for Pathfinder heroes, debuts in October. The Pathfinder RPG is an evolution of the 3.5 edition of the world's oldest fantasy roleplaying game, and is released under the terms of the Open Game License.
"All of us at Paizo use miniatures in our games, and when it comes to marrying high-impact sculpts with excellent production and distribution, Reaper Miniatures stands at the very pinnacle of the hobby games industry," said Erik Mona, Publisher of Paizo Publishing. "I simply cannot wait to discover the incredible sculpts and dynamic characters Reaper will produce for its Pathfinder line."
The Pathfinder Roleplaying Game Core Rulebook and Reaper's extensive, award-winning miniatures line can be found wherever gaming products are sold.
ABOUT PAIZO PUBLISHING
Paizo Publishing®, LLC is a leading publisher of fantasy roleplaying games, accessories, board games, and novels. Paizo's Pathfinder® line of rules, adventures, sourcebooks, and campaigns combines decades of game design experience into one evocative system compatible with the 3.5 rules. Paizo's GameMastery® accessories offer easy-to-use tools aimed at improving the tabletop RPG experience. Titanic Games™, Paizo's board game imprint, unleashes fun, challenging games like Kill Doctor Lucky™ and Yetisburg™ that appeal to both families and casual gamers alike. Paizo's Planet Stories® line of science fiction and fantasy novels promise thrilling adventure of the like not seen since the legendary pulps. Paizo.com is the leading online hobby retail store, offering tens of thousands of products from a variety of publishers to customers all over the world. In the seven years since its founding, Paizo Publishing has received more than a dozen major industry awards and has grown to become one of the most influential companies in the hobby games industry.
ABOUT REAPER MINIATURES
Reaper Miniatures is a worldwide leader in the design and casting of metal science fiction and fantasy miniature figurines. Based in Denton, Texas, Reaper products are available in fine hobby shops around the world.
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