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.
Saturday, February 06, 2010
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.
Wednesday, July 29, 2009
Another big announcement from Reaper Minis
For those of you who like to game with miniatures, but do not necessarily care to spend hours painting them, this might be of interest to you.
>>>> Official announcement from Reaper's web site <<<<<<
>>>> END QUOTES <<<<<<
I'm hoping that this will mean lots more new releases to add to the existing range of models we've seen in the Legendary Encounters™ line. Specifically, I'm hoping for MORE pre-painted orky goodness to further my plot of world domination...but that'll be our little secret.
Also drop by Reaper's store to get the freshly released (yesterday, as a matter of fact) Warlord 2nd Edition. I think you'll like it too.
>>>> Official announcement from Reaper's web site <<<<<<
Reaper Miniatures is proud to announce the creation of a new miniatures company: Asylum Miniatures.
Asylum Miniatures is an independent company wholly owned by Reaper focused on the creation of pre-painted miniatures, games, and associated products.
Under its own banner, Asylum Miniatures will launch with and supply the Reaper Miniatures pre-painted plastic line Legendary Encounters™. Asylum Miniatures will also pursue the development of products and lines outside of the Reaper Miniatures core brands.
Offered in an open, non-blind, non-random format, Legendary Encounters™ pre-painted plastic miniatures will be packaged in Asylum Miniatures blister cards. Both single and multiple piece packs will be offered.
Asylum Miniatures will continue to draw upon Reaper's vast miniatures catalog of thousands of metal models to expand the Legendary Encounters™ miniature line.
From Ed Pugh (CEO of Reaper Miniatures): "This new company solves several problems Reaper has been facing concerning the creation, marketing, and brand awareness of our pre-painted products. Allowing Asylum Miniatures to operate independently of Reaper Miniatures will give management much more flexibility to create, market, and supply pre-painted miniatures, games, and products."
Asylum Miniatures -- what you need, when you need it!
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.
For more information about Reaper Miniatures, visit the Reaper Miniatures website at ReaperMini.com.
>>>> END QUOTES <<<<<<
I'm hoping that this will mean lots more new releases to add to the existing range of models we've seen in the Legendary Encounters™ line. Specifically, I'm hoping for MORE pre-painted orky goodness to further my plot of world domination...but that'll be our little secret.
Also drop by Reaper's store to get the freshly released (yesterday, as a matter of fact) Warlord 2nd Edition. I think you'll like it too.
Monday, July 27, 2009
A bit of half-orc nostalgia
"I've been a half-orc almost as long as I can remember."I started playing D&D during the reign of 2nd edition, and of course there were no half-orcs in 2nd edition, not even in the Monstrous Manual as I recall it. So I had to bide my time playing halfling thieves and human barbarian fighters and yes..even an elf wizard. It's all true. I have the dog-eared character sheets to prove it.
-Janara
Of course 3e came along and with it came my favored race. I mean, what's not to like about being a half-orc. You get a minus to your INT and CHA scores right away.... okay fine.. so maybe that's a bad example..but you get Darkvision, right? Oh..wait...so do all the other non-human humanoids..but hey, you get Orc Blood. But wait..that's not a good thing either. Wow, being a half-orc kinda sucks...except for the STR bonus. Now that I put it down in those terms, I wonder why all those disenfranchised half-orc players got so vocal when they had to wait a few extra months for their 4e 2nd Player Guide to come along so they could get their game back on. Being a Dragonborn ought to be so much cooler, right?
So..let's have a look at a 4e half-orc, shall we?
I've been following a PbP 4e game on the Reaper forum because 1) I don't want to be counted among the OSR pundits who hate the game but have never really played or even watched it being played and 2) the DM and players are all excellent roleplayers and writers and it should be an entertaining story to read.
I personally don't own any 4e books, but might download the quickstart to get a better perspective on what's going on in the PbP. Anyway, here's the character stats for Kaanite the 1st Level Half Orc Two-Weapon-Fightin' Ranger who just so happened to have once been a cat burglar.
FINAL ABILITY SCORESHuh? None of his scores even went down...and he gained DEX...and he has 31 HP starting out?!
Str 20, Con 14, Dex 19, Int 14, Wis 17, Cha 13.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 17, Int 14, Wis 17, Cha 13.
And get a look at this!
TRAINED SKILLSAcrobatics and Stealth? NO WAY! This guy's TOTALLY UBER! And I say that with the utmost respect for the player (Hi there, Orcsoul) and with no disrespect toward the game. If it works for you and it makes you happy, then go play.
Dungeoneering +8, Acrobatics +9, Perception +8, Athletics +11, Stealth +9, Thievery +10 (+12 w/ Thieves tools)
WHIIIIICH brings me slowly round to the point that I alluded to earlier. Early in this blog's archives, somebody corrected me on my assumption that there were no half-orcs before 3e. I had always assumed that it was the not the way of any reasonable game company to giveth and then to taketh away.
Once I joined the old-school, I really had no good reason to look through the AD&D Players Handbook. I was content to play my homebrew-hafforc and call it good, but curiosity got the best of me and I decided to have a look at a 1st edition half-orc for nostalgia's sake. I've made a few observations.
It's a man's world
And by "man" I mean huMAN. Every other race (including half-orcs) has a glass-ceiling in the form of level limits. These limits are based on class of course, but even among the non-human-humanoids, half-orcs get the shaft. A half-orc Cleric can only advance to 4th level...a Thief only to 8th..provided his/her DEX isn't less than 17, in which case he'll get stuck at 6th. The only class that favors half-orcs, the Fighter, limits them to 10th..which is higher than fighters of other races...except humans, of course. THEY can do ANYTHING...pth.
And it's a MAN'S world
By "man" I mean hi-honey-I'm-home-what's-for-dinner-I-wear-the-pants-in-this-household....that kind of man. On the Race Ability Score Minimums/Maximums, it was for some reason necessary to break those scores out by male and female. As you might have guessed, humans are excluded from this table because...well..they're human. They don't have limitations. Also you probably guessed it... almost all women are weaker....by an average of 1.6 points of STR below their male counterparts. I suppose as a self-liberated woman, I should at least be thankful that the gender difference is limited to STR. Even Gygax "knew better than to go there." Interestingly enough, the only race to NOT have weaker women-folk was the half-orcs. Yep, it kinda makes a girl proud. :D
It ain't no world for a half-orc girl, that's for sure
Half-Orcs:The description for Half-Elves is nothing like this. I mean, far be it from me to play a race-card, but this particular description about percentages and racial purity sound a lot less like the world of Tolkien and a bit more like the world of Alabama in the 1920s. Yeah I know it's only a game..a fantasy game at that, but in my opinion, D&D has certainly evolved in the right direction as far as sensitivity to race and gender are concerned.
Orcs are fecund and create many cross-breeds, most of the offspring of
such being typically orcish. However, some one-tenth of orc-human
mongrels ore sufficiently non-orcish to pass for human. Complete details
of orcs and crossbreeds will be found under the heading Orc in
ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL.
As it is assumed that player characters which are of half-orc race are
within the superior lo%, they have certain advantages
_____________________
So, now I have actually defended 4e and then spoke disparagingly of 1e. I can almost imagine the angry mob gathering outside now with their torches and pitchforks and descending ACs to roast me on a spit.
On the other hand, I've had fun looking at a bit of D&D history.
Tuesday, July 07, 2009
RPG off-season and how to feed the need
Due to various family circumstances, friends taking vacations, work schedule conflicts and whatnot, it has been almost two months since our group has played any of our ongoing RPG campaigns. We've met a time or two since then, but for other games, one of which is still in closed beta.
Which brings me with unusual swiftness right to the point.
What do you do when you, for whatever reason, can't get a game on?
In the past, I've fallen back on play-by-post online web forum games. Providing the players are all enthusiastic and share a common style of play (be it narrative, hack-and-slay, or even the much discussed "roll-play" attitude), these games can be a great outlet to sate the unrequited need for high adventure. But often these games fizzle because one or more players or even the game-master loses interest. Granted the same thing can happen with a face-to-face group, but the yawning and fidgeting usually cues you in. A PbP can sometimes lag for days or even weeks even if all players are still eager to continue. Eventually somebody will post "Are we still playing" in order to snap the game out of its slumber.
Of late though, PbP gaming has lost its popularity to more flashy graphics multi-player games (not naming names here) that grant the player instant gratification and in spite of all those jokes about MMRPG online gamers having teeny spans of attention, they still manage to be able to play for hours. That being the case, there's always somebody online to game with, even at 4 AM on a Tuesday. I may not speak on behalf of all traditional gamers, but I just can't keep an RPG session going that long or start one that late, even with stockpiles of Mountain Dew and triple-fudge brownies. Besides, my relic of a PC probably can't handle the software...and yeah, my OSR friends would revoke my membership card and glow-in-the-dark secret decoder ring.
And then there's the real-time online option. Depending on how sophisticated you and your buddies' computers and internet connections are, there are programs out there that can provide you with a virtual gametable map and virtual dice. For the rest of us who aren't quite so well-equipped or technologically savvy, there's still the opportunity to run a game in any ordinary chat application. Of course the beauty of that plan falls apart when one or more of your players is a slow typist or worse yet, completey incoherent in chat rooms.
KTHNX LOL?
So..for the past weeks I've been filling my usual gaming time with miniature painting and a good deal of blog reading. But I just can't bring myself to post on a regular basis about playing the games I love when I've not actually played lately. But I do want you, the Esteemed Reader, to know that I've not lost interest, nor have any of the guys in our group. We've just been busy. Life does that to a person from time to time.
With the real promise that regular game nights will resume at the end of this month, I am thinking it is time to once again prepare for that little one-off adventure I blogged about a few months ago. It'll do me good to get out the books again and shake some of the dust off of my imagination. It's been rather underworked lately.
Until my next blog ... sooner or later...hopefully.... I wish y'all happy gaming.
Which brings me with unusual swiftness right to the point.
What do you do when you, for whatever reason, can't get a game on?
In the past, I've fallen back on play-by-post online web forum games. Providing the players are all enthusiastic and share a common style of play (be it narrative, hack-and-slay, or even the much discussed "roll-play" attitude), these games can be a great outlet to sate the unrequited need for high adventure. But often these games fizzle because one or more players or even the game-master loses interest. Granted the same thing can happen with a face-to-face group, but the yawning and fidgeting usually cues you in. A PbP can sometimes lag for days or even weeks even if all players are still eager to continue. Eventually somebody will post "Are we still playing" in order to snap the game out of its slumber.
Of late though, PbP gaming has lost its popularity to more flashy graphics multi-player games (not naming names here) that grant the player instant gratification and in spite of all those jokes about MMRPG online gamers having teeny spans of attention, they still manage to be able to play for hours. That being the case, there's always somebody online to game with, even at 4 AM on a Tuesday. I may not speak on behalf of all traditional gamers, but I just can't keep an RPG session going that long or start one that late, even with stockpiles of Mountain Dew and triple-fudge brownies. Besides, my relic of a PC probably can't handle the software...and yeah, my OSR friends would revoke my membership card and glow-in-the-dark secret decoder ring.
And then there's the real-time online option. Depending on how sophisticated you and your buddies' computers and internet connections are, there are programs out there that can provide you with a virtual gametable map and virtual dice. For the rest of us who aren't quite so well-equipped or technologically savvy, there's still the opportunity to run a game in any ordinary chat application. Of course the beauty of that plan falls apart when one or more of your players is a slow typist or worse yet, completey incoherent in chat rooms.
KTHNX LOL?
So..for the past weeks I've been filling my usual gaming time with miniature painting and a good deal of blog reading. But I just can't bring myself to post on a regular basis about playing the games I love when I've not actually played lately. But I do want you, the Esteemed Reader, to know that I've not lost interest, nor have any of the guys in our group. We've just been busy. Life does that to a person from time to time.
With the real promise that regular game nights will resume at the end of this month, I am thinking it is time to once again prepare for that little one-off adventure I blogged about a few months ago. It'll do me good to get out the books again and shake some of the dust off of my imagination. It's been rather underworked lately.
Until my next blog ... sooner or later...hopefully.... I wish y'all happy gaming.
Wednesday, June 03, 2009
BIG news from Reaper Minis
As you may recall a LONG time ago (or so it seems) I posted here that I was going to ReaperCon out in Denton, TX for a weekend of mini painting, gaming and being around lots of cool like-minded people. As it turns out, I had a great time, did some old-school RPGing, a bit of Pathfinder, got to watch some 4e being played, took tons of pictures, and talked quite a bit about Reaper's own tabletop fantasy game called Warlord...which brings me to good news.
Warlord has been revised and is slated for release later this summer. This isn't yet another pile of errata or repack of the same old game, but a complete new set of rules...so new that it is being called Warlord 2nd Edition (no 1.5 here, my friends). There's a brand-new cover art so you'll know it's the new edition, and below that is a snippet from the official Reaper web site's news.

Warlord in its beginnings was meant to be a quick skirmish game with simplified d10 combat, simple easy-to-learn rules, and each game model (made by Reaper of course) would come with its own data card with all the vital statistics needed for game play. And it was great fun, but as things often seem to go, it needed some "fixing" in order to make the game more fair as well as to add in more new models and factions and subfactions and new rules and new-improved data cards and ..... you get the picture. During the past three years or so, the game underwent so many changes that many players, myself included, lost interest and moved on to other things. And believe me, moving on was not easy. I loved that game. My husband and I along with many from our gaming group were part of the original beta play-test group and up until the first major revamp we played almost every Sunday. Then, when the first major revamp came along, we playtested that also, but in the end most of us agreed that too much of the game's selling points had been lost. It seems others felt the same way too, and eventually enough voices let themselves be heard that the game developers decided to take a second look at what made the game so popular in its original form, fixed what needed fixing, tossed out what didn't work, and gave us what we wanted.
To quote my mother, "dance with the one that brought you"
Right now, Warlord 2 is in the very last stages of open beta testing. The book and faction data are both being checked and double-checked to be sure that this WILL be the LAST new edition you'll be seeing for a long time. I'm very pleased with what I've seen and although I had no real hand in the development of WL2 aside from two years of grumbling about the state of the game I love, I am once again proud to recommend this game to anybody looking for some good tabletop skirmish fun.
The game itself is simple. You and your opponent(s) buy armies using points. You have some models that are leaders, others that are grunts who require leaders, some who are elites such as mages or heroes and some who are solos such as assassins or monsters. Rather than the old I-go-You-go, players activate one leader and troop or one solo at a time and player activation is determined randomly with chances based on total number of troops per player. Combat is done using d10s versus the opposed model's defense number, and offensive and defensive strikes take place simultaneously. The point-cost of all magic-users includes their spells, which are chosen from spell-lists as the game is being played. All you need to play is a few d10s, a measuring tape or small ruler, a dozen or two minis, the rule book, a 4X4 table, half an hour to an hour to kill, and a friend to play with.
The softcover rule book will be available July 27th. A hard-cover version shold be along not too long after. There will also likely be a PDF, but I'm not sure when that will be released.
___________
In other not-so-happy news, the reason I have been so long overdue in updating is that on May 20th, the day after we got back from Texas, Steve's father passed away of an apparant stroke. He died as he might've wished to..in his own home at his rocker chair with a book nearby. Since then, we've had much work to get done at his house and at ours, therefore not much time yet for gaming.
Steve's dad was very supportive of all of Steve's hobbies as well as mine. Paint-&-Play was one of our pursuits he particularly liked, saying that "Anything that gets kids and their parents to do things together is a good cause."
___________
I promise there's more exciting updates to come. I'm working on a fun paint project right now and there's some interesting RPG news in the works. I'll have more on both as soon as I can. I also hope to be doing a review soon on Mythmere Games' new Swords & Wizardry monster manual, which just came available on Lulu this past week.
Warlord has been revised and is slated for release later this summer. This isn't yet another pile of errata or repack of the same old game, but a complete new set of rules...so new that it is being called Warlord 2nd Edition (no 1.5 here, my friends). There's a brand-new cover art so you'll know it's the new edition, and below that is a snippet from the official Reaper web site's news.

- Uses the same RAGE combat system as previous versions of the game.
- Completely re-invented magic system that allows spellcasters to choose their spells during the game.
- We got rid of all the little rules that either didn't get used, or were unnecessarily complex.
- Reduced number of damage tracks for faster play.
- Includes the 10 core factions that the first edition rulebook featured.
- Remaining factions, as well as 5 brand new ones, will be featured in a follow-up book later this year.
Warlord in its beginnings was meant to be a quick skirmish game with simplified d10 combat, simple easy-to-learn rules, and each game model (made by Reaper of course) would come with its own data card with all the vital statistics needed for game play. And it was great fun, but as things often seem to go, it needed some "fixing" in order to make the game more fair as well as to add in more new models and factions and subfactions and new rules and new-improved data cards and ..... you get the picture. During the past three years or so, the game underwent so many changes that many players, myself included, lost interest and moved on to other things. And believe me, moving on was not easy. I loved that game. My husband and I along with many from our gaming group were part of the original beta play-test group and up until the first major revamp we played almost every Sunday. Then, when the first major revamp came along, we playtested that also, but in the end most of us agreed that too much of the game's selling points had been lost. It seems others felt the same way too, and eventually enough voices let themselves be heard that the game developers decided to take a second look at what made the game so popular in its original form, fixed what needed fixing, tossed out what didn't work, and gave us what we wanted.
To quote my mother, "dance with the one that brought you"
Right now, Warlord 2 is in the very last stages of open beta testing. The book and faction data are both being checked and double-checked to be sure that this WILL be the LAST new edition you'll be seeing for a long time. I'm very pleased with what I've seen and although I had no real hand in the development of WL2 aside from two years of grumbling about the state of the game I love, I am once again proud to recommend this game to anybody looking for some good tabletop skirmish fun.
The game itself is simple. You and your opponent(s) buy armies using points. You have some models that are leaders, others that are grunts who require leaders, some who are elites such as mages or heroes and some who are solos such as assassins or monsters. Rather than the old I-go-You-go, players activate one leader and troop or one solo at a time and player activation is determined randomly with chances based on total number of troops per player. Combat is done using d10s versus the opposed model's defense number, and offensive and defensive strikes take place simultaneously. The point-cost of all magic-users includes their spells, which are chosen from spell-lists as the game is being played. All you need to play is a few d10s, a measuring tape or small ruler, a dozen or two minis, the rule book, a 4X4 table, half an hour to an hour to kill, and a friend to play with.
The softcover rule book will be available July 27th. A hard-cover version shold be along not too long after. There will also likely be a PDF, but I'm not sure when that will be released.
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In other not-so-happy news, the reason I have been so long overdue in updating is that on May 20th, the day after we got back from Texas, Steve's father passed away of an apparant stroke. He died as he might've wished to..in his own home at his rocker chair with a book nearby. Since then, we've had much work to get done at his house and at ours, therefore not much time yet for gaming.
Steve's dad was very supportive of all of Steve's hobbies as well as mine. Paint-&-Play was one of our pursuits he particularly liked, saying that "Anything that gets kids and their parents to do things together is a good cause."
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I promise there's more exciting updates to come. I'm working on a fun paint project right now and there's some interesting RPG news in the works. I'll have more on both as soon as I can. I also hope to be doing a review soon on Mythmere Games' new Swords & Wizardry monster manual, which just came available on Lulu this past week.
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