..and JUST when you thought this blog was getting all booknosey and educated-like, I've found you a new time-waster.
When you finally have had enough complex plot twists, overdeveloped characters, laboriously-custom-designed game settings and all the multicultural and multinational intrigue they entail..and you just wanna go on a rampage, then Shotgun Orc's the game for you.
Yeah..it's free, and it's in my sidebar right over there. >>
You gotta scroll down, but trust me it's there. I just lost an hour of valuable house-cleaning time because of it.
Basically, you're an orc. You've found a shotgun, and because you're an orc with a shotgun, you get to shoot people..mostly knights, wizards, elves and the like....hopefully before they can get a whack or shot or spell at you. The game is multilingual so you can play in English, Swedish or Japanese. Sorry, elves. It don't speak Sindarin.
Wednesday, April 22, 2009
Monday, April 20, 2009
Book Review - Orcs, by Stan Nicholls
Around a week or so ago, a friend of mine was in a Books-A-Million and saw a copy of Orcs, by Stan Nicholls, and in his own words "If I didn't get it for Spike, she'd kill me." ..and also in his own words was initially compelled by "the badass orc on the cover".
Yeah...I was smitten too. And that was without even reading it.
As the blurb promises, this book will change how you feel about orcs..unless of course you are like me..but then, few are. Anyhoo, this is a story of the Wolverines, an elite warband of orc fighters, who are sent on a quest by a particularly wicked half-human queen who needs a magical artifact in order to further her evilness. After an unexpected delay in returning the queen's prize, the orcs realize they have likely brought her wrath down upon themselves and soon find themselves branded as renegades. Next thing they know, they are on the run from everybody including a trio of bounty hunters, a band of human religious fanatics, and a small army of orcs who still remain loyal to the queen.
These aren't Tolkien's orcs, nor WoTC's orcs, nor Blizzard Entertainment's orcs. If you are expecting brutish thugs who kill for the sake of killing, have low Intelligence scores, and speak gratuitous Cockney, then you'll probably be disappointed. These orcs never say "WAAAAGH", nor "Zugzug", though they do freely drop some of the more choice four-letter words. After all they are still orcs.
Without giving too much away, the story's "plot" almost takes a back seat to the real story, which is in my opinion about different perspectives of race relations and intolerance. The world of Maras-Dantia is a place gripped by spreading chaos. Glaciers are quickly advancing upon civilisation and the world seems to be dying. Worse yet, the magic that once coursed through the earth in ley lines has been bled almost dry. And it would seem the humans are to blame. Of course there are many races of beings in this world, but the course of their history has pitted the elder races and their many gods against the humans and their one god. Of course not all humans are "the bad guys", and throughout the story there are plenty of situations in which various characters learn to put their differences behind them and work together. During their adventure, the Wolverines (including a dwarf sergeant) encounter gremlins, pixies, brownies, centaurs, goblins, trolls, friendly humans, bad orcs, and even a dragon or two.
The battle scenes are quite embellished; a good thing for those of you who enjoy the works of Robert "Two Guns Bob" Howard. And so are some of the vignettes concernign the bloody rituals of the wicked queen. This isn't a book for the youngsters or the faint-hearted. If you don't care for adult language and some adult content, you may want to pass this one over. I'd say it's rated M14 at the very least.
The book picture above is actually a trio of shorter novels bound into an omnibus publication. A second trio of books bound under the title "Orcs - Bad Blood" should be coming available right about now. and I for one will be on the lookout for it.
Yeah...I was smitten too. And that was without even reading it.As the blurb promises, this book will change how you feel about orcs..unless of course you are like me..but then, few are. Anyhoo, this is a story of the Wolverines, an elite warband of orc fighters, who are sent on a quest by a particularly wicked half-human queen who needs a magical artifact in order to further her evilness. After an unexpected delay in returning the queen's prize, the orcs realize they have likely brought her wrath down upon themselves and soon find themselves branded as renegades. Next thing they know, they are on the run from everybody including a trio of bounty hunters, a band of human religious fanatics, and a small army of orcs who still remain loyal to the queen.
These aren't Tolkien's orcs, nor WoTC's orcs, nor Blizzard Entertainment's orcs. If you are expecting brutish thugs who kill for the sake of killing, have low Intelligence scores, and speak gratuitous Cockney, then you'll probably be disappointed. These orcs never say "WAAAAGH", nor "Zugzug", though they do freely drop some of the more choice four-letter words. After all they are still orcs.
Without giving too much away, the story's "plot" almost takes a back seat to the real story, which is in my opinion about different perspectives of race relations and intolerance. The world of Maras-Dantia is a place gripped by spreading chaos. Glaciers are quickly advancing upon civilisation and the world seems to be dying. Worse yet, the magic that once coursed through the earth in ley lines has been bled almost dry. And it would seem the humans are to blame. Of course there are many races of beings in this world, but the course of their history has pitted the elder races and their many gods against the humans and their one god. Of course not all humans are "the bad guys", and throughout the story there are plenty of situations in which various characters learn to put their differences behind them and work together. During their adventure, the Wolverines (including a dwarf sergeant) encounter gremlins, pixies, brownies, centaurs, goblins, trolls, friendly humans, bad orcs, and even a dragon or two.
The battle scenes are quite embellished; a good thing for those of you who enjoy the works of Robert "Two Guns Bob" Howard. And so are some of the vignettes concernign the bloody rituals of the wicked queen. This isn't a book for the youngsters or the faint-hearted. If you don't care for adult language and some adult content, you may want to pass this one over. I'd say it's rated M14 at the very least.
The book picture above is actually a trio of shorter novels bound into an omnibus publication. A second trio of books bound under the title "Orcs - Bad Blood" should be coming available right about now. and I for one will be on the lookout for it.
Tuesday, April 14, 2009
The Seven Minute Orc
For some, painted miniatures are an essential part of the role playing experience. Back in the Long-Time-Ago when old-school was still new-school and TSR was known for historical games, it was necessary to improvise and compromise, because very few manufacturers of miniatures delved into fantasy at all, and those that did ran a rather limited repertoire of models to pick from. Luckily, the hobby grew, and so has selection. Nowadays you can not only find just about any creature imaginable to stock your dungeon, but if you shop around, chances are there's a model that can represent fairly well just about any player-character a player can conjure.
Of course, not only have miniatures "grown up" a bit in the last 30 years, but so has the hobby of painting them. Once, you could slap a quick base coat of model paint on an unprimed mini, and so long as the other guys at the table could easily guess what your mini represented, then you had succeeded. These days, however, mini painting has become an art form, complete with its own "masters" and numerous arenas of competition such as CoolMiniOrNot.com have sprung up so that novice painters can have their self-esteem put into proper perspective publicly..for better or for worse. There are painters who sell single painted minis for upwards of $300 apiece and often sink 40 hours or more into the mini to do so. (Do the math... minimum wage?) But the craziest thing to come about in the world of minis is that people actually paint the darn things and then DON'T PLAY WITH 'EM!
Three years ago or so, on the occasion of an upcoming local "convention" my husband and I organized, it was decided by mutual insanity that we should have a massive miniature skirmish game involving a single unified orcish horde taking on all the other races of the fantasy world. It was just a few weeks until the Con, and we were a few score orcs short..and he went to painting. My kitchen table looked like some kind of Isengard assembly line with queues of unpainted orcs lined up waiting for their latex makeovers. And of course he started bragging about how fast he could finish one. "I can paint an orc in seven minutes..quicker than you can make cake-frosting." said he. "Put up or shuddup!" said I, and I got my camera and stopwatch.
When I uploaded the video (no sound, bad focus, old camera) to Reaper Miniatures' forum, I think it scared some folks. He might be what you call an old-school painter. He doesn't use any of those fancy-schmancy Liquitex additives. He don't wash his brush in between colours, and he paints straight from the pot..sometimes even mixing colours in the lids. If he were any more old-school, he'd be pre-school..using his fingers and wearing a plastic smock.
So that year, at ReaperCon '05, somebody (Reaper Kit, I think) asked him to repeat his seven-minute orc feat in a much higher quality video with sound and titles and narrative and all kinds of groovy things. A few days ago, I got permission to repost the video to YouTube.
So...here it is..... kinda like Saruman.
Enjoy!
Of course, not only have miniatures "grown up" a bit in the last 30 years, but so has the hobby of painting them. Once, you could slap a quick base coat of model paint on an unprimed mini, and so long as the other guys at the table could easily guess what your mini represented, then you had succeeded. These days, however, mini painting has become an art form, complete with its own "masters" and numerous arenas of competition such as CoolMiniOrNot.com have sprung up so that novice painters can have their self-esteem put into proper perspective publicly..for better or for worse. There are painters who sell single painted minis for upwards of $300 apiece and often sink 40 hours or more into the mini to do so. (Do the math... minimum wage?) But the craziest thing to come about in the world of minis is that people actually paint the darn things and then DON'T PLAY WITH 'EM!
Three years ago or so, on the occasion of an upcoming local "convention" my husband and I organized, it was decided by mutual insanity that we should have a massive miniature skirmish game involving a single unified orcish horde taking on all the other races of the fantasy world. It was just a few weeks until the Con, and we were a few score orcs short..and he went to painting. My kitchen table looked like some kind of Isengard assembly line with queues of unpainted orcs lined up waiting for their latex makeovers. And of course he started bragging about how fast he could finish one. "I can paint an orc in seven minutes..quicker than you can make cake-frosting." said he. "Put up or shuddup!" said I, and I got my camera and stopwatch.
When I uploaded the video (no sound, bad focus, old camera) to Reaper Miniatures' forum, I think it scared some folks. He might be what you call an old-school painter. He doesn't use any of those fancy-schmancy Liquitex additives. He don't wash his brush in between colours, and he paints straight from the pot..sometimes even mixing colours in the lids. If he were any more old-school, he'd be pre-school..using his fingers and wearing a plastic smock.
So that year, at ReaperCon '05, somebody (Reaper Kit, I think) asked him to repeat his seven-minute orc feat in a much higher quality video with sound and titles and narrative and all kinds of groovy things. A few days ago, I got permission to repost the video to YouTube.
So...here it is..... kinda like Saruman.
Enjoy!
Friday, April 10, 2009
Magical item - Hammer-pants - +3 to bustin' dope rhymes
And you were expecting something enlightening and/or sophisticated here? No?
The topic came up on Mythmere's S&W message forum about the alleged negative impact of the term "old-school", in which I responded with my $.o2 concerning the culture I grew up in. Methinks some folks are missing the difference between "old-school" and "old farts". But then The Venomous Pau came in behind me and REALLY "took 'em back to school" on the subject.
Here's quotage.
The topic came up on Mythmere's S&W message forum about the alleged negative impact of the term "old-school", in which I responded with my $.o2 concerning the culture I grew up in. Methinks some folks are missing the difference between "old-school" and "old farts". But then The Venomous Pau came in behind me and REALLY "took 'em back to school" on the subject.
Here's quotage.
WHO SAYS there's no Bards in Original Edition!by The Venomous Pao on Thu Apr 09, 2009 8:12 am
Spike beat me to the punch on mentioning the Hip Hop connotations of the phrase (nice work, Spike!), so I'll just echo the sentiment.
{beatbox}
Old School is cool, I must insist,
not negative, nor exclusionary
Brothers are whack if they resist
and claim the phrase is too contrary
Step back y'all and roll the dice
The way they did in seventy fo'
Don't need no lists of skills and feats
Just play the game, let imagination flow
Yo elf! Whatcha class?
I'm a martial striker with seven ranks in rules lawyer...
No, elf! Whatcha class?
Um, I'm a Fighter/Cleric/Magic-User with nwops in rope use?
NO, ELF! Whatcha class?
I'm an elf, pure and simple
Don't need no incidentals
I kick it hard, the old school way
Tomorrow I fight but I cast spells today
Word.
Step back y'all and roll the dice
The way they did in seventy fo'
Don't need no lists of skills and feats
Just play the game, let imagination flow
East Austin Represent, Yo!
{beatbox}
Monday, April 06, 2009
The Perfect Campaign
For those of you who just dropped in from RPGBN or other quality places, there's no doubt you've already read the news about WoTC's move to pull all WoTC-related PDFs from the various download sites such as Drive-Thru RPG and Paizo...and you probably also have heard the sad news concerning the ailing Dave Arneson. The fact that the former event has had the poor taste to concur with the latter event only makes both seem worse.
Therefore I will not try to contribute any furhter commentary on either. To quote that song by REM, "Let's try and find a happy game to play."
So, how about a campaign that lasts a long time? Yeah, I suppose we'd all like something like that, so I'm not really bringing any new suggestions to the table here. I've been playing on-and-off for a little over ten years and have yet to get a character past 5th level, not because she gets killed or retires, but because the campaign just fizzles out. Sometimes it's because one or more players leaves the group, or maybe the GM just gets bored. It's hard to say, but it just happens. And it has happened so often that I actually have a sense of dread for my poor character who has just reached 5th level. Rather the same sense of dread one feels when the 3-year bumper-to-bumper warranty has just run out and there's a strange new noise coming from the transmission. But what makes this so funny is that in all honesty I really do not care so much about gaining levels as I care about gaining experience. And when I say experience I'm not talking about XP either. I mean real campaign-setting worldly adventuring experience of the kind that turn ordinary game sessions into memorable stories and perhaps legends.
So how about a campaign where more XP is needed to gain levels? Or maybe let XP only count half? Yeah sure it would make the game take twice as long, but think of the extra time spent as opportunity for character development and growth. If I had my way in that regard, the game referee would not need to spend near so much time coming up with "epic" level encounters to challenge the player characters. Of course after a while, players might get bored with fighting the same level of creatures, so it would be up to the referee to find new ways to make the gaining of XP more challenging without pouring on more creatures or badder creatures. Players who like "kobold bashing" or "grinding" probably would not enjoy playing in my Perfect Campaign.
So, how about lots of new traps, monsters never before encountered in anybody's 'manuals", and maybe some new and imaginative cursed items to place in the path of ambitious PCs? Okay, so there would be players grumbling about "killer referees" spoiling the game for them. So maybe the ref should find other ways to challenge the players besides with deadly combat. Maybe the players could face other challenges that involve non-combat abilities. Maybe these could even help earn XP for the players if they succeed. We could call them "skill challenges"...........or maybe not!
So how about skills? Yeah okay I can see a few of you fellow old-schoolers rolling your eyes at me for such heresy. But seriously, there comes a time in a well-developed character's career that he or she has scaled enough walls, picked enough locks, or practiced his lute enough that he deserves a small bonus whether his chosen class dictates so or not. Now I know there are folks that play versions of The Game in which skills are bought with XP..and that's fine, but so much can be said for the personal satisfaction of having earned a skill through practice and mastery rather than having paid for it via a game mechanism. And maybe the character does not even know when he's actually achieved mastery of a new skill. Maybe it's the ref's little secret and the player is left to figure out that lately something has gotten a little bit easier to do.
So how about a sort of character sheet for the ref? Now I see you new-schooler folks rolling your eyes at me (all theee of you) and wondering why in heck anybody would spend so much time developing a character just to give control of that character over to the referee. Of course the player gets to keep a character sheet. I don't want the ref having to do all the work, but there are certain things about one's self that most people do not know. Remember the first time you ever successfully hit a baseball? Did you know your batting average at the time? Okay, so sports metaphors might be lost on a few of us, since we gamers don't like to venture out of our social stereotypes for fear of being penalized as 'multiclass', but you get the point, right? To quote Han Solo (perhaps a more familiar icon to us), "Never tell me the odds."
And that, my friends, would be The Perfect Campaign. It might be winter of 2025 before poor Janara the *cough* Fighting-Man has her own Barony, but dangit, the getting-there would make for one helluva saga.
So in closing..tomorrow is game-night once again after a three-weeks layoff. Perhaps a Level Drain spell awaits?
Also, remember Dave Arneson and his family in your prayers or meditations. Like others have said more eloquently than I can, his contributions to our hobby are great and he deserves to be memorialized with the perpetuation of the game he helped create.
Fight on!
Therefore I will not try to contribute any furhter commentary on either. To quote that song by REM, "Let's try and find a happy game to play."
So, how about a campaign that lasts a long time? Yeah, I suppose we'd all like something like that, so I'm not really bringing any new suggestions to the table here. I've been playing on-and-off for a little over ten years and have yet to get a character past 5th level, not because she gets killed or retires, but because the campaign just fizzles out. Sometimes it's because one or more players leaves the group, or maybe the GM just gets bored. It's hard to say, but it just happens. And it has happened so often that I actually have a sense of dread for my poor character who has just reached 5th level. Rather the same sense of dread one feels when the 3-year bumper-to-bumper warranty has just run out and there's a strange new noise coming from the transmission. But what makes this so funny is that in all honesty I really do not care so much about gaining levels as I care about gaining experience. And when I say experience I'm not talking about XP either. I mean real campaign-setting worldly adventuring experience of the kind that turn ordinary game sessions into memorable stories and perhaps legends.
So how about a campaign where more XP is needed to gain levels? Or maybe let XP only count half? Yeah sure it would make the game take twice as long, but think of the extra time spent as opportunity for character development and growth. If I had my way in that regard, the game referee would not need to spend near so much time coming up with "epic" level encounters to challenge the player characters. Of course after a while, players might get bored with fighting the same level of creatures, so it would be up to the referee to find new ways to make the gaining of XP more challenging without pouring on more creatures or badder creatures. Players who like "kobold bashing" or "grinding" probably would not enjoy playing in my Perfect Campaign.
So, how about lots of new traps, monsters never before encountered in anybody's 'manuals", and maybe some new and imaginative cursed items to place in the path of ambitious PCs? Okay, so there would be players grumbling about "killer referees" spoiling the game for them. So maybe the ref should find other ways to challenge the players besides with deadly combat. Maybe the players could face other challenges that involve non-combat abilities. Maybe these could even help earn XP for the players if they succeed. We could call them "skill challenges"...........or maybe not!
So how about skills? Yeah okay I can see a few of you fellow old-schoolers rolling your eyes at me for such heresy. But seriously, there comes a time in a well-developed character's career that he or she has scaled enough walls, picked enough locks, or practiced his lute enough that he deserves a small bonus whether his chosen class dictates so or not. Now I know there are folks that play versions of The Game in which skills are bought with XP..and that's fine, but so much can be said for the personal satisfaction of having earned a skill through practice and mastery rather than having paid for it via a game mechanism. And maybe the character does not even know when he's actually achieved mastery of a new skill. Maybe it's the ref's little secret and the player is left to figure out that lately something has gotten a little bit easier to do.
So how about a sort of character sheet for the ref? Now I see you new-schooler folks rolling your eyes at me (all theee of you) and wondering why in heck anybody would spend so much time developing a character just to give control of that character over to the referee. Of course the player gets to keep a character sheet. I don't want the ref having to do all the work, but there are certain things about one's self that most people do not know. Remember the first time you ever successfully hit a baseball? Did you know your batting average at the time? Okay, so sports metaphors might be lost on a few of us, since we gamers don't like to venture out of our social stereotypes for fear of being penalized as 'multiclass', but you get the point, right? To quote Han Solo (perhaps a more familiar icon to us), "Never tell me the odds."
And that, my friends, would be The Perfect Campaign. It might be winter of 2025 before poor Janara the *cough* Fighting-Man has her own Barony, but dangit, the getting-there would make for one helluva saga.
So in closing..tomorrow is game-night once again after a three-weeks layoff. Perhaps a Level Drain spell awaits?
Also, remember Dave Arneson and his family in your prayers or meditations. Like others have said more eloquently than I can, his contributions to our hobby are great and he deserves to be memorialized with the perpetuation of the game he helped create.
Fight on!
Thursday, March 26, 2009
"More money than sense" -- Carousing Mishaps from Fight On magazine #4
For those of you not yet "in the know", Fight On! magazine is a quarterly fan-zine "for fantasy role playing campaigns played with pencil, paper, and your imagination". Each issue so far has been packed with campaign ideas, dungeons, character and class ideas, randomization tables and lots of artwork..the latest issue being no exception.
Now...like it says in my blog's little credo in the margins, I don't pretend to be any sort of authority on the history of RPGs or have some deep insight into how the game has changed. Heck, I freely admit that I still haven't committted to memory the timeline of the evolution of The Game We Love from the little brown books to present...and I also stated quite recently and truthfully that THACO does my head in. I've never lunched with Gary Gygax, killed a purple worm, or even made it past fifth level.
BUT I know what I like in a game or game setting. I enjoy random and often stupid fun, whether it be at the expense of myself or some other poor player character. Leave it to Jeff Reints to come up with a random table for players who wish to spend their looted gold out on the town in order to build their reputations (and in theory gain a few experience points in doing so). The complete article can be found in Fight On! #4, so I won't spoil it for you, but I will provide a quick example of how it works.
Let us suppose that you, the Esteemed Reader, are a human barbarian named Gorn The Crusher*. Let us suppose that you have just survived a fortnight in The Endless Tunnels of Enlandin and want to spend all your hardly-earned gold on whiskey, whores and Texas Hold-'em..and maybe just waste the rest. Let us also suppose that a few hundred XP is all that stands between you and the power and glory that is fourth level.
First, roll a d6 to see how many hundred gold pieces you spend. This also tells you how many hundreds of points of XP you will gain through increased reputation IF you survive the night.
Much to real-life, tying a drunk-on in a larger city affords you the chance to double or triple your chance to earn reputation as well as empty your pockets.
And also true to real-life, if your character "can't hold his poison", then you better be ready for the worst....and of course "the worst" is defined by a random dice table.
So...our imaginary Gorn goes into town and spends 300 gold pieces .... but fails his saving throw against poison. "Shouldda stuck to wine coolers, aye?".
What happens next?
"13 - Target of lewd advances turns out to be a witch. Save versus polymorph or you're literally a swine."
Mind you there are also some good things that can happen to you too...but you'd likely have to hear about it second-hand because you can't remember a bloody thing after that last tankard of orcish mushroom elixer.
But who cares..you're now 4th level... even if you ARE a pig.
The entire Carousing Mishaps table is just as entertaining, and can make for some fun role playing opportunities in the hands of an imaginative game referee. This and other great articles are all in Fight On! #4. You might also enjoy the Dungeon Home Remedies article and the random table of Magical Weapon Drawbacks.
Get Fight On! #4 in printed format and help it reach first place in the Lulu monthly top-author contest. Right now the editor, under the name Ignatius Umlaut, is firmly ensconced at #2. Seeing pen-and-paper RPG stuff in the limelight makes me think we're maybe doing something good around here. :D
* Any relation to player-characters living, dead, undead, or otherwise is purely intentional.
Now...like it says in my blog's little credo in the margins, I don't pretend to be any sort of authority on the history of RPGs or have some deep insight into how the game has changed. Heck, I freely admit that I still haven't committted to memory the timeline of the evolution of The Game We Love from the little brown books to present...and I also stated quite recently and truthfully that THACO does my head in. I've never lunched with Gary Gygax, killed a purple worm, or even made it past fifth level.
BUT I know what I like in a game or game setting. I enjoy random and often stupid fun, whether it be at the expense of myself or some other poor player character. Leave it to Jeff Reints to come up with a random table for players who wish to spend their looted gold out on the town in order to build their reputations (and in theory gain a few experience points in doing so). The complete article can be found in Fight On! #4, so I won't spoil it for you, but I will provide a quick example of how it works.
Let us suppose that you, the Esteemed Reader, are a human barbarian named Gorn The Crusher*. Let us suppose that you have just survived a fortnight in The Endless Tunnels of Enlandin and want to spend all your hardly-earned gold on whiskey, whores and Texas Hold-'em..and maybe just waste the rest. Let us also suppose that a few hundred XP is all that stands between you and the power and glory that is fourth level.
First, roll a d6 to see how many hundred gold pieces you spend. This also tells you how many hundreds of points of XP you will gain through increased reputation IF you survive the night.
Much to real-life, tying a drunk-on in a larger city affords you the chance to double or triple your chance to earn reputation as well as empty your pockets.
And also true to real-life, if your character "can't hold his poison", then you better be ready for the worst....and of course "the worst" is defined by a random dice table.
So...our imaginary Gorn goes into town and spends 300 gold pieces .... but fails his saving throw against poison. "Shouldda stuck to wine coolers, aye?".
What happens next?
"13 - Target of lewd advances turns out to be a witch. Save versus polymorph or you're literally a swine."
Mind you there are also some good things that can happen to you too...but you'd likely have to hear about it second-hand because you can't remember a bloody thing after that last tankard of orcish mushroom elixer.
But who cares..you're now 4th level... even if you ARE a pig.
The entire Carousing Mishaps table is just as entertaining, and can make for some fun role playing opportunities in the hands of an imaginative game referee. This and other great articles are all in Fight On! #4. You might also enjoy the Dungeon Home Remedies article and the random table of Magical Weapon Drawbacks.
Get Fight On! #4 in printed format and help it reach first place in the Lulu monthly top-author contest. Right now the editor, under the name Ignatius Umlaut, is firmly ensconced at #2. Seeing pen-and-paper RPG stuff in the limelight makes me think we're maybe doing something good around here. :D
* Any relation to player-characters living, dead, undead, or otherwise is purely intentional.
Monday, March 16, 2009
Descending Armor Class ....Does ANYBODY still use it?
In my ongoing education toward becoming a game master (dungeon master, referee, labyrinth lord or whichever you prefer), I've been reading my Swords & Wizardry Core Rules book from front to back to be sure I'm not confusing my recollection of the rules I am going to use with tidbits from any of the other RPG systems I've played.
Then I got to the part about Armor Class and how to use ascending and descending AC charts in combat...and felt compelled to thank my lucky stars that our group has always chosen ascending AC whenever we have been offered the choice.
Okay..a quick refresher course in old-school weirdness for those of you who are late coming to the party and can't remember back to the times before there were Feats and when Half-Orcs were only allowed to be monsters.
For some odd reason, back in the early days of The Game We All Know, it seemed like a good idea to let the lack of armour be represented by 9, and the very best magical protection to be represented by a -9.
Uh-huh... less is more.... makes sense to me.
So in the beginning when there was combat, and you were a first level Fighting Person,and you wanted to attack an orc with an AC of 6, you consulted a table and saw that you needed to roll a 13.
Then along came THACO. (That's "To Hit Armor Class 0") in the 2nd edition of The Game We All Know, and suddenly each character had their own special "to hit" number based on what type of character they were and how large their group was. Of course there were tables provided to find your THACO number. Then, when facing an orc with AC 6, all you had to do was take your THACO number and subtract the orc's AC from it to know what you had to roll. This was ..and I'm quoting here.. "speed the play of combat greatly"
Ummm.. oookay... so I subtract... unless of course the orc is armoured like a tank with AC-5...in which case I add...right? Math is haaaard. I'm just a girrrrrrl!
Then somewhere around the end of the last century, some lazy person like myself got the bright idea to flip-flop the AC so that it goes up instead of down as you add on armour, and then to give your character a "Base Attack Bonus" instead of making you consult another table. I mean seriously... if we wanted to consult charts and tables all night long, we'd be playing Bosses & Board Rooms.
Well...getting back to the here and now..and closer to my elusive point...I was reading through S&W Core Rules and came across the bit about ascending and descending...and how you can either use the table as it was intended OR if you choose to use ascending AC, a simple formula..which I will quote.
Now I normally consider myself to be just weird enough that I can actually find the bizarre logic behind just about anything, no matter how silly..but this one has me stumped. Perhaps descending AC is legacy rules from some old mothbally tactical historical game that TSR wrote back when TSR used to write such things..or maybe somebody wanted to make the math unnecessarily complicated so that non-nerds would shrink back in fear upon encountering such esoteric arithmatic.
But far be it from me to pontificate about which method of AC numbering is "right" and which isn't. I certainly don't mean to say anybody out there needs to change if they prefer the descending method...but I am genuninely curious as to why.
____
And for what it's worth, in the two years I played 2nd edition The Game, I NEVER was able to totally wrap my head around THACO. I'd just grin stupidly and allow the DM to tell me how badly I flubbed the attack and to which corner of the room my sword flew from my hand.
Then I got to the part about Armor Class and how to use ascending and descending AC charts in combat...and felt compelled to thank my lucky stars that our group has always chosen ascending AC whenever we have been offered the choice.
Okay..a quick refresher course in old-school weirdness for those of you who are late coming to the party and can't remember back to the times before there were Feats and when Half-Orcs were only allowed to be monsters.
For some odd reason, back in the early days of The Game We All Know, it seemed like a good idea to let the lack of armour be represented by 9, and the very best magical protection to be represented by a -9.
Uh-huh... less is more.... makes sense to me.
So in the beginning when there was combat, and you were a first level Fighting Person,and you wanted to attack an orc with an AC of 6, you consulted a table and saw that you needed to roll a 13.
Then along came THACO. (That's "To Hit Armor Class 0") in the 2nd edition of The Game We All Know, and suddenly each character had their own special "to hit" number based on what type of character they were and how large their group was. Of course there were tables provided to find your THACO number. Then, when facing an orc with AC 6, all you had to do was take your THACO number and subtract the orc's AC from it to know what you had to roll. This was ..and I'm quoting here.. "speed the play of combat greatly"
Ummm.. oookay... so I subtract... unless of course the orc is armoured like a tank with AC-5...in which case I add...right? Math is haaaard. I'm just a girrrrrrl!
Then somewhere around the end of the last century, some lazy person like myself got the bright idea to flip-flop the AC so that it goes up instead of down as you add on armour, and then to give your character a "Base Attack Bonus" instead of making you consult another table. I mean seriously... if we wanted to consult charts and tables all night long, we'd be playing Bosses & Board Rooms.
Well...getting back to the here and now..and closer to my elusive point...I was reading through S&W Core Rules and came across the bit about ascending and descending...and how you can either use the table as it was intended OR if you choose to use ascending AC, a simple formula..which I will quote.
"Here’s how it’s done: each character class gainsAnd somewhere, some poor schmuck is going NOW WHY DIDN'T I THINK OF THAT!
a base “to-hit” bonus as their levels increase. Add this
bonus to your attack roll, and if the result is equal to or
greater than the opponent’s AC, the attack hits."
Now I normally consider myself to be just weird enough that I can actually find the bizarre logic behind just about anything, no matter how silly..but this one has me stumped. Perhaps descending AC is legacy rules from some old mothbally tactical historical game that TSR wrote back when TSR used to write such things..or maybe somebody wanted to make the math unnecessarily complicated so that non-nerds would shrink back in fear upon encountering such esoteric arithmatic.
But far be it from me to pontificate about which method of AC numbering is "right" and which isn't. I certainly don't mean to say anybody out there needs to change if they prefer the descending method...but I am genuninely curious as to why.
____
And for what it's worth, in the two years I played 2nd edition The Game, I NEVER was able to totally wrap my head around THACO. I'd just grin stupidly and allow the DM to tell me how badly I flubbed the attack and to which corner of the room my sword flew from my hand.
Friday, March 13, 2009
You want me to run a game? Are you NUTS?
As some of you may know already, my husband has been playing various RPGs for almost as long as I've been on this Earth, and is, at least in my opinion, pretty good at it. When he's not running our group's games, we have a second referee who I will hereafter refer to as Unglef, who has taken us through some pretty imaginative homebrewed adventures of his own. Being that I have as much fun as I do playing in the styles of games that both of them like to run, I have long wanted to try my own skills behind the game screen.
About two years ago, I finally got up the courage to start an online forum play-by-post game, and was thrilled to find four eager players. The adventure was one I had played in before, and was very well composed and seemingly dummyproof. I spent about two weeks getting together player handouts (html files, actually) and drawing up maps and other stuff, and the game got off to a fabulous start... but as unluck would have it, two of my players almost immediately dropped from sight, and I didn't have the heart to spend another month wrangling replacements.
That was two years ago though..and that was third edition. Since then, I've discovered retro-RPGs and am fortunate once again to have a few face-to-face friends who work reasonably regular schedules and who are eager to get a game in at the drop of a hat.
So I'm going to give it a try again. This time I'm picking a small low-level adventure from IridiaZine, an online weekly fanzine which features content on all sorts of RPGs both current and out-of-print. The adventure is called "The Abandoned Shrine of Weyoun the Wanderer" and at first read-through looks like it will suit our group's style just fine. I'm hoping that a face-to-face session will, unlike PbP, move fluidly and keep the PCs focused.
But there's one problem... and that is ME!
The guys in my group aren't nOObs. They're not powergamers either, but they know their stuff far better than I do. They know the tables and charts by heart and NOTHING gest past those guys. So I'm doing my homework, folks. I've downloaded OpenOffice so I can make use of the numerous spreadsheet game-aides available (Thnx, Chgowiz) and am reading through S&W Core Rules, adapting encounter stats appropriately, making game notes, and crossing my fingers I don't come off looking like a complete pea-wit.
I'm giving myself two weeks.
And I promise I will blog all about it... come what may. If nothing else, you all are in for some good old fashioned low comedy.
About two years ago, I finally got up the courage to start an online forum play-by-post game, and was thrilled to find four eager players. The adventure was one I had played in before, and was very well composed and seemingly dummyproof. I spent about two weeks getting together player handouts (html files, actually) and drawing up maps and other stuff, and the game got off to a fabulous start... but as unluck would have it, two of my players almost immediately dropped from sight, and I didn't have the heart to spend another month wrangling replacements.
That was two years ago though..and that was third edition. Since then, I've discovered retro-RPGs and am fortunate once again to have a few face-to-face friends who work reasonably regular schedules and who are eager to get a game in at the drop of a hat.
So I'm going to give it a try again. This time I'm picking a small low-level adventure from IridiaZine, an online weekly fanzine which features content on all sorts of RPGs both current and out-of-print. The adventure is called "The Abandoned Shrine of Weyoun the Wanderer" and at first read-through looks like it will suit our group's style just fine. I'm hoping that a face-to-face session will, unlike PbP, move fluidly and keep the PCs focused.
But there's one problem... and that is ME!
The guys in my group aren't nOObs. They're not powergamers either, but they know their stuff far better than I do. They know the tables and charts by heart and NOTHING gest past those guys. So I'm doing my homework, folks. I've downloaded OpenOffice so I can make use of the numerous spreadsheet game-aides available (Thnx, Chgowiz) and am reading through S&W Core Rules, adapting encounter stats appropriately, making game notes, and crossing my fingers I don't come off looking like a complete pea-wit.
I'm giving myself two weeks.
And I promise I will blog all about it... come what may. If nothing else, you all are in for some good old fashioned low comedy.
Monday, March 09, 2009
Swords & Wizardry Core Rules-2nd Printing now available!
The post below is "straight from the horse's mouth"
Press ReleaseWe downloaded the free PDF today, even though we already have the older version (as many of my wisest readers do also)..and the new artwork is astounding. Some needed corrections and clarifications have been added as well as a little new as-yet-unseen material. If you've not updated yet, you should..and if you've not gotten ANY of the previous S&W products, you REALLY need to check this game out. It's just that good.
Swords & Wizardry Project
http://www.swordsandwizardry.com
mythmere at yahoo dot com
I’m very proud to announce that the second printing of the Swords & Wizardry Core Rules is now available for free download here: Free PDF of Core Rules and that print versions are for sale (and super-cheap) at Lulu.com at our storefront
Swords & Wizardry is an OGL “retro-clone” of the original fantasy roleplaying game created by Gary Gygax and Dave Arneson. The Core Rules also contain some selected material from the supplements (1974-1978). With a thriving internet community and tons of support products, Swords & Wizardry is bringing back a lost style of fantasy roleplaying. Forget huge rulebooks - just play. If you can imagine it, you can do it in Swords & Wizardry. The rules are simple and quick to learn, and they are infinitely flexible and expandable. Take the basic framework and “Imagine the hell out of it!”
Swords & Wizardry is supported by Knockspell Magazine, the quarterly magazine of fantasy retro-clone gaming, and by the active forums at http://www.swordsandwizardry.com/forum.
A fun blog-quiz for roleplayers
This one got sent to me years ago on LiveJournal..and is lots of fun, especially if you play a wide range of characters in a wide range of RPG systems.
FIRST..
Name 10 characters you have played in RPGs, before looking at the questions that follow. List your characters numbered 1 to 10, including the name of the RPG you played them in and maybe character class/race if applicable. Once you've picked your 10 characters, look at the questions and answer accordingly. (No peeking until you've picked your characters!)
>
>
>
>
>
.... hey..no peeking unless you've made your list already.
>
>
>
>
>
>
THE QUESTIONS..
Who would make a better professor, 6 or 1?
Do you think 2 is hot?
2 sends 8 on a mission. What is it and does it succeed?
What is (or woudl be) 9's favourite book?
Would it make more sense for #4 ) to swear fealty to #6, or the other way around?
For some reason #5 is looking for a roommate. Should they share a studio apartment with #9 or #10?
#2 #7 and #3 have dinner together. Where do they go and what do they discuss?
#3 challenges #10 to a duel. What happens?
If #1 stole #9's most precious possession, how would they get it back?
Suggest a title for a story in which both #10 and #4 attain what they most desire.
What kind of plot device would you use if you wanted #1 and #3 to work together?
If #7 visited you for the weekend, how would you get along?
If you could command #1 to perform any task for you, what would it be?
Does anyone on your friends list resemble #5 (either in appearance or personality)?
If #2 had to choose sides between #4 and #5, who would it be?
What might #10 shout while charging into battle?
If you chose a song to represent #8 what song would it be?
#1 , #6 and #7 are having dim sum at a Chinese restaurant. There is only one scallion pancake left, and they all reach for it at the same time. Who gets to eat it?
What might be a good pick-up line for #2 to use on #10?
What would #5 ) most likely be arrested for?
What is #6's secret?
If #8 and #9 were racing to a destination, who would get there first?
If you had to walk home through a bad neighborhood late at night, would you feel safer in the company of #1 or #10?
#7 and #9 reluctantly team up to save the world from the threat posed by #4's sinister secret organization. #6 volunteers to help them, but it is later discovered that he/she is actually a spy for #4. Meanwhile, #4 has kidnapped #9 in an attempt to force their surrender. Following the wise advice of # 5, they seek out #3, who gives them what they need to complete their quest. What title would you give this story?
_____
I'll likely post my own results up in a few days or so ... giving myself a chance to forget the questions so it doesn't skew how I order my list.
FIRST..
Name 10 characters you have played in RPGs, before looking at the questions that follow. List your characters numbered 1 to 10, including the name of the RPG you played them in and maybe character class/race if applicable. Once you've picked your 10 characters, look at the questions and answer accordingly. (No peeking until you've picked your characters!)
>
>
>
>
>
.... hey..no peeking unless you've made your list already.
>
>
>
>
>
>
THE QUESTIONS..
Who would make a better professor, 6 or 1?
Do you think 2 is hot?
2 sends 8 on a mission. What is it and does it succeed?
What is (or woudl be) 9's favourite book?
Would it make more sense for #4 ) to swear fealty to #6, or the other way around?
For some reason #5 is looking for a roommate. Should they share a studio apartment with #9 or #10?
#2 #7 and #3 have dinner together. Where do they go and what do they discuss?
#3 challenges #10 to a duel. What happens?
If #1 stole #9's most precious possession, how would they get it back?
Suggest a title for a story in which both #10 and #4 attain what they most desire.
What kind of plot device would you use if you wanted #1 and #3 to work together?
If #7 visited you for the weekend, how would you get along?
If you could command #1 to perform any task for you, what would it be?
Does anyone on your friends list resemble #5 (either in appearance or personality)?
If #2 had to choose sides between #4 and #5, who would it be?
What might #10 shout while charging into battle?
If you chose a song to represent #8 what song would it be?
#1 , #6 and #7 are having dim sum at a Chinese restaurant. There is only one scallion pancake left, and they all reach for it at the same time. Who gets to eat it?
What might be a good pick-up line for #2 to use on #10?
What would #5 ) most likely be arrested for?
What is #6's secret?
If #8 and #9 were racing to a destination, who would get there first?
If you had to walk home through a bad neighborhood late at night, would you feel safer in the company of #1 or #10?
#7 and #9 reluctantly team up to save the world from the threat posed by #4's sinister secret organization. #6 volunteers to help them, but it is later discovered that he/she is actually a spy for #4. Meanwhile, #4 has kidnapped #9 in an attempt to force their surrender. Following the wise advice of # 5, they seek out #3, who gives them what they need to complete their quest. What title would you give this story?
_____
I'll likely post my own results up in a few days or so ... giving myself a chance to forget the questions so it doesn't skew how I order my list.
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