Monday, December 15, 2008

What am I doing with alignment?

I haven't completely decided what I'm going to do with alignment in my Swords & Wizardry game. (Which could really use a name, but more on that later.) The system, by default, doesn't make any specific requirements about how or whether alignment functions, and though it does have a couple of suggestions the document makes clear that it's up to the particular referee to decide.

I've never done a whole lot with alignment in my games. My long running games both used d20 Modern and Arcana Evolved, neither of which even have alignment in the D&D sense. Even on the occasions I've run straight up 3rd edition D&D, alignment has never been that big a deal. Mostly, I just accepted it as either part of the game or not, and didn't give a whole lot of thought as to how I was going to include it.

With this game, though, it seems to merit a bit of consideration. On the one hand, at some point I would like to "do something" with alignment, make it and deities generally more important in a campaign. I'd really like, at some point, see about taking the Law/Chaos axis as far as it could go, to the point where the Lawful Evil and Lawful Good deities team up against all the chaotic ones.

On the other hand, I don't know if this is really the game for it. I'm trying to go for more of a pulp/weird science vibe with it, and I don't feel like big cosmological conflicts really fit. Feels too high fantasy. From that angle, since there's no mechanics regarding alignment that I have to account for with the system I'm using, I might just drop the whole thing entirely. Because if I'm not going to have a big cosmological set up backing it up, I don't know that it's worth the arguments and hang ups that tend to come along with alignment.

On yet third hand, the hand we use to talk about mutants, there is the whole radiation thing. The Gamma Knights, and their likely radiation and mutation worshiping adversaries, suggest an interesting angle of their own for dealing with "alignment" and similar things. The problem with that is one of terminology. "Pro-radiation" and "anti-radiation" are a bit awkward as entries on a character sheet, and they don't completely encompass the distinction I'm thinking about, since the Gamma Knights use a fair amount of radiation powered technology themselves, they're just careful about it.

And, of course, I'm not really sure what the point would be, in setting up a system more complicated than a detect radiation spell and a few other things of that nature. The fight against those crazy mutants up in the hills, exposing themselves and anyone they can kidnap to radiation, (or, alternatively, those stuck up Gamma Knights who think they know what's best for everyone, and won't let "the common people" in on the ancient secrets) may end up being a big deal within the campaign. But I don't know that I really need to systemize it.

Which would mean, then, that I'm leaning away from using alignment at all. That's very likely what I'll end up doing, but I have this sense of alignment as fairly important for D&D, which is still what I'm trying to play, even if a fairly modified version of it. I don't plan to discard it without some serious thought.

Saturday, December 13, 2008

What I'm Doing With Clerics

Kujhak is the only safe city for a hundred miles. Maybe more. Maybe even in the whole world. We don't get news from far off to often, so it's hard to tell. At any rate, it's the safest place near anywhere that matters.

The Gamma Knights keep it safe. They patrol the roads, they collect odd bits of lore and almost lost technology, they guard the secret places where dark things dwell in the night. They alone can turn back creatures infected with radiation, and the more powerful among them know ancient lore of healing and light, carried through the generations from the great cities of our ancestors. They keep to the old vows, too, wielding just blunt weapons and ray guns, as the ancient laws decree.

But they can't be everywhere. Outside Kujhak, off the roads, below the vaults, isn't safe. Even other towns, even places where the Knights have made treaties, it's best to watch your back, because those places may have new leaders with new ideas, who haven't heard of the Gamma Knights or at least don't fear them. The Knights would like to tame those places, but they don't have the strength or the time. At most, they can dispatch a few of their younger, rasher members out to do a bit of mapping and "creative diplomacy."

Friday, December 12, 2008

Stuff I Still Want to Do With D&D 3.5

The all caster game. Every player runs a cleric, wizard, psion, or similar. Likely using a very decadent, aristocratic setting, where magical ability carries serious political significance. (And perhaps there are lots of angry barbarians out to bring down the pleasure-seeking, slave-holding, demon-worshiping establishment that the PCs happen to belong to?)

The all psionics game. I like psionics, but I've never really gotten a chance to use it. There'd still be fighters and barbarians and so on, but anyone who casts spells would be out, and magic items would be completely replaced by their psionic equivalents.

Tome of Battle, Tome of Magic, and Magic of Incarnum. I have 'em. Never used 'em. 'nuff said.

Gestalt. And maybe a bunch of other house rules from Unearthed Arcana, but this is the main one. This would definitely be an opportunity to use the previous idea, and maybe even the "all caster" bit. I'd just declare that one of the two classes used has to be of that variety.

Iron Heroes. Again, got the book, never used it. I'll probably someday use it for a one-shot or something. I'd consider throwing in some Book of Nine Swords guys, for mechanical variety and possible philosophical conflict. Actually -- a whole game where "those fancy pants fire breathing guys" and "those luddites who think magic items are going to eat them or something" have to team up against a problem both of them hate (say, demon summoning sorcerers or the like) could be pretty cool, in a bad kung fu movie kind of way.

Arcana Evolved. Ran it once, had fun with it, and I'd like to do it again. I'd probably want to make up my own setting, though. And ditch Litorians. Another book I'd consider mixing ToB up with.

Thursday, December 11, 2008

Superior Scribbler


So Sirlarkins, author of the most excellent blog The RPG Corner, has gone and given me the Superior Scribbler Award, which is pretty neat. A bit mind-boggling, perhaps, but very nice of him. He writes:
To me, Odyssey is a living example of the "go play" attitude--seems she's always plotting or scheming about a new campaign to map out or a new system to take a creative monkey wrench to. I can definitely sympathize. Yet, here's the thing folks--she manages to run games too! Too many would-be GMs, I think, fall victim to what I like to call the "Stanley Kubrick syndrome," getting caught up in the perfectionistic quest to perfect every set, shot, part, and line of dialogue. Sometimes you just have to grab your camera and start shooting. Odyssey shows us you can have your cake and eat it too.
Which, to me at least, is illuminating. I don't give a whole lot of thought to what this blog is "about." It tends to be "about" whatever dang fool thing popped into my head most recently. So the suggestion that there is, in fact, something resembling topical coherence in there--well, it's interesting to me, at least.

But the point of the Superior Scribbler award is that those who receive it get to pass it on to five other blogs who they think deserve it. I happen (as others have noted) to think that there are a lot more than five blogs out there that count as "exceptional," since I read a lot more than five. On the other hand, a lot of those are gaming blogs, and considering the speed this thing is already sweeping through the game blog-o-sphere, most of the good ones should get picked up by someone. So I figured I'd pick out the five best blogs that aren't part of our little cross-linked universe that still ought to have some interest to gaming folks.

Fraggmented: John Seavey writes about a lot of things, most of them geeky. Of particular interest to me is his series on storytelling engines--their creation and maintenance, as well as the various things that can go wrong with them. He starts out mostly writing about comics, but has since expanded to just about everything; movies, TV shows, books, you name it. Even beyond the purely academic (or even writerly) interest I'd have in such a topic, there's a lot of points to consider when setting up a campaign, since those are often built on long term story-generating status quo's themselves.

Square Mans: Mathew Colville is another eclectic blogger -- but he does a fair amount about gaming, of both the tabletop and digital varieties. And he doesn't just write about them--he analyzes them, writing long, intellectual posts whose intensity just about makes up for their infrequence.

I Waste the Buddha With My Crossbow: Dr. Rotwang writes about GMing! And the eighties! He's the guy who got me in to Traveller, and he writes a lot about not taking this GMing stuff so dang seriously, which is a good antidote for the kind of compulsive perfectionism all those GMing advice websites, great as they are, can engender. I know I've kind of broken my "no blogs that other people I read will probably hit" rule, but dang it, this was one of the very first blogs I started reading back when I first started getting into this crazy sub-hobby, and it's great.

Zompist's E-Z rant page: Now, what's really amazing is Mark Rosenfelder's main website, where Virtual Verduria and The Language Construction Kit reside, but it's not a blog, and his rant page is pretty spiffy too. He's a conlanger and world-builder par excellence, so there's a fair amount of advice and information regarding those two topics. No comments allowed, sadly, but he does write about economics and politics so it's probably just as well.

A Villain's Life: Not in any way gaming related (unless you're running a superhero game, I guess) Doctor Cataclysm's personal weblog is just fun. Cataclysm makes for an entertaining narrator, and where else are you going to see catfish men trying to destroy the earth with crystal resonance and an android from the future with a baked goods subroutine gone awry.

And, finally, the rules:
  • Each Superior Scribbler must in turn pass The Award on to 5 most-deserving Bloggy Friends.
  • Each Superior Scribbler must link to the author & the name of the blog from whom he/she has received The Award.
  • Each Superior Scribbler must display The Award on his/her blog, and link to This Post, which explains The Award.
  • Each Blogger who wins The Superior Scribbler Award must visit this post and add his/her name to the Mr. Linky List. That way, we'll be able to keep up-to-date on everyone who receives This Prestigious Honor!
  • Each Superior Scribbler must post these rules on his/her blog.

Tuesday, December 09, 2008

Roleplaying Quotes

We've pretty much always kept track of quotes during games in my group, dating back to the first campaign I ever ran. Usually one of the players volunteers for the responsibility, as Maggie did in the 4e game I ran over the summer. I did do the Is This Fair quotes myself, though, on the idea that the DM doesn't usually say too many funny things anyway.

We never really decided, "Oh, we should keep track of quotes," though. It's just something that happened. We kept them sporadically up until Is This Fair, and since then I've tried to make a point of it in the games I run and play in, just because they're so much fun. I enjoy going back through and reading them, my players enjoy going back through and reading them, and I've even found them a handy tool for explaining just how much fun D&D can be. They're also a fairly good way for me to remember what happened in a particular session, and they make a good cointerpoint to a more usual recap, with which I've rarely been able to capture the tone of the game.

I'm not sure why I always end up with so dang many of them, though. I don't know if it's that I have a particularly quippy group or if it's something about roleplaying or what. I'm leaning toward the roleplaying, though -- at the very least, it's a particular interaction of that group and the kind of social focus roleplaying tends to encourage. I keep quotes outside of game, too, and I don't end up with nearly as many, though I do pay closer attention when I'm gaming.

Oh, and there's Qwerty. He's good for a lot of quotes himself, and he tends to encourage that kind of behavior in others. So that's at least part of it.

Monday, December 08, 2008

Paranoia Quotes

"We are the computers friends. And friends clean each others stuff." Hygiene Officer Peter-R-WQR-1

"Greetings, citizen! We have no plans to eat you, no matter how tasty you might look." Loyalty Officer Mel-R-BOK-1

"Ah! There's blood everyone, just like in Beta Complex. I'll clean it!" Peter-R-WQR-1

"On a scale of 1 to 10, how clean is the dead body?" Peter-R-WQR-1

"I ate a grenade!" Mel-R-BOK-1

(From the game of Paranoia I was in about a week and a half ago. I was waiting to see if the other players had any more quotes, because this list is woefully incomplete.)

Saturday, December 06, 2008

I Hate Maps

Sure, I love looking at them, especially odd or fantastical maps, I admire people who enjoy creating maps. But I'm the only Dungeon Master I know who kind of loathes sitting down to make my own campaign maps. My last long campaign suffered greatly from this; I wish at some point I'd actually sketched out the area and how it related to the rest of the mainland.

It's mostly that I'm not very good at it, and I'm excessively perfectionist. I especially hate coastlines, because I can never, ever, ever draw something that looks right to me. I can do okay with terrain, as long as I keep telling myself that it doesn't have to be "accurate" and the players will never see it, but coastlines just drive me crazy. Which is a bigger problem than it should be, because while I hate coastlines, I love pirates and underwater adventure.

So for my next campaign, I'm using Google Earth and a ruler to roughly copy real coastline, so I can skip all the coastline stuff and skip right to filling it in with craziness. I'm mostly snagging using Indonesia, because it's all island-y, has a little more scope than the Caribbean, and is right near an awesome lost desert continent, and also because I found the island of Sulawesi:



Which, being much cooler than anything I could possibly come up with, is the starting area for the campaign. Or rather, an island off the southeast corner of it is. There's a good chance the players won't have the time to explore enough of it to see how crazy it is, but at least this way if they decide to sail all the way around the edge of it they'll get something kind of neat.

Friday, December 05, 2008

Did 4e D&D Kill Exalted?

Hey, two games I shouldn't be talking about in just one post! Warning: Baseless speculation ahead.

Exalted's obviously not dead, or even really dying. People still play it, people still talk about it. (It occurs to me that the only people I personally knew who played it don't anymore, but they're not playing anything; graduation broke the group up and then business. So anyway.) But it doesn't dominate RPG.net like I hear it used to, and there's been a bit of talk about why that is that suggests at least some people have stopped playing it.

If that's true, there are a lot of reasons for it, from the somewhat unwieldy system to the inevitable loss of the new and shiny factor. But it occurs to me that the drop off in net activity, and theoretical corresponding play activity, happened in about the same time frame as the rise of 4th Edition D&D. Which, when I was playing it, struck me as remarkably similar to Exalted in some ways.

There's the obvious mechanical similarities between charms and powers, for one--though charms are a much broader animal than powers, the combat ones at least still have the same "bite-sized tactical awesome" vibe. And there's the general "this is a game about epic heroes, built on top of a crunchy tactical combat system" goal.

I don't know how far to credit all that "Exalted is broken!" stuff on RPG.net, since the people I know who played it got on just fine, but from what I know from experience that 4e's base system is very tight, and I hear the 4e supplements are about as clean as could be expected. It does, at the very least, have a higher rate of book production than Exalted, which could appeal to some sectors. And it's also got a much greater general fanbase, which if 4e is a factor in this hypothetical drop off at all is probably the main reason. I can easily imagine people giving 4e a shot because it covers a lot of the same ground as Exalted and they figure they could get a group together a lot more easily.

Right. So. I'll stop writing about games I don't play now, I promise.

Thursday, December 04, 2008

nWoD + Sandbox

So this new World of Darkness thing and my pre-existing obsession have combined, Voltron-like, into something new and horrible. What if I ran a World of Darkness city as a sandbox? Or at least something sandbox-esque; Vampire, Mage and the rest lack levels and treasure, but there are a few principals besides "run around stealing things" that I could loot for a game run with such a system.

Most specifically, the idea of having a large, irregular player pool and allowing more than one character per player appeals to me, and wouldn't be too hard to implement in a dark urban fantasy game. I'd just make sure that the action ends by the end of the session, so the next one can start at the local nightclub or whatever else the game uses as its tavern-equivalent. With that policy in place, scheduling becomes a lot easier, since I don't have to worry if a couple people can't make it, and it would be easy to introduce new players and include people who can only play on an occasional basis.

On the other hand, I'd have a whole lot more characters to keep track of--more plans, goals, family members, rivals, and NPC reactions, not to mention more factors to work into any NPC plots and plans, if I go in for that sort of thing. My main thought right now would be to rely heavily on maps. Get a map of Washington DC, or a couple specific neighborhoods, and mark it up with the places various characters have been, then key in all the people they've pissed off. Planning for the future wouldn't be too much of a problem; so long as I could keep a good handle on what's out there and what's already happened, I can figure out how to react to whatever weird plan the PCs come up with during play.

I'm not sure it'd really end up being all that different from a normal nWoD, just with stronger emphasis on setting and how the characters interacted with that setting than on any particular player groups grand story arc. It's unlikely that I'll find out any time soon, since I'm still happily working on my Swords & Wizardry sandbox and I've got plans to run that all next semester. But it might be a fun thing to try, if I ever give into the lure of those wonderfully shiny books.

Wednesday, December 03, 2008

Vampire? Seriously?

I've been struck lately, in between working on my sandbox thing, by a weird interest in all things World of Darkness. These things come and go--at one point I was fascinated by Promethean, and I even went through a brief period where I was into Exalted--but lately I've been wanting to get a couple of those big old shiny hardbacks and play some Vampire or some Mage or even some Werewolf. (The new World of Darkness versions at least, since they seem a little less heavy on teenage specialness angst and random technology hate.)

"Play," of course, is the strange part. I usually get kind of grumpy if I'm not running the game, or at least a game. I've gotten better about that recently, but I haven't played in a long campaign for a while. If the Battlestar game had gone on longer, I might have gotten less puzzled and more irritated when the GM started talking about "writing a campaign." Or at least started itching to run my own game, though that's less of an issue now that I don't have one and only one regular group.

But at least for now, there's something about those new World of Darkness books that tells me to make a character and start messing around in someone else's world. Sure, I could run a game, probably happily. Flipping through the Vampire corebook did give me some ideas for my usual side of the screen, and I've come up with a couple of interesting things I could do with Mage, but mostly I want someone else to do the story work and let me get on with the wacky adventures.

Could be that I've already got enough game master side projects going. I'd very much like to have that Swords & Wizardry game running by January, and that won't happen if I start thinking too hard about exactly what kind of Indiana Jones hijinks a bunch mages could get up to. And if it were just Promethean, that'd be easy enough to work out. I've got a thing for the robot/humanity/angst thing that game is built around. But other than that? All I know is I've got this sudden urge to be a vampire (or whatever) and knock some stuff over. Sometimes my gaming interests just don't make sense.

Tuesday, December 02, 2008

My Very Own Crazy-Stupid Random Chart

I've finally started putting actual material together for my S&W sandbox. No actual mapping yet, but I'm going to see about printing out some hex paper so I can start that tomorrow. (Assuming I don't get terminally distracted by some kind of White Wolf thing, or go back to obsessing over Traveller.) I've mostly been working on character creation material, and I have all the major ideas in place so now it's just a matter of putting pen to paper. (Or fingers to keyboard, as the case may be.)

See, I started playing Fallout 3, and a bunch of guys I know started playing Fallout 3, and then I remembered that, hey, post-apocalypse can be fantasy too, and it's got a long and noble history in D&D and the fiction that inspired it, and wouldn't it be cool if the players could be mutants? So now I've got Takalik Abaj, an underwater city that survived whatever great cataclysm that created the setting, and the players can choose to either be from there or to be a surface dwelling probably mutant.

If they start out as surface dwellers, they can play any race (including, knowing my players, some ridiculous ones of their own devising) but have to roll on the Starting Mutation Chart. (To be devised. I've got a bunch of pre-made ones, I just need to sit down and hack my favorite results together into one chart.) I may allow humans to choose not to roll on the chart, since it'll probably have a fair amount of less than helpful results, but mutants are fun.

City-dwellers have to be human, and can't be wizards ("The sorcerous arts are unknown in the technological city of Abaj." I may write-up a technologist class to make up for it.) but they have a better chance to use pre-cataclysm tech without it blowing up in their faces, and they get to roll on the What Did You Smuggle Off the Boat? Chart, reproduced in its current form below.

1. A set of two linked communicators*
2. A fancy science lock pick* (It may resemble a ray gun, an unmarked sphere, or another odd but unassuming device)
3. 3 vials of highly refined lazarine (each can be used as a powerful healing potion, or as an ingredient for more exotic purposes by a skilled technologist or enterprising wizard)
4. 2d4 power cells
5. Fold-out boat (Just add water!)
6. Autograpnel*
7. An oracular skull, answers 1 yes/no question per day and only occasionally poisons its user with radiation
8. 60 ft. of power cord
9. A dashing cloak with a pin of gold and human bone
10. A flying (and air breathing) fish companion, maximum flying height of 20 ft. It is not otherwise a magic fish.
11. Several bottles of fine Abajin wine. No, you don't know how they make wine underneath the sea.
12. Steel crowbar
13. Several wrenches of various sizes and a bag to keep them in. Also some screws.
14. A box with many mysterious symbols on it. Inside are 3d12 bones.
15. A box with many mysterious symbols on it. Inside are bees. You don't know exactly how many. Probably a lot.*
16. A Universal Detector* (see note below)
17. Tin of mustache wax
18. Duck tape
19. A pen that writes on anything. Sometimes it glows.
20. Firestarter cube*

*Requires a power source

Some of the above items may or may not be stolen from Jeff Rients Deck of Stuff, which is where I got the idea for the chart in the first place. I also snagged a few from my copy of Darwin's World--I've got that and a couple of other books with science fiction equipment lists that I intend to borrow from for Takalik technology. And with any luck, I'll be able to con my players into adding to it, or at least to my general tech list. They get to choose what they start with if they make it up themselves, assuming it's not too ridiculous.

The Detector, incidentally, gives the user the direction of the closest example of whatever material it's set to, but there's no way to tell what that material is without following where the Detector leads, and a lot of the presets it comes with are weird. Could be gold, old bits of fish, could be bees. No way to know. It and the other more complicated items could all use better descriptions, especially visually. It might even be a good idea to put together an actual equipment list, for record keeping and treasure generation purposes.

Sunday, November 30, 2008

I ate a grenade!

Friday night and way into early Saturday morning me and my high school friends played some Paranoia. (XP edition, Classic style.) We used pre-made characters, the DM ran an adventure that came in the book, and it ended up being a lot of fun. I ran a REGISTERED MUTANT with the "Matter Eater" mutation and a habit of randomly chewing on things. We'll probably play again when we get together over winter break.

And with any luck, when we do play again, we'll get a little more actual "paranoia" in. I almost shot the Team Leader after she reprogrammed a robot to do something weird and wouldn't let the Hygiene Officer look at her stuff (I was the Loyalty Officer, figured that was my job) but that was the only actual accusation of treason in the game. Even that ended up getting dropped, when we went off to finish--well, what we'd decided was the mission, since we were never properly briefed.

The rest of the time we functioned as a team. I wasn't too clear on how, exactly, accusations of treason worked--was it something I should yell about and then start shooting, or wait until the team debrief and then unload?--so I mostly stuck to keeping a record of all of my Team Leader's "treasonous" actions. And the rest of the team kept focusing on "completely the mission," rather than blaming the complete failure of the mission on the rest of the team.

The near complete lack of treachery ended up not being a problem. The mission was a complete fiasco, but the guy debriefing us was responsible for it being a fiasco and wanted to keep the whole thing quiet, and it was a one-shot anyway so none of us got into any trouble. And by the time the debrief came around, I was too tired to care about reporting the treason list I'd assembled. Debrief anyway ended up being really short, because everyone was tired.

Still, the name of the game is Paranoia, so a little more backstabbing wouldn't have hurt. The big issue was just that we didn't have a good idea of why backstabbing was so crucial. I suspect that the player section of the book has some information on how you actual go about reporting treason to the computer, and on exactly how badly you can get screwed over if management decides you're responsible for the mission failure.

That wasn't the only factor: The Team Leader's player was under the impression that "there were cameras everywhere," which I don't think was true, but it would have helped if we or the game master had been more familiar with the material. It also might have helped if our secret society missions had been in more direct opposition. But basically, since we didn't know why backstabbing our teammates was a such good idea, our natural instincts took over, and we're all pretty veteran roleplayers, especially with each other. Completing the mission and working with the rest of the party come pretty naturally.

Oh yeah, and I ate a grenade, saving everyone. It was a grenade that one of my team mates had thrown, but still.

Wednesday, November 05, 2008

On Players

I've been lucky, as a game master. I've had good players. I had a good group of players when I started running games, and I've continued, with a few minor exceptions, to have good groups since.

I've had players who wrote positively epic character journals. Players who gave their characters family members and mentors and nemeses, not to mention goals that screamed adventure. I've had players who had players who happily moved on to the next idea when I told them no, that combo really is too ridiculous.

And most importantly for me, a GM who improvises a lot of her games, I've had players who come up with dumb ideas and then run with them. Who tell me what they're planning, so I don't have to guess what they're trying to do and can focus on coming up with my own crazy ideas. Who have that perfect mix of confidence, enthusiasm, and crazy inspiration that I will never be able to do without, no matter how good at game mastering I get.

I've had good players. I couldn't have run games that were as fun as they were without them.

Tuesday, November 04, 2008

Flying Blind

My novel is going surprisingly well, considering I have no idea what I'm doing. My last two NaNoWriMo novels, and most of the successful writing I've done in the past, have all been planned to some degree, even if it's just a general sketch of the starting situation and a rough idea of what I want the climax to look like. This time, I mostly intentionally decided I wanted to do something different, and see if I could write my novel without any idea of what I was doing or where I was going. (I was also really busy this October and working on other things, but that's beside the point.)

I shouldn't be surprised, really, that it's working (at least so far, we're not out of week one yet so there's still time for it to all go to hell) because I do stuff like this all the time when I GM. One of the best single sessions I ever ran was almost completely improvised: a one-shot, Gnome Town. I'd sketched out a little dungeon in the hour before I ran it, but I ditched that half-way through and just started riffing on whatever bizarre thing popped into my head and whatever crazy plan the players came up with. The players were pretty hot that night, so it worked out well.

That's the only session I've ever run completely on the spot, though I did improvise most of my one session of Feng Shui. More often, I'll have a general idea of the situation, but little or no idea what the players are going to do. That tends to be my default play style, and it can range anywhere from reasonable responses to character actions based on the pre-defined scenario, to completely making up major details of the game on the spot just because it would be cool.

When it works, it works. Going into the Infamous Wedding Incident, I didn't have a clear idea of what was going to happen, figuring that the players would come up with something. They didn't have a clear plan, because they figured something weird would happen that they could riff off of. My solution? Faen ninja terrorists. In hot air balloons, with long-spears and flaming catapults. The players grabbed hold of it and started doing their crazy thing, and pretty soon we were jamming. It was great.

Of course, the session could have been even better if I'd had better floor plans for the wedding, and a better map of the city, and a better idea of the "normal" order of events, what would have happened if the wedding hadn't been disrupted by a four foot tall version of the IRA and a cross between Mr. Freeze and Jack Sparrow. And part of why it turned out as well as it did was that I knew who a fair amount about the other people who ended up involved--the town guard and the main villain--and what their tactics and motivations were. Because the faen just got the fight started; what made that fight great was the combination of Faen, the villain's attempts to take advantage of the disruption, one of the player's attempts to take advantage of the disruption, and the rest of the party's efforts to keep order along with the city guard.

But being willing to make stuff up as I go along? Being confident in my ability to make stuff up as I go along? It's been key to whatever success I've had as a GM. And it's fun. Part of the reason I count those sessions among my major successes is what I great time I had during them. Which isn't everything, because the fun has to be there for the whole table, but it's important.

Saturday, November 01, 2008

National Novel Writing Month

I don't have a plot. Or more than the vaguest sketches of characters. I don't even have that much of a setting.

But I've got enough. "College. In space. With pirates."

That should be enough for anyone. We'll see how this goes.

Oh, and I'm Oddysey on the NaNo website too. NaNo madness is better together.

Tuesday, October 28, 2008

Back to the Hex Map

The idea of a hex map has been back on my mind lately. I've been thinking more generally of running an exploration-based game with no regular player group for a while, mostly because college gamers are flaky and I want to do something diametrically opposed to the dirty hippy indie games/Exalted that usually gets run around here. Since Swords & Wizardry came out, I've been thinking even more seriously about that, because I think it'd be a good fit, better than thed20 Modern that I was originally considering.

Plus, hex maps are cool. I had all kinds of fun making my first, despite never getting to run it. Game prep should be fun, and filling out a hex map is a good way to fill an afternoon.

I've already been doing a bit of thinking about what I would put on this theoretically hex map, despite really needing something other than a list of names from the 1972 census for my NaNoWriMo novel. Things that should be on the hex map so far:
  • Alien artifacts
  • Tombs of ancient tyrants
  • Temples to forgotten evil gods, preferably infested with snake-men
  • Several different tribes of goblins that the PCs can screw with and start wars between
  • Dinosaurs
  • Underwater Atlantean-analogue dungeons and relics
  • Robots gone berserk
  • Little towns with dark secrets
  • A mad wizard in a tower
  • Entrances to the Underworld, realm of the Twelve-armed God
  • Football-sized ruby
  • A dragon
  • A crashed spaceship
  • Carnivorous apes
  • Blind, death-cheese making monks
That covers most of the bases, but is there anything I'm missing?

Monday, October 27, 2008

Left Behind by Modern D&D

Every so often I go by RPGnet, just to check things out, and see what the latest word is on noisms's Monstrous Manual reading. I'll see this wall of [4E] tags, generally in front of character optimization threads or arguments, and occasionally I'll get this very strong sense of not belonging to modern D&D.

Which is weird, because it's not like the content is that different from the usual talk on 3.5 forums. While I do enjoy a bit of character optimization, my tastes usually run towards poking around the strange corners of the system rather than actual character optimization, and even for that I have a limited tolerance. So I never had much to say on the usual 3.5 forum, either.

But I still felt basically at home there. 3.x D&D was my game, the game that I started on, the game I knew and loved. Even when I wasn't playing it (which was most of the time, my major campaigns being based on d20 Modern and Arcana Evolved) I still basically understood it, and could discuss it, and cared about it.

But now? I go into the D&D forums and it feels like I'm not even on the same planet as some of these people. Even the people saying things I've said myself about the game in the past -- it's easy on the DM, combat's fun, fast, tense -- I just can't quite grok, because I keep wondering when they're going to notice that the tension is completely artificial. And the ones who are talking about this or that supplement and how humans are suboptimal and how this power combines with that other one--no clue, man. None.

Not that 4e is a bad game. On the contrary, it's a very good game. But--it's like this. I see someone say "D&D," no qualifiers. I know what that is, I've been playing that since I was twelve. Then I see the words like "starlock" or "dragonborn," and I have to do a double take. "That's not D&D," I think. But it is.

It's an unsettling feeling.

Saturday, October 25, 2008

Swords & Wizardry, NaNoWriMo, and that Dang List

Who, exactly, was responsible for the decision to release Swords & Wizardry two weeks before National Novel Writing Month? I was getting ready to run an online game with some pals back home when I remembered that, in a week's time, my life will be consumed by that thing the innocent call a novel.

So now S&W is on the list of games I want to run, from which no man ever returns.

Okay, so Feng Shui returned. Also 4th Edition D&D. But neither of those were on the list for that long. Iron Heroes has been on my shelf for ages, and once came within a few hours of seeing play, only to have me decide I was insufficiently prepared and ditch it in favor of the madness that became Gnome Town. Traveller and Encounter Critical seem headed towards the same fate.

Someday I'll run all of those games.

But Swords & Wizardry is a little more than just "a game I want to run." It's a cleaned up, modern version of OD&D.

OD&D has been on my mind for a while. It'd be worth playing just for it's historical value, the game that started it all. But I've also been reading Sham's Grog & Blog and Grognardia, and drinking the rules-not-rulings, do-it-yourself, old school kool-aid. It reminds me of the way I used to play games, hacking stuff together at lunch that seemed like it would work, not worrying too much about game balance or GMing technique.

But OD&D, the three little brown booklets, is intimidating. I've put off picking up the PDF for a while, because I've had other stuff going on but also because I was worried about how much work it would take to piece together how to play. I know there's a lot missing out of the S&W PDF, a lot of the weird essential charm that makes OD&D what it is, but it's neat and it's clean and it's exciting. It's got me thinking some things that I don't always think -- not "how can I use these neat things in my game?" but "what neat things can I make for my game?"

That alone makes Swords & Wizardry too cool to just languish on the list. With any luck, I'll pick it up again after NaNoWriMo, in that post-novel rush of crazy ideas.

Wednesday, October 15, 2008

All The Characters Are The Same! or Why I Spent Six Hours Reading The Expanded Psionics Handbook

As I hinted at the end of yesterday's discussion of some of 4E's limitations, there's another more important distinction between 4E and 3e. In the new edition, each character has roughly similar capabilities. Sure, there's the striker/defender/leader/controller thing, and the variations on each of those themes, but it's all pretty much doing damage and deciding when to use your encounter powers and whether to burn your dailies. Occasionally you stick some interesting effects on the monsters, and there's a fair bit of moving around, but it's all just variations on a theme. It's a fun theme, and if the DM is on the ball you can get a lot of mileage out of it by changing the environment and monster behavior, and even more by building different characters in different ways.

But it's all one kind of fun.

There are a lot of different ways to generate varieties of fun -- call those ways the dimensions of fun, if you like fancy phrases -- and 4E drops a lot that 3.x had. One of the big ones, the one it had to give up to get the tactical complexity it's designed around, is variation on the mechanics behind character powers. 3.x has feats, skills, Vancian magic (of divine and arcane quality), psionics, incarnum, shadow magic, truename magic, binding, whatever that dang Tome of Battle stuff is, plus a bunch of class specific doo-dads like bardic music, rage, and dragon shaman auras all stuffed under "special abilities." All of which makes characters a lot harder to build, and a lot harder to predict how everything in the greater system will interact, but it allows for tremendous variety in the way the game plays. It also opens up a lot of headspace, creating a convenient source of ideas on how societies and environments might interact with the powers that drive them.

4E has one way. It's a good way, but it's not the only way.

Tuesday, October 14, 2008

It's Like the Best Apple Pie in the World When I Want More Than Just Those Damn Apples

Okay, so maybe being over 4E doesn't quite mean I'm going to stop thinking about it. Particularly, I've been trying to figure out what exactly it is that bugs me about it. This is a game I had all kinds of crazy fun running, and could easily have all kinds of crazy fun running again. So why don't I have much interest in it anymore?

That has more to do with obsession cycles than any intrinsic feature of the game, but my gut feeling answer is that it's much more limited than 3rd edition and its variants.

This is mostly nonsense. 4th Edition isn't significantly less complicated than 3rd Edition, it just increases tactical complexity at the expense of character complexity. With the exception of fighters, rogues, and other non-magic-using characters, 4E characters have fewer moving parts than their 3.x counterparts, and there's much less variety in the kinds of parts they use. However, this reduced complexity means its easier for the designers to ensure that all those moving parts have interesting interactions with each other, and that the characters have interesting interactions with the rest of the party. 

Which means, for pure combat, and even combat with motivational doo-hickeys (I'm fighting for the queen!) backed up by interaction scenes, 4E is superior. 3.x characters have an unfortunate tendency to find one best strategy and use it in every fight, to suck up table time with calculation, and to blow through opposition, though that last is mostly because the CR system rests on some assumptions that aren't supported by the game as she is actually played. On the DM side, 4E has much better support for making fights interesting, from making monsters easier to tweak and run to gearing its environmental design advice towards making terrain that gives players interesting choices.

On the other hand . . . 4E doesn't do a whole lot beyond that. There are precious few non-combat abilities, and it's impossible to build a character that doesn't focus on combat. It does have the skill challenge system, which I like a great deal and could see using to use to run a game by itself -- because it's a seperate system that's been bolted on to the main, power-based core where most of the game's complexity resides. 

If you want to run a game that revolves around exploration, or bullshit hi-jinks, or anything else where the point of combat isn't to have fun with the fight itself but to cause problems for the players, then whenever combat does come up it will invariably pull attention towards itself and away from the main point of the game. And if you don't use combat much, you're looking at a character sheet that you never use and making lots of character decisions that are never meaningful. 3.x often has the same problem, especially when you start adding in splat-books, but that's a function of the particular moving parts in the system -- what spells your wizard picks or whatever -- rather than being cooked into the arrangement of the moving parts themselves. It doesn't intrinsically assume, no matter how you build a character, that the character will be about "combat and occasionally some other stuff."

When I wrote this post, it ended up being crazy long, so tomorrow I'll pontificate about another, related difference between 3.x and 4E. As a player of mine used to say, "All the characters are the same!"

Tuesday, October 07, 2008

Now It's Time to Think About Something Else

According to the blog, my period of mild excitement about 4e D&D ended up lasting, at most, 13 months. From the first "hey, this is cool," post to . . .

Right now. Yeah. I am over 4th Edition Dungeons and Dragons.

The period of active, this is the coolest game ever excitement was even shorter. Hard dates puts it between the awesome, tactical craziness of my first session and the realization that all the tension in combat is artificial. Comes to about sixty days. At least it lasted longer than Feng Shui.

It's not like I won't go back to it. Right now I'm seriously thinking about going back to 3rd, after being off of it for most of that 13 month period. Or d20 Modern, which I've been falling back in love with. (First game on the other side of the screen. I'll never get completely over it.) So I will probably play 4th edition again.

But not now. Not while I feel like, to get the most out of it, to get the complete experience, I'd have to buy a bunch of books that I'm just not interested in buying. Not while I'm thinking about just how much I've got invested in 3rd and 3.5 and d20 Modern -- in memory, money and knowledge -- and how much gaming I have left to do with them. And not while I still have a lot to learn from the older editions of the game -- not to mention all the stuff that's not D&D.

Saturday, September 27, 2008

It's Not All About "Unified Mechanics"

I'm not interested enough in it to actually register and post, but there's an amusing discussion going on at RPG.net. Apparently, some contend that the only reason people play older editions of D&D is the nostalgia factor. If it's what you played in your childhood, that makes up for the obvious inferiority of a system without unified resolution mechanics. Or whatever.

Which puzzles me, because I started gaming as a kid with 3rd edition, but nowadays I play 2nd edition AD&D. I won't go as far as to call myself "old school," but there are a lot of things I like about the playstyle, and the older editions in general. I also know two guys my age who play 2nd exclusively, despite starting with 3rd, and will take any opportunity to declare 2nd's superiority. 

It's possible that us whippersnappers are just absorbing older gamer's nostalgia; I'm interested in playing older games mostly because of what I've read in the old school blog-o-sphere, and one of the other guys I know started playing 2nd edition when his neighbor gave him four or five boxes of books and miniatures and stuff. But I really do think that they're different games, different enough to be worth investigating.

I used to tease that guy about playing such an obsolete game. I assumed that the differences between 2nd and 3rd, and between 2nd and 1st, and between 1st and OD&D, were mostly a matter of fixing things that were "broken," and making the game more intuitive. That was the intent behind most of the changes, but there's a lot of really interesting stuff that got left behind along the way -- the troupe style of play, campaign-centered (as opposed to character-centered) play, irregular parties, and genre bending, just to name a few ideas that have changed the way I think about D&D, and gaming generally.

(Completely unrelated side note: I think "whippersnapper" is a pretty good term for those young, hip gamers who are getting into the old school scene. But that's just because it would give me an excuse to say "whippersnapper" a lot.)

Friday, September 26, 2008

The Battlestar Game: Getting to Know a New Group

That Battlestar Galactica game I'm in is going pretty well. We just had the second session last night. They've both been short, off-the-cuff affairs--the DM has walks downstairs and says, "Hey, you guys want to game tonight?" It's kind of refreshing, used as I am to long, rigourously scheduled weekly games.

The system itself is sort of weird, and I don't yet have a real good handle on the odds involved, but I don't think we're using it as written anyway. I've never played with this GM before, or with two of the other three players, and it's the first time I've ever joined a new group as a player since I first started gaming. I'm used to responding to new player styles as a GM, but adjusting to them as a fellow player, while trying to get the hang of a another GM's style, is not something I'm used to.

This GM's style is very different from mine. We're all Viper pilots on an old Battlestar, with the campaign starting just before the Cylon attack the on colonies. That just happened last night, but most of the game up until that has revolved around the specific, minute-to-minute activities of our characters on the ship. Trying to get enough sleep, hanging around in bars, going to the gym, interacting with NPCs, getting into fights. The first session largely revolved around one character trying to get revenge on an NPC (who outranked him) for vomiting on his dress uniform. There's also a lot of "party splitting," and one-on-one interaction; when we get off duty, one guy might go to the officer's rec, another to the gym, and another to shower and bunk, and the GM goes around and resolves each scene in its turn.

I tend to skip over this kind of thing, unless the player's specifically initiate it. I'm usually busy trying to get back to "the action." But well handled, it's really quite engaging. I do worry, based on a couple of comments the GM has made about how he has the campaign "written up," that the game will end up being scripted events with these kind of character interludes in between, but that'll be a problem only when it starts getting boring. Right now, I'm having fun getting a look outside my usual gaming scene.

And -- I'd planned to write this post about how I'm the only woman in the group, which is a new and exciting experience for me, but I'll leave that until next time.

Wednesday, September 24, 2008

Games Up the Wazoo

The mysterious explosion of gaming has spread. Last night, a couple people I know wandered into the campus coffee shop with Burning Wheel, and next thing I know I'm agreeing to a weekly fantasy game. Add this to Yesteryear, and the irregular Battlestar Galactica game I was also more or less randomly recruited into, and I've got a lot of gaming going on.

Unfortunately, this means I'm thinking about putting my own Traveller game on hold. I'm still having fun working on it, and I'll continue doing that, but I've got enough going on besides gaming that I'm not sure I can justify setting aside two weekend nights for it. A weeknight game might work out a little better, but that's more likely to run into other people's schedules.

On the other hand, if I can figure out a way to tap into the rest of the college gaming scene, I might be able to put together a large group, ad hoc schedule, West Marches kind of game. There's talk of a gaming club, and while I'm generally dubious about the value of such an organization, it would be handy for this kind of project. 

I might use Traveller for that game, if I can figure out a way to reconcile the "return to home base at the end of the session" requirement with the whole spaceship thing. It might also be a good excuse to finally download OD&D and take a look at getting that together. Or go back to 3rd, and really make it my own.

I know this must make me sound incredibly flaky, hopping from one idea to another and never getting anything done, and I am. I'm still negotiating this strange new idea that my entire social life doesn't need to revolve around roleplaying, I'm enjoying getting to be a player for once, and I don't feel like doing the work to run a game right now. I'll get back to it, but I figure it's better to back off a little and take a look at how other people run their games, rather than drive myself crazy about not running the game that I should be running.

Sunday, September 21, 2008

Notes & Nostalgia

I ran my first campaign almost entirely off of handwritten notes on graph paper. I carried them around in a couple of folders, and worked on them during classes. I occasionally e-mailed things to my players, and kept a few long term notes on my computer, but I printed out almost everything important I wrote on the computer and stuffed it into the folder.

I didn't write up as many notes for the next couple of campaigns after that (I'd started doing work in my classes) but they were still mostly handwritten. Even if I wrote them on the computer, I kept all my need-to-play session notes in folders and binders and notebooks. One somewhat less successful campaign even revolved around a box of 3x5 cards.

Then I got a laptop. The one real campaign I've run since then was almost entirely based on computer notes; basically just the maps, and a couple of player generated notes in a binder. Which was great, especially for in-game notetaking. (And, most especially, handling initiative. "Sort alphabetical" was my best friend in the whole world.) I could have gotten more use out of it if I'd organized my notes a little better, or kept them in a format I could search through better, but my notes have always been a mess, no matter what their format.

I love the convenience of keeping track of my campaigns on the computer. I like being able to take advantage of my typing speed, and I'd like to try using a wiki, or some other fancy new Web 2.0 organizational scheme.

But I miss scrawling out NPC organization charts, monsters, the random ideas I have for next session. I miss sitting down with paper, pencil, and a couple of books. I like having a big stack of paper, or a binder to flip through. And I especially like being able to work without any of the distractions that come along with the computer.

I do wonder, though, if that feeling is mostly nostalgia. There are a lot of technical advatages to working partly or entirely on the computer, but it's not how I did my notes when I was 14, and caught up in my love for this crazy new game that I had discovered. Before I knew what I was doing. Before I worried how to do my notes.

Edited 9/22/08, for the grammar.

Thursday, September 18, 2008

A Problem of Lists

The Traveller game hasn't started yet, but it's coming along. I'm most of the way through my starting sub-sector, and I've started sketching out the larger political situation. Nothing detailed, mind you. I just needed to know who was running all those spaceports, if there's no Third Imperium in my Traveller universe.

The answer is: another sort of space empire. So far mostly cribbed from Dune, but I'll add in other bits as I go along. Combined with at least some of the Class A and B starports being alien relics, run by robots, this satisfies what need I have for the setting to make sense. I'll make up for it with the planets -- I still need to figure out a place to put the Red-Eyed Cat-Apes.

I am, though, struggling with how much detail to put into that upper-level political situation. I'd like to keep it as loosely defined as possible, partly for philosophical reasons, and partly to avoid doing work. I do plan on making up a minor noble from a minor house (noble houses being the main thing I'm stealing from Dune) to be governor of the sub-sector, and eventually I'll work out a few rivals and allies, to aid in the generation of schemes and plots. But there's no need for a big list of all the houses and nobles and all of that.

Except that I had this idea, that if each of the houses has its own army and so on, then some of the characters might have pre-existing allegiances to them, or old grudges or something. Which would, then, necessitate some manner of list. Unless the players could manage to make something up on their own, if the idea interests them, but I've had mixed success with those sorts of schemes.

Wednesday, September 10, 2008

Quotes VII

"So the end of all life on the planet, and indeed the planet itself, could still happen anytime between now and next Tuesday." RPGpundit

"He's not ugly. I just hate his face." Emily

"I used to kill Hitler, then go back and stop myself. That was a pretty neat couple of Saturday nights." Deep Time . . . agent . . . guy (Does Starslip Crisis not have a character bible? Or did I just miss it?)

"At the top of the United States today sits a meritocracy, an elite who believe that their intellectual achievement earned them their high status. Meritocrats think of themselves as progressive and antiracist, but they are certified into the elite by the SAT, an IQ-like test on which whites and Asians consistently outscore blacks and Hispanics." Caleb Crain

"It's like, do they not have butter in space?" Gabe

"Mad with power. Post later." Dr. Cataclysm

"Smugglers aren't real. They're just manifestations of my fear of the sea. Combined with my fear of theft, secret caves, men with scars, and rum." http://www.scarygoround.com/?date=20080723

"You can trust me. I'm an English major." Oddysey

"Look, I'm not suggesting by any means that my readers should go kill George Lucas. And certainly not by using the swift, undetectable poison known as curare!" John Seavey

"Shush. There's nothing overcomplicated about Linux at all." Qem

"I can accept shallowness in my news media, but not in my comic books." Scipio

"What kinda gonzo-fantasy universe are you livin' in? In mine, a cut that lays your chainmail open and draws a line of gushing crimson across your chest is just an excuse to tear your shirt off." TonyLB

“Our party and our country are better off because of her, and I am a better candidate for having had the honor to compete with Hillary Rodham Clinton.” Barack Obama

"It is the opinion of myself and this website that the person responsible for this effect should go to jail, or gaol, or whatever the British call the place where you store your evil men." Tycho Brahe

"It's rare that you're simply presented with a knob whose only two positions are "Make History" and "Flee Your Glorious Destiny." Tycho Brahe

"Pirates: Is there anything they can't teach us?" Freakonomics

Sunday, September 07, 2008

Spore!

I'd almost convinced myself not to get the game -- better things to do with my time, mostly -- but then the boy got it and I have near-constant access to his computer, so I've logged a couple hours today, and over the next couple of weeks I'll probably be playing it more than is healthy.

The interface is a little clunky, but that's partially because I'm not used to it, and I've only gotten about halfway through the creature level. Though most of the advertising focused on that stage, I have a suspicion that most of the action happens at the civilization stage and beyond, so I'll reverse judgment until I've seen how that plays. I am, however, very impressed with the game manual -- it's the best I've seen in a while, a major plus for a game as varied and complicated as Spore purports to be.

If anyone reading this happens to pick up the game -- the account I'm sharing now is "medievalguy88," if you want to drop me a note in-game.

Thursday, September 04, 2008

A Low Level Game?

I'm thinking low-level is the way to go with the Traveller game. Not so much in power level -- I don't plan on messing with character creation, at least on the first outing -- but in money, equipment, and variety of adventure.

Partially this is because I've been spending a lot of time looking at the trade tables. I expect they won't get quite as much attention once we start playing -- we'll too busy with the adventures, see -- but they still look like an interesting way to generate some on-the-fly excitement, and a quick way to decide where to go next. As long as they need cash, there's always something to do. Traveller has some handy mechanisms for keeping that need active -- mortgages and so on -- so this shouldn't be too hard.

Mostly, though, I want the PCs to have a sense of a larger universe. This goal may change once I get into the game and start seeing what clicks with my player group. But at least going into it, I want there to be a sense that there are things going on -- interstellar politics, trade deals, matters of empire -- that are just way out of their league. Not particularly important things, in the backwoods part of space they'll be in, more faraway, might matter if they cared things, but things nonetheless.

Wednesday, September 03, 2008

Random World Generation Official Verdict: Awesome

Planets I have made so far:
  • D79A65-7 S NI Wa. Gola Tau. Run by the engineers who keep the environment bubbles working. They will challenge you to duels!
  • C683589-8 A NI. Degenerate agrarian communists. Currently being pestered by one of their neighbors (to be decided, as I fill in the sector) who keeps trying to set up a puppet government to take them over.
  • C7838AF-4 S P Ri Lt Amber. Deutsches Reich. They got hold of some old Nazi propaganda tapes, liked what they saw, and now they have tourists swarming all over what the travel agency calls "Hitler World."
  • E2108CE-4 P Lt Na. Holo. Religious nuts trying to keep their atmosphere generators together with duct tape.
  • C555300-6 Ga Lo NI. Sukka. A bunch of Heinlein-ian farmers, mostly notable for the guy calling himself "the King of Cold" who keeps bothering space travelers and trying to set up his own little kingdom.
  • B000A53-14 N T I As Hi Ht In Na Va Red. Hox Anoth. Alien space arcology that the Imperium (or whatever) desperately does not want to antagonize.
So yeah, I'd say I'm having fun. No group together to play it yet, but I'm working on it. It may take me a week or two to get the sector sketched out anyway.

Tuesday, September 02, 2008

On Being A Player -- and a Bit About 2nd Edition

Being a player again is pretty spiffy. I've done a few one shots or short campaigns, here and there, but I ran my last few major campaigns. But now I'm playing Zavijah, a lawful neutral human cleric, in Yesteryear, a PBB 2nd Edition Planescape game, and it looks to be rockin'.

Especially because I'm not running it -- noisms is -- so I have someone to pester with pesky questions. I have schemes to unravel, things to explore, and NPCs to bother. It's a refreshing way to play the game, especially with the triple new of internet play, Planescape, and 2nd Edition.

All three of which I quite like. Planescape, of course, is awesome, and it's nice to be able to sit down and compose one's actions, rather than being driven by violent competition with the rest of the table. And I'm enjoying 2nd Edition more than I'd expected to; I doubt I'll ever run it, but character creation was surprisingly enjoyable, freed from the mechanical considerations of feat choice and skill point optimization.

I'm sure there are mechanical optimizations in 2nd edition, but I don't know what they are, and I have no intention to find out. At any rate, having no idea what the usual items for the system or the campaign would be, picking proficiencies and equipment was a lot more about what my character would actually know, and less about the optimal character grind I tend to slip into with 3rd, and 4th is actively built around. I can see why people still play the edition, and I'm glad to have joined them.

Friday, August 29, 2008

I Got Traveller Today

Mongoose edition, but hey. I've had it for five hourse, and it's almost made up for the rest of the day.
I mean, I knew what I was getting. I've heard people drop Universal World Profiles. I knew about death during character generation (Not required, but present. It's called "Iron Man" character generation -- the default on a failed survival roll is Horrible Manglement, because peg legs are fun.) I was aware, in a general way, of the charts.

But sitting here, book open to page 160, checking two charts to figure out how many passengers want to go from the space rock you're on to the space rock you want to go? Flipping through the book and finding a table, completely unrelated to the entry on the alien race it's below, about what a character's enemy is up to on the planet they just showed up on? Discovering charts for generating random animals to harrass the part with?

Crazy awesome doesn't even cover it.

Now I just need to figure out what to run with it. The crazy part of me says "Stargate SG-1 meets Star Trek (TOS) by way of Foundation, with a little Star Wars on the side and as much Dune as I can cram into it and still keep the laser battles." The campaign would bear the moniker "Star Truck," and an early session would center around a mysterious spinning cube, encountered in the mysterious reaches of space. Oh, and space marines.

The more serious part of me . . . well, basically agrees. I'd explain it in a way that doesn't hinge on pop culture references, but that's the space fiction I like. Basically, I'm thinking:
  • The whole "ancient earth cultures scattered by a mysterious race" theme
  • Pulp craziness, the kind that straddles the line between "making a point about human nature" and "laser dinosaurs!"
  • One or more Imperial whatsits (that a lot of human worlds sit outside of) based on trade in exotic items, transhuman conspiracies, and dukes of planets (also: space princesses)
  • Lunatic investment schemes by the PCs and/or their employers
  • Space battles with ridiculous weaponry, up to and including colored lasers beams that cause computer banks to explode
  • Space Marines. With powered armour. And laser swords.
I'm both under the impression that this is not too far of from the Third Imperium and not sure exactly how Traveller would handle it, not having read the full book. Even if I modify the mess of ideas I've already got into something a little more system friendly, I do plan on building my own setting, more or less from scratch. Nothing against the Third Imperium, I just feel the need. I know this space stuff pretty well, a lot better than I'll ever know fantasy, and it's been a while since I put together a really crazy new setting.

That, and it's Traveller. If I get stuck, I'll just roll some dice and work out something interesting.

Thursday, August 21, 2008

The Healing Surge Trampoline

My 4th edition summer game, the "get the band back together" game, is now officially over. I had a lot of fun running it, and the usual levels of hair-pulling frustration, and I think my players had a good time, too. In the end, a good game.

We even managed to give it a decent finale. It was clear, and had been for a while, that there was no way we would actually finish the module, if we played through it as written. I'd decided already that there was also no possibility of ever picking it up again to finish it, at least with this group, but I was reluctant to leave yet another adventure permanently unfinished, with no sense of closure. So I boosted them to 3rd level and cut out most of the second level of the dungeon, bringing them straight to the final two fights.

Not a method I'd recommend in most circumstances, but this time, it worked out okay. Mostly because it turns out that (a) the stunt rules are easy to handle and (b) the wight raining crackling purple death upon them was standing right next to a pit. Cue the Wilhelm scream, splashing, and helpful wight sound effects provided by Alefist. (Reeeeee!) After the battle, they amused themselves by dropping various objects on the very wet, very angry, and very trapped wight.

Other than that, the fight was pretty standard. They all ganged up on Kalarel at the end, neatly demonstrating that the primary purpose of having all those monsters is to distribute fire; five levels above them, he lasted about two rounds.

It had the usual near-death moments, which I'm beginning to think are an artifact of the way healing works rather than a sign of actual peril. The damage/healing system, to put it most simply, is subject to negative feedback. There are, of course, monsters that are more dangerous against bloodied foes. But those effects are dwarfed by the basic dynamic of the PCs healing abilities: the more wounded they are, the easier they are to heal.

Mostly it comes down to the death and dying rules. There are a couple of powers I know of that exacerbate the effect, but they're not what drives it. Sooner or later, the death and dying rules kick in whenever a PC takes damage. And they don't just make it impossible to die within less than 3 rounds after hitting zero, giving their friends plenty of time to get them back on their feet with a simple skill check. They also guarantee that when the character does get back into the fight, they do so with a quarter of their starting hit points -- any healing on a dying character resets them to zero before hit points get added, and that basic heal check option gives them a free use of a healing surge.

Having those back up systems in place means the monsters can have a lot of hit points, and do a comparable amount of damage to the PCs, and the only effect will be 3 rounds of "peril" before the character gets back up and pummels the monster, who does not have the healing surge trampoline. Which isn't a bad thing, exactly, but I do wonder what would happen if the player's figured it out. Is there an intermediate setting in a 4e fight, between "artificial danger" and "certain doom?"

Wednesday, August 13, 2008

The Little Details

This Sunday and last I ran sessions of the 4e game, which I haven't posted about mainly because there wasn't much to say about either of them. The first was fairly good, the second was distinctly lackluster. Maggie has, in usual excellent fashion, recapped the August 3rd session but likely won't have the next one up for at least a week; I'll link to it when she does.

The only thing I can really add is that naming the goblins was a surprisingly good idea. It's the first time I've done anything like that, and was shortly followed with the first time I've ever had a player feel bad about something horrible that he did to an NPC. Usually I'm happy to have people rampage around, breaking stuff and having fun, but it was sort of neat to have that happen for once.

Oh, and last Sunday we came up with the best sentence ever: "He was engulfed in sartorial flames."

Otherwise, though, I've been starting to think about wrapping this game up and starting my next one in a month or so. It was clear we were not going to come close to finishing the module in the time left before returning to school, so I bumped them up to 3rd level and skipped the entire second level of the dungeon, moving immediately to the last three fights. It's working out okay so far, and I think it'll work out better than just leaving (yet another) module hanging that we know we will never go back to.

Friday, August 01, 2008

Failure!

So it turns out that "what's the worst that can happen?" is probably a bad question to ask. It was mostly due to procrastination and lack of planning, but in any event -- the adventure didn't get finished.

I will finish it as I get the time and the will, and happily, this practice is 100% officially approved.

In more encouraging news, my friend Maggie is now officially a DM. With all the joy, wonder, and soul-crushing frustration that blessed activity entails.

Thursday, July 17, 2008

Another Day, Another Game

We had another session of the 4e game Sunday. I just haven't reported it yet, because my wrists have been wonky lately, so I've been trying to stay off the computer. With less success than I'd like.

Not a particularly exciting session, truth be told. Only three people showed up (though a fourth did arrive about an hour before the official end, after we'd decided to break for the night) so everyone was running more than one character, but they did alright.

Maggie has, again, provide a full recap. And even better -- pictures of the table, and of Sara and Doug, the guard drakes they took from the shady looking gnome. At some point, I'll write about how I'm handling that -- 4e has no official rules for henchmen or pets, so I'm winging it.

Thursday, July 10, 2008

Keeping an Eye on the Battlefield: 4e and Healing

I've noticed, running 4e, that PC hit point totals don't really matter. On a round by round basis, yeah -- if they're bloodied, or if they're low enough that a monster can take them down in one hit, that matters. But just paying attention to their hit point totals doesn't let me know how they're doing, what the pace of the fight is, or how close they are to defeat.

Because hit point levels go up and down a lot. Even at 1st level, they have a lot of healing. Whether they've used their second wind matters, how many players have used theirs matters, how much major healing the cleric has left matters. I'm used to keeping rough track of hit point totals, and the enemy hit point totals, to tell where the battle is headed, but running KotS I've had to adjust that strategy.

What I should do is make up a little battle tracker, where I can mark how many healing surges everyone has used throughout the day, who's used their healing surges, and what healing the cleric and the paladin (or the warlord, if they team had one) have used. Probably track dailies, too, because they're as important as surges in determining when the PCs should rest, and at least at this level they're a measure of the PCs abilities to get themselves out of trouble if things really go south.

Monday, July 07, 2008

Skill Challenges and a Sudden Interest in History

Had another session of my 4e game last night. Things are starting to come together. Still some arguments, but everyone is at least trying to move things forward. Maggie's done me the favor of compiling a recap, complete with quotes, if you're into that sort of thing.

The best part of the session was testing the skill challenge system, interrogating a shady gnome archaeologist to find out what had happened to their mentor. As written, it's basically just another fight, but I had some information I wanted to get to the players, (mostly pre-hooks, for if they finish this adventure before summer ends) and I wanted to see how the skill challenge system actually worked. I can easily see how it would apply to traps and exploring and such, but as to social encounters, I was a bit skeptical.

For us, it's great. It's not that much different from what we normally do, except there's an initiative order, so people aren't shouting each other down) and everyone has to participate, even the quiet players and the ones who don't normally dig social encounters. A lot of my players are good at and enjoy social encounters, but I have one guy whose comfort zone runs more towards stats and tactics, and he seemed to enjoy himself alright during the challenge. The system provides a safety net -- just do what your character's good at -- if you can't think of what to do, and me and the other players gave him some help figuring out exactly what that meant in game terms.

The ones who were more comfortable with it had no problem with it, and pretty soon people were rolling shaking the gnome down and figuring out why he was here and what the mirror he had was. If they gave me more detail about what they were doing, in game, I'd respond with more detail, or an extra benefit within the challenge.

I had players asking me questions about history. This, I don't think, is entirely on account of the skill challenge format. Having a shiny poster map with little bits of detail to latch had something to do with it, and reminded me to use visual aids more often. But the skill challenge gave them permission and time to ask questions, by explicitly giving the spotlight to each player in turn. And it made it easy for me to give them little rewards for doing so, and to turn the information from "boring DM lecture" to "something I found out by asking the right questions and getting lucky."

Oh, and most of the answers I made up on the spot, which was fun. It was based on some ideas I'd been thinking about for what they might do next, if they get that far, but now I have some specific detail for further adventures -- a dragon named Malebraxis, whose now young adult children have infested the mountains to the north.

I'll be doing this again. Even if it turns into a special event thing rather than my usual way to handle such encounters, it makes a good change of pace, and it's nice to have the structure there to fall back on.

Sunday, July 06, 2008

The No Fun Game

Why do some people try to get others to play their game by explaining why the game they're already playing "isn't fun?" That's been the Wizards of the Coast marketing tactic for 4e, towards older editions, and the main effect I've noticed has been a perfectly justifiable increase in grouchiness amongst the people who play all those editions.

WotC (and their overenthusiastic minions) aren't the only ones who do this, though. It seems to be a foundation of the more annoying forms of Forge theory, that D&D isn't fun and all the people who think it is are delusional. And I've had several people try to get me to play Exalted using this strategy.

I don't get it. If those older editions weren't fun, how'd the hobby get started in the first place? (I'm using "fun" broadly here -- maybe better to say "worth playing.") In WotCs case, I think their target audience is people without the history to know any better, just trying to create comparison, but still. Clumsy.

And even leaving aside the stupid insult angle, telling me why my game is bad doesn't give me any reason to play yours. It's sort of understandable that Wizards sees the world as "our new D&D vs. your old D&D," but it always puzzled me that the Exalted players thought that if I wasn't playing D&D, I'd automatically move to their game, like there weren't a hundred other systems out there that I could play.

Saturday, July 05, 2008

A Game of One's Own

I'm starting to think about homebrewing my own system. Mostly, I blame Trollsmyth's Moldvay/Basic hack, and Amagi Games. 4e coming out had something to do with it, giving me two related but different games to analyze.

And then there's my own sense that, someday, this is something that I'm going to have to do. Like running OD&D, or owning a sword. (And learning to use it, of course, but I've already started that; I have good luck with friends.) Someday I will write a terrible RPG and inflict it upon my friends. This is a law of my universe.

But lately it's moved off the back burners, and started taking up a bit more mental time. Especially since all this talk of cyberpunk started. If I were to start a serious project, now, it would be cyberpunk -- or rather, a fully cyberpunk-embracing version of that specific setting that was my first campaign. It's been on my mind lately, and while there were serious problems with that game I think there's a pretty decent setting there, cleaned up by my semi-adult self.

What's more likely to happen is that I'll use that setting for this year's NaNoWriMo novel (again) and run some D&D instead. Might be better to do another novel with it anyway, to get the setting into some kind of coherent form. (Not like it needs another incarnation -- this is one of my few really deep obsessions, along with D&D and Batman.) I may write up some notes as the mood strikes, but my school could really use some more D&D.

What I really want to know is, why does this have to hit during WoAdWriMo?

Friday, July 04, 2008

Not Post-Apocalyptic, It Was Actually Cyberpunk

Huh. So, I always thought of my first campaign as post-apocalyptic, in genre. Then noisms comes along with a new and exciting definition --
But cyberpunk was always about more than that, at root - its heart has always been in what Bruce Sterling called "the victims of the New"; the people who the Brave New World of the Future has left confused, damaged and trodden underfoot. From our perspective in the new millenium, what are the kind of things that will make people into outsiders, rebels, dropouts and scumbags, and what will those people - the ones with the pizazz to do anything, that is - be directing their rage against?

-- and I realize, no, it was cyberpunk.

Post-apocalypse never really worked, anyway. It had some elements of that, but it also had this whole techno-city-biz thing going on next to that, and the point was the conflict between the post-apocalyptic part and the shiny happy capitalism part. Cyberpunk.

Armed with this knowledge, I might go back and run another cyberpunk game some day. Using a setting built off of what I used for that original campaign, but making significantly more sense now that I have a better idea of what it's about. (That'll help with the novels I keep trying to write about it, too. A lot.)

One thing I know I'd change would be to add a lot more genetech to it. Gene manipulation, out of control retro-viruses, some kind of GM ecological disaster. In the real world, as a general rule, I think GM crops and gene therapy and so on are a good thing. But I like the themes their mis-use suggests, especially for a game. Lets me give people mutant powers and fun things like that. Out of control technology, generally, is something I'd like to play with; robots run amok and people buying military hardware off the street.

Unfortunately, I've got a lot of other games I'd like to run, so this may sit on the back-burner for a while. And I don't know what system I'd use -- I love d20 Modern, and I have both it and Future, but the equipment lists aren't that great, and I don't know that it handles genetech abilities that well. GURPS would be better in both those areas, but I'd actually have to send in my core books to get replaced (bad first 4th edition printing) and I'd want to get a couple other books. And while I like GURPS, I've never had that much success actually playing it.

Powerless 4e

The other day, szilard (of Neitherworld Stories) noted that there are lots of character features that aren't powers in 4e. Which got me thinking: is there a game there?

Take out powers and you'd probably have to redesign classes, to give them a tad more distinction, and I'd want to check to see how many to-hit bonuses attack powers have, to make sure the math still works out right.

But with a few adjustments, it'd work. Combat would have to revolve around stunts, but most martial power effects could be reasonably simulated. Magic might be trickier, but I'd probably use this to run something science-fiction-y anyway.

I don't know that there'd be any point, but it's probably possible. It'd definitely depend a lot more on having the right group than straight 4e.

Challenge: Media Influences

I'm a little late to the party, but here's the deal: James Edward, from Lamentations of the Flame Princess, has challenged the members of the role-playing blogosphere to list at least five media influences on their campaigns, and explain them. Check the links back to the challenge itself to see the power and majesty of the thing. Mine include:

Dune
Not the first book I fell in love with, but one of the earliest, and the deepest. It was one of the first science fiction books I read after discovering the genre through a book report on Asimov and--wow. It's the book I re-read every couple of years, often during NaNoWriMo. It's probably responsible for the amount and intricacy of the politics that tends to work its way into my campaigns, as have its particular vision of transhumanism (both the Bene Gesserit and Tleilaxu varieties) and image of an unconquerable wasteland.

A Wizard of Earthsea
One of the few fantasy novels I've read; my tastes and habits have always run towards the science side of speculative fiction, though that's beginning to change. It's got a cultural depth that I've never quite been able to imitate, beyond working some non-medieval details into my worlds. It's also probably the reason that every time I really think about how magic works in my world, it ends up related to words in some way, though for me it's usually writing rather than speech.

The Chronicles of Thomas Covenant
Flawed heroes! Magic rings! Epic quests! The other fantasy novels I've read, besides Earthsea and Lord of the Rings. Magic tied to the land, wise and seafaring giants, the whole "white gold wielder" thing, prophecy--these things speak to me.

Animorphs
The whole teenagers with superpowers thing was a big deal to me, at the time, and probably still is. Especially teenagers whole honestly like having their superpowers; the Animorphs never complained about having their powers, they complained that they had to deal with evil aliens, and couldn't get any help because they might be anywhere. Being a long-running, ensemble based series, it's a good model for team dynamics, the right mix of tension and co-operation, and how to give each character the right amount of spotlight time. It's also very talky, which is more noticeable in my writing than my DMing, but my ideal games do have a fair bit of chatter, both between PCs and with NPCs.

The Elder Scrolls
By which I mean Morrowind and Oblivion, not having played any of the earlier games. Morrowind, particularly, defines my ideal fantasy tone, a blend of mostly normal medieval/roman and bizarre bug creatures wandering around in the desert. I've tried, with varying degrees of success, to create fantastic ecologies for me games, and especially to use weird domesticated beasts, mostly because there aren't any normal animals in Morrowind, and how cool this is in the game.

Oblivion's influence is the most obvious of any of the items on this list, because I lifted the core of the plot to provide a backbone for the Is This Fair campaign. It worked out very differently, and I had changed enough things originally to make it distinct from the video game, but having a guideline was handy. I did, unfortunately, end up having the plot revolve around an NPC -- which is how it works in the game, but I should have known better. Especially since thinking about Oblivion and its major NPCs helped me work out some basic principles on how to make them important without upstaging the players.

On a less embarrassing note, it's also had an influence on the kinds of game I want to run. A great deal of my interest in sandboxes, with ancient ruins and collectible locations, is due to enjoying exploring Cyrodiil. And I'd like to use a something similar to the Imperial Cult in a future setting.

The Lord of the Rings
Well, duh, right? For the most part, though, I'm not into any specific setting details -- none of the non-human races are crazy enough for my tastes -- except maybe the long-lived line of kings descended from ancient glory days bit. I like the setting in the book, but I don't have a whole lot of interest in emulating it in my games. What I do like is the comradery and courage of the fellowship and the people around them. It doesn't work in every game I run, but I like to encourage it, when appropriate.

Special Bonus Non-Influence: Anime
There's nothing particularly wrong with it, and I've probably incorporated a specific idea from a specific show I've seen a couple episodes of here and there. But a lot of my friends are really into it -- which is why I've seen most of what I've seen -- and I've just never particularly cared. Except for when I was seriously into DragonballZ, but I claim extenuating circumstances.

There are probably some other influences and non-influences I missed, but that's a pretty decent list of the things I'm aware of. Except for "history," I guess, which seemed a little vague to give it's own spot, but I really do love settings and stories based on ancient culture and myth.

Thursday, July 03, 2008

Jar Jar, You're A Genius

Do you read Darths & Droids? Imagine DM of the Rings, Star Wars style, except that the game master in question isn't nearly as much of a jerk.

It's also responsible for the phrase, "Jar Jar, you're a genius," existing on the internet. It's hit #40 on Google trends on its own, through the efforts of spam bots, but --
I think we owe it to the world to sustain and propagate this insanity. So if you haven't done it yet, go to Google and search for "Jar Jar, you're a genius" (with the quotes). Mention the phenomenon in your blog and encourage other people to Google for the term. Make posters proclaiming Jar Jar's genius and stick them up all over town. (If anyone actually does this, send us photos and we'll show them off!)

Having a love of Star Wars, webcomics, this comic in particular, internet shenanigans, and hijinks in general, I agree.

(Internet shenanigans brought to you by Qwerty.)

EDIT: If you're here for the first time, welcome. Though it's not quite as crazy as the game in Darths & Droids, you might be interested in the space adventure game I'm currently running. I've also got a quick and dirty guide on how to start roleplaying, a few notes on putting together a megadungeon, something like a review of Fight On! and a few crazy ideas for Vampire chronicles. And I encourage you to check out the links on my sidebar: there's a whole lot of gaming goodness in the blogs mentioned under "More Words to Read."

Wednesday, July 02, 2008

OzCthulu

Noisms, of Monsters and Manuals, is writing an Australian/Cthulu mythos Labyrinth Lord supplement. And:

Even better than that, if we're talking pipe-dreams, I'd love to have some budding artists, layout people and computer-nerds to give the thing the veneer of professionalism, and turn it into something that people are really going to want to read and play. In other words: collaborators. What do you say, talented people of the role playing blogosphere?

So go check it out.

In less exciting news, my laptop's graphics card just fried for the fourth time in three months. This is both inconvenient and extremely frustrating. If I'm a little flakier than usual for the next couple weeks, it might be that I couldn't borrow someone else's computer. It's more likely, though, that I've just gotten sick of the blasted things, and am working on my megadungeon, safely removed from the digital world.