Sunday, July 31, 2011

"Eat Chocolate! Level up!"

I played Old School Hack last night, with Risus Monkey, a few of his regular players, and Gaptooth, and it was pretty great. I have a good idea I'm going to use this one myself sometime: the awesome point system gives me pretty much exactly what I want out of a one-shot, and the character creation system... oh, man, the character creation system. Only one character in the party can be of any class at a time, and all the information for a class can be contained on a single page, so class selection is literally a matter of just throwing down all the class options the GM wants to make available down on the table and letting the players go through them and take them as they call dibs. I decided to play a Swashbuckler, and my goal was to rescue a princess -- any princess, I didn't really care who.

Risus Monkey is a great DM, his player's are extremely entertaining, and Gaptooth, in addition to running the most memorable goblin PC I've ever seen (he was convinced he was Link, and ended up on a leash for most of the evening), is an excellent artist. If he doesn't upload the picture(s) he drew of his character soon, go whack him until he does. The whole thing was pretty much perfectly in line with what I want out of a one-shot. Fast, goofy, fun.

More importantly, it was one of the few times I've had the opportunity to play with a DM who really knew his stuff. The vast majority of the DMs I've played with have been very new, and very young -- often people I'd gotten into the game myself. The handful of times I've played with who had played for a few years before I met them (in real life) it's been similarly disappointing -- either their play style clashed dramatically with mine, or they just weren't very good. RPG blogging has, in fact, been my only reliable system for finding good DMs: DMs who are as serious about the game as I am, and at it long enough to get good.

I'm not exaggerating (much) when I say that this was the most fun I've had in a single night of gaming in the last couple of years. The game I played at GenCon with Roger the GS of Roles, Rules, and Rolls was great, and I ran a few decent one-shots during college, but it's been a while since I did a one-shot that was kind of a party at the same time and where everyone was pretty much on the same page, game-wise. Been a player in that kind of a one-shot, never.

It's really reminded me that I need to play these dang things more -- in person, with live people who know what they're doing. Some other members of my high school group who have moved back to the area have been talking about running "something," but I'm really not convinced at this point that anything's going to happen -- it's one of those everyone-says-"we should run a game"-but-no-one-makes-it-happen things. Hopefully I'll be able to meet up with this new crew on a regular-ish basis, but otherwise I may need to start trolling the local game stores (Or maybe Google Plus? That's how I got this invite in the first place.) for games to join.

And now, quotes:

"Let's see if he can beat the whore's indifference."

"Hair creme probably looks like a healing potion to him."

"Red thing that appears to be Swiss! You said you would come with us?"

"Hey! Where's my rope?"
"Hey! Where's my lamp?"
"Hey! Where's my hair creme?"

"Every two weeks I am dipped in caramel, and then it's ripped off!"

"Gaptooth, the ogre proctologist."
"The only ogre proctologist."

"I'm invisible to horses!"

"This is how we roll."
"Poorly. Haltingly. And with a lot of innuendo."

Wednesday, July 13, 2011

Yes!

I make no statements as to their appropriateness re: The Hobbit film adaptation. I don't really care. But if I were to run a "standard fantasy"-type campaign right now dwarves would absolutely look like this:


And this:


No one can stop me.

Monday, July 11, 2011

FNM & Gamestore Review

As part of my post-college real world social networking initiative, I dropped by my FLGS on Friday. (Game Parlor in Chantilly, if you're close enough to care.) They were playing Friday Night Magic, (their website lies) although apparently they don't always, and I picked up a foil Jace's Ingenuity by coming in 4th in a big messy EDH game -- played with a borrowed deck, since Game Parlor can't manage to keep the new Commander decks in stock, and I haven't had the time, inclination, or cards to put together one of my own. (Even if I do a home brew, I'll likely want one of the new decks for utility cards like Sol Ring, and just at the moment all my legendary critters are single color, which is okay but not optimal given the otherwise limited size of my card pool.)

I'm not entirely sure I'll be back. At least for a while. The staff was great -- friendly, helpful, enthusiastic even about games they didn't play themselves. The other players... well. They weren't bad guys. They weren't particularly unfriendly. But they were all guys, and I've played long enough in groups that had at the very least a significant minority of women that I'm not used to or particularly interested in being "the only girl at the table." I'm not quite good enough yet at Magic to deal with the problem through overwhelming mastery of the game at hand, which is my usual strategy, although I was several times able to take advantage of the not-nearly-enough-attention the rest of the group was paying me. ("Man, this deck usually runs way more cards than this." "Yeah, mine too." ::quietly sits at the end of the table with 8 cards in hand and a ton of discard effects in my graveyard::)

More importantly, they're not really on the same wavelength with me Magic-wise. Any group that plays big free-for-all games with Urza's Saga rares and seriously suggests signing up for a Worldwake draft and dropping out just to get the cards instead of, y'know, playing draft just isn't going to hold my attention for long. Bird Stomp is currently tuned for two-player Standard, and while getting to run it in said big free-for-all game before the actual "tournament" started was enlightening in the sense that it reminded me I desperately need to bring a set of d6s when I'm running something that has that many fiddly little bonuses, but the complexity of the social and play dynamics made it impossible for me to separate out play style and skill from the overall performance of the deck itself.

On the other hand, Elder Dragon Highlander, otherwise known as Commander, is damn fun. I think I'm going to push my playgroup (Dangerfox and my little brother at the moment, though I'm hopeful of adding a few more to the crew presently.) to adopt it, since I suspect the friends of mine who lack an interest in even low-level tournament-style play will have a lot more fun with its big creatures and big effects, and I've heard tell that once you have the basic shell of an EDH deck together, there's a lot less upkeep involved in keeping it "competitive," which would be a plus.

Still, I can play EDH on my own. That's not much of an argument in favor of the Game Parlor as my away-from-the-kitchen-table Magic destination. The place I went out to in May has a group that's somewhat more serious without being overbearing about it, and the store itself has a better selection of product to boot. They run Standard tournaments and my favorite format, and they've got a lot more players, which means more women. It's significantly further away, but I'm perfectly happy to drive the extra fifteen minutes once or twice a month if it means that I leave the store actually excited about Magic, instead of thinking, "Yeah, I guess that was fun?"

Monday, June 27, 2011

Deck: Bird Stomp

This deck is very much a work in progress, and very much shaped by the particular cards I have available in my (still quite small) pool at the moment. It's essentially my answer to the question, "What's the best deck I can build around Garruk Wildspeaker with what else I have available?" The concept is pretty simple: Dump a bunch of small, cheap creatures onto the table and chip away at the opponent's health until I can lay down a universal buff or other devastating single spell that clears the way for an overwhelming strike. Generally that means either a powered-up Garruk Wildspeaker or Inspired Charge, but I've won a few games with a Knight Exemplar/Day of Judgement combo. Between Beast Hunt and Squadron Hawk, I almost always have more cards and more creatures than my opponent, though that's partly because my playgroup hasn't discovered the wonders of removal yet.

I'd like to pick up some more copies of Knight Exemplar, as well as more of Mirrodin Besieged and New Phyrexia's often rather excellent knights. I'd also like a few more Beast Hunt-type effects, to keep up the card advantage. Mostly, though, it just needs more playtesting, and more competent playtesting. As I mentioned, the people I play with are fairly inexperienced and generally not as interested in deckbuilding as I am, and this deck pushes way past the limits of what their decks can deal with. Sometime soon I hope to take it by my local game store and see how it holds up there.

Creatures:
3 Accorder Paladin
1 Beast Hunt
2 Cloud Crusader
1 Day of Judgement
4 Kemba's Skyguard
1 Knight Exemplar
1 Leonin Relic-Warder
1 Mirran Crusader
1 Mitotic Slime
1 Roc Egg
4 Squadron Hawk
2 White Knight

Other spells:
1 Accorder's Shield
1 Arrest
1 Back to Nature
1 Flayer Husk
1 Garruk Wildspeaker
1 Giant Growth
2 Inspired Charge
2 Naturalize
1 Red Sun's Zenith
1 Sylvok Lifestaff
1 Trusty Machete
1 White Sun's Zenith

Lands:
1 Copperline Gorge
14 Plains
5 Forest
1 Mountain
1 Naya Panorama
1 Seaside Citadel
1 Secluded Steppe

Thursday, June 23, 2011

BrokeAss Gourmet

Have you heard of BrokeAss Gourmet? If not, you probably should go check it out, even if you're not "broke." (If you are, you should definitely go check it out.) It's not the simplest food in the world to make, and sometimes does take a decent time investment, but what I've made using Gabi Moskowitz's recipes has been consistently excellent. I am not exaggerating when I say that I have been amazed and delighted every time I've made her food.

That includes:

Monday, June 20, 2011

A Transitional Period

  • Lately I've been making an effort not to watch movies. I'm not really sure why. Possibly just because my family watches so many of them, and I find the compelling hold that screen-based entertainment has on my attention somewhat unpleasant. Partly it's just that it seems like movies aren't good anymore. The last time I was pleased with the results of a movie outing was Tangled, and I'm not sure what the one before that was. The last handful besides that have been pretty hideous.
  • I keep getting this weird urge to write a novel. Haven't decided what about yet; there are a couple of possibilities but I haven't settled on anything. This is good, because I'd worried for a while that college had killed my interest in writing altogether.
  • I just found out that a member of my high school D&D group and one of my oldest friends is going to be my co-worker. I'm not entirely sure how I feel about that. Probably good, especially if it means the occasional lunch-break Magic game.
  • I've committed to not running a regular, weekly game for a while. Exploring the possibility of running a PBEM game, and I plan to keep up with the chat games, but I just need to do something else with my social life for a while.

Friday, June 17, 2011

Fashion is a CCG

I've finally acquired what might be described as a work wardrobe. Amusingly, after going through nearly a dozen stores (with Dangerfox, whose eyes lit up when I told him there was nothing wrong with wanting to "play dress-up" with his girlfriend as a canvas, and is dogged in his pursuit of my perfect hat) I ended up buying everything except the shoes from the Gap. I would have been utterly incapable of spending that much time looking for clothes a few years ago. My interest (or perhaps tolerance) for fashion has slowly been increasing for the past year or so, and it's been helped along by a rather silly realization: Fashion is built on the same principles as a CCG.

A new set comes out every so often, full of reprints and variations on old ideas as well as entirely new features. Every set focuses on a different aspect of the whole possibility space for the enterprise. If you want a very specific piece, you need to be willing to spend a lot of time shopping or spend a lot of money (and often, spending a lot of time shopping turns into spending a lot of money), and you might even have to wait until a certain style comes back into fashion if it's really unusual.

You'll need to update your collection periodically to remain current, but if you don't, that can be a statement in itself. Some people just look to the trend-setters for the "optimal builds," while others use their collections to build unique combinations that showcase their personal creativity. Others just want to be as shiny as possible. Kids tend to get into it when they're 10-13, and what they do with it tends to horrify their elders and embarrass themselves when they get older.

Another Reason D&D Shouldn't Favor Shields

Building on comments on my post yesterday -- In my experience with western martial arts -- which is, admittedly, limited to longsword fighting from the 14th-ish century -- a swordsman doesn't use a shield. Instead, he uses his sword as what (3.5e) D&D would call a "hand-and-a-half" sword: he switches from one hand to the other as necessary, sometimes uses two hands on the grip, and sometimes uses his second hand to "half-sword," putting his hand on the blade (it's not particularly sharp in the middle, and won't cut anyway without the power of a swing behind it) to use the tip as a dagger in close combat.

My understanding of older styles is that shields were mainly used when the sword was a heavier weapon that didn't allow for much finesse, and in large, well-trained units where each individual soldier's use of the shield contributed to the defense of the unit as a whole. Neither of these situations really seems to describe D&D combat particularly well. My vision of it, at least, is a lot closer to the middle ages styles that involve a sword during the period of transition between the heavy blade of the dark ages and the light fencing blade it eventually became in the Renaissance.

Granted, my understanding of medieval fencing is pretty limited, and my understanding of the history of weaponry and western martial arts sketchier still. If someone who has a more thorough understanding of the topic can correct me, feel free to do so. The main reason I think D&D doesn't favor shields remains that split between offensive and defensive strategies, and honestly it's a pretty good one -- more offense means shorter combats, and shorter combats means more time for the parts of the game that I find actually interesting.

Wednesday, June 15, 2011

On Shields

There's been a bit of discussion in the ol' blog-o-sphere lately on shields, and how to make them more effective. This is all well and good, and I might be trying a few of the suggestions myself, in addition to the ever-awesome Shields Shall Be Splintered houserule from Trollsmyth. Unfortunately, though, unless I get really weird with it, shields are pretty much always going to be inferior to two-handed or two-weapon fighting in D&D, outside of specific, controlled situations.

The best thing a player can do, survival-wise, is to stay out of fights. The second best thing is to make those fights short. Defensive power doesn't really help with either of those goals, unless it's absolutely overwhelming. Offensive power helps with both. It doesn't matter how good your AC, or how much DR you have, if the monster gets a chance to pull something screwy, so generally you're going to be better off figuring out how to deal as much damage as you can in as short a period as you can. Hence: Two-weapon fighting, two-handed weapons.

Saturday, May 28, 2011

Draft!

Headed out to my friendly not-so-local gaming store on Friday (the closest one doesn't do Friday Night Magic) and came back with a deck that looks like this:

Creatures:

1 Blade-Tribe Berserkers
1 Ezuri's Archers
1 Goblin Gaveleer
1 Immolating Souleater
1 Kiln Walker
1 Molder Beast
1 Ogre Resister
1 Oxidda Scrapmelter
1 Spin Engine
1 Training Drone

Artifacts:
1 Accorder's Shield
1 Barbed Battlegear
1 Flayer Husk
1 Strider Harness
1 Horizon Spellbomb

Other Spells:
1 Act of Aggression
1 Beast Within
2 Burn the Impure

1 Concussive Bolt
1 Lead the Stampede
1 Whipflare

Lands:
1 Copperline Gorge
5 Forests
11 Mountains

Sideboard:
Apostle's Blessing
Evil Presence
Gitaxian Probe
Golem Foundry
Mental Misstep
Mirran Mettle
Mirran Spy
Mutagenic Growth
Phyresis
Rally the Forces
Ruthless Invasion
Shriekhorn
2 Victorious Destruction
Withstand Death

This actually isn't the deck exactly as I played it; at the end of the night I accidentally shuffled my side-board in and thus lost the original configuration. This version is actually rather better than the one that I actually ran, with which I did okay -- the first match I got completely rolled over twice, the second I won twice, and the third I lost one, won the second, and then lost the third.

This was the second draft I've been to and the first with the full New Phyrexia/Mirrodin Besieged/Scars of Mirrodin lineup (the first was all Mirrodin Besieged), so I got somewhat confused and overwhelmed and wasn't able to keep track of what I'd already picked and what I wanted to pick as well as I wanted to. I didn't pick up nearly enough creatures, and probably not enough artifacts/equipment considering the number of other cards that required them to work well. I also passed up a chance to pick up an Alpha Tyrannax halfway through the third pack, which was just silly. I don't even remember what I got instead.

I'll be heading out another one of these Friday's fairly soon, probably to check out the other FNM option within driving distance, and my plan then is to try out some manner of mixed infect strategy -- probably G/W, G/B, or G/U, depending on which color gets me the best infect creatures and removal, and whether I can get some good-with-infect-type support cards. Otherwise -- R/W aggro!

One odd thing I noticed was that no one I played against used Phyrexian mana the whole game. Neither did I. Act of Aggression showed up late in the game when it did show up (and I really hadn't gotten the hang of using it yet anyway), and that was really the one thing I was thinking of seriously using. I probably should have put Apostle's Blessing in my main deck, but I had enough low-cost cards as it was.

Sunday, May 15, 2011

Everything You Thought You Knew About Me Is a Lie

I don't normally share much about my personal life here, but considering that it means I'm going to need to update my blogger bio:




Incidentally, I'm almost exactly the same age as 2e D&D.

Thursday, April 28, 2011

Omox, The Gold Planet

Omox is a strange planet, its geography dominated by great black and amber metallic plains and mountain ranges, scattered with both vast fields and isolated monoliths of living crystal. Its atmosphere is fine and clear in the highlands, but pools in yellowish, murky mists in the lowlands, and here is mildly toxic to creatures from most other worlds, though its residents have mostly adapted. Its ecology would be bizarre by earth standards, and largely revolves around the magical vibrations emitted by the planet's crystals. The human residents food supply is mainly artificially grown, though they do consume some native life forms as delicacies.

More than anything else the Gold Planet is known for the strange and fantastic powers to be found there. The world is often the best place to aquire strange magical and technological wonders, whether wrested from its ruins or devised in its laboratories, and many wizards and sorcerers journey here to study the strange magical effects of the world's crystal resonances. It is also famous for its colleges of wizardry; the world's particular specialities are divination, enchantment, and transmutation, but only illusionists and necromancers are more commonly trained elsewhere.

The grand city of Spire, Omox's only major settlement and the only Veklo settlement of any kind, is dominated by a caste system, with the Veklo nobility at the top, civilized Akkadi warriors just beneath them, the common mass of Veklo making up the majority of craftsmen and traders on the third rung, and the Satra at the bottom as common laborers. A significant portion of the planet's Akkadi live in settlements of their own, despising the weak city-dwellers who have let themselves become the Veklo's puppets, as do bat folk and ruby golems. Most gnomes live in Spire or another human settlement, but outside the social organization of men.

Very few members of foreign human races call Spire home. They exist entirely outside of the caste system, and are therefore only officially tolerated as ambassadors and traders; a small permanent mixed population of Meo, Mekheni, and Hrungir does the work that the Veklo consider too unclean even for the Satra.

The Akkadi are significantly less xenophobic, and for this reason the vast majority of the planet's non-gnome demihumans make their homes in Akkadi citadels and tent-cities. However, foreigners of any kind are not significantly more common among the Akkadi than with the Veklo; the Akkadi cleave tightly to their interpretation of their gods, so only those individuals who find Akkadi religion appealing last long among them. Curiously, the relatively atheistic elves are among the most successful at living among the Akkadi; those who embrace the Akkadi warrior culture find it easy to attend to the appropriate rituals, even if they have little use for the gods they are nominally devoted to.

The Veklo primarily worship Vortoth, as a deity of medicine, music, and writing, (Healing, Knowledge, Magic, Rune), Koth Anos, as a judge of both the dead and the living (Destruction, Death, Law), Kushrieth, as a mistress of fertility and agriculture (Animal, Plant, Community), Andor, as both a maintainer of machines and a minor trickster figure (Artifice, Charm, Protection), and Rashwidir, as their primary war goddess (Glory, Nobility, War). The Grand Temples of Spire train many clerics of these five deities, as well as some dedicated to their own Omox (Knowledge, Magic, Law, Sun), although the Lord of Narrow Lines plays only a very minor role in their own religion.

Omox is a much more central figure in the worship of the Akkadi, who see him as a god of noble conquest, and hold him up as the ultimate example for the Akkadi warrior to follow (Glory, Law, Nobility, Sun, War). They also hold Vortoth in high esteem as a sort of divine "support staff" for the conquering Omox (Healing, Magic, Travel, Trickery), Silvaria as a goddess of survival in the wastes (Sun, Travel, Water, Weather), and Koth Anos as a patron of assassins (Death, Destruction, Trickery). The wild Akkadi are one of the few places in the worlds of the Star Lords that play host to communities of paladins, devoted to Omox.

The Satra venerate Kushrieth as a goddess of the household, primarily through wild, days-long orgies (Healing, Charm, Madness, Plant). The bat folk worship the night sky and the west wind. If gnomes or ruby golems have any religion of their own, they keep it to themselves, though the gnomes do give offerings to the cults of the Veklo.

The Veklo are habitually suspicious of most cults of Silvaria and Andor, because Spire serves as one of the great centers of the spheres' slave trade. The Veklo tend to purchase slaves for functional reasons: there are occasionally jobs that are beneath noble Veklo, but cannot be trusted to free Satra, or which require more intelligence than the Veklo consider the Satra capable. They also occasionally purchase slaves as subjects for experimentation, and while the Veklo claim to despise the ends to which slaves are used on planets like Vortoth and Merrikerr, the depraved tastes with which they characterize the Red and Violet planets are not unkown among them. Furthermore, the Veklo are reknowned for their skill at training slaves, and many a slaver brings his most valuable prizes to the Gold Planet for a time before eventual sale elsewhere.

The Akkadi own slaves as well, though they are more likely to capture their own. They tend to choose slaves for aesthetic reasons, and most Akkadi captains own at least a small harem. The bat folk occasionally keep slaves, mainly as tools to interact with humans through. Ruby golems, on the other hand, have very little use for other races in any capacity. Gnomes vary greatly in their adoption of the practice: some appear to have trouble understanding the concept, while others own far more than even the most aquisitive Veklo.

Tuesday, March 29, 2011

Tip of the Hat to Bioware

It's rare to see so clear an example of "not getting it" in the wild as this complaint by a straight male gamer about Dragon Age 2. It seems to boil down to "a male character flirted with me and it made me feel icky."

Bioware, however, gets it, which is why the link. They're now a company that says, flat-out:
"The romances in the game are not for 'the straight male gamer.' They’re for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention."
That's pretty okay by me, and I hope they do well because of it.

Monday, March 28, 2011

Current RPG Projects

Go-Anywhere, Play-Anywhen Megadungeon Binder. I had one of these but I've misplaced it and I've got a better idea of how to put the notes together for it now anyway. I want to be able to run one-shots for random people as needed, and I'd love to be able to run a semi-regular large player group game, and this would fit both purposes. (Simultaneously, even.) Still trying to decide whether to go with the underworld theme or the infinite library theme.

The Moleskine Notebook Game. I've owed Trollsmyth a solo game for a while now, and I've sort of slowly been scribbling notes into the notebook in question for it. The big thing that needs to happen is I need to sit down and really figure out what I'm doing with the magic system, and then the rest of it should come together. Unfortunately this one is still probably going to have to sit on the back-burner for a while.

Pathfinder. I've been really impressed by the Pathfinder Gamemastery Guide and I want to give this version of my erstwhile system a shot. Bunch of ideas floating around here, basically around four themes. (1) There are a bunch of crazy subsystems and supplements I never got to use in my first 3.5e go-round. Psionics, The Book of Nine Swords, some of the bloodline stuff from Unearthed Arcana, and a few others. (2) I've got a couple of setting ideas that would fit really well with some 3.5e/Pathfinder specific stuff -- sorcerer bloodlines in particular. (3) It might be nice to make a fairly "normal" D&D-type fantasy setting for once. (4) Dang, if sword & sworcery isn't rad. Not sure yet exactly what combination of all that I'm going to end up with.

This is, of course, not including the game I'm currently running or the several games I'm playing with Trollsmyth.

Thursday, March 24, 2011

Why are you idiots in the underworld?

For the underworld megadungeon, in case one of the players makes the mistake of asking, "So, why am I here again?"

1 Grandmother is angry at you again. Your mother/spouse/roommates are fed up with all the howling and banging so you have to go figure out what you did this time and fix it.
2 Little brother's cat died. You've decided to find and trap its wandering, tortured spirit for him so he can "learn about life."
3 Accidentally killed your girl(and/or)boyfriend. You feel kind of bad about that. Go find him/her so you can properly lay them to rest, or at least say "sorry."
4 You've grown up all your life with stories about some treasure hidden by one of your ancestors. After a couple years (days) of searching, you've given up finding it on your own, and are determined to find the old coot so he can give you a map.
5 Last week your cousin showed up with some really great pearls that s/he said were from the underworld. Convinced that girl/guy you've been kind of sweet on to go with them to Moon Dance. You're going to go down there and find something better, damn it.
6 You're bored, and otherwise sort of useless.
7 You're pretty distractable, and some joker told you there were shiny things down there.
8 Your older brother stole one of your favorite possessions and says he hid it in one of the odd passageways. You're not sure you believe him.
9 One of your friends died in a freak carp accident and you're actually kind of sad about it. Go find him so you can say goodbye.
10 The cats have been acting really strange lately. Your great-aunt says that means a malevolent spirit of some kind has been bothering the halls of the family dead. You're either the oldest sibling or the stupidest, so it falls on you to go clear it out.
11 You owe money to the mob. This is the fastest way to get it without doing any real work, and even if you don't get it, maybe going down there will convince them that you're too scary to mess with anyway.
12 You want to be a mighty hero, and you're looking for ancient warriors to learn from. It hasn't occurred to you yet that it might be better to look for warriors who haven't gotten themselves killed yet.
13 The local temple needs the poison of a ancestor-touched spiny toad to complete the initiations of their latest batch of acolytes. Somehow you've been drafted into catching a few for them.
14 You want to catch a spirit for a familiar. If you're not a magic-user, you'll just catch a rat or something and call it your familiar.
15 Spirit blossom grows down there. You want some.
16 Someone owes you money and the bastard ran down into the underworld to hide from you. You're tempted to just let him get eaten by spirits, but he's owed you that money for a long time, dang it.
17 You have a question that you desperately want answered, and you haven't been able to find a solution anywhere in the surface world. The last person you talked to said a particular ancestor or spirit might have the answer.
18 Zombie outbreak got the dead all riled up. Take some rice, holy water, and the severed head of the sorcerer responsible down there and calm the lot of them down.
19 You found a skull and you don't know whose it is. Now you need to go find its owner so you can make sure it's not a restless murder victim or something.
20 You're dead, Jim. 50% chance you've noticed.

Wednesday, March 23, 2011

How did it get into the library?

1 Deliberately entered via a spell, such as summon library. If the creature is not of the appropriate type/level to cast the spell on its own, someone cast it for them. 25% chance in this case that the passageway is still accessible somewhere on the level.
2 Born here
3-6 Made here (1-2 recently 3-6 in ages long past, now best forgotten)
7-8 Wandered in accidentally through a spontaneous entrance from one of the usual places. (1-3 old section of a mundane library where no one's been recently 4 wizard graveyard 5 magic forest 6 anywhere constructed with or with furniture made of wood pilfered from a magic forest (or stone pilfered from a wizard graveyard)*) 10% chance the passageway is still accessible somewhere on this level.
9 It's always been here
10 The PCs are somehow responsible

*not a recommended building material

Monday, March 21, 2011

Two Offbeat Places to Die Horrible Lightless Deaths

The Underworld. Not the "mythic underworld," but the literal, place-where-dead-folks-go underworld. You might head down there to get information lost to all but the dead, make sure an ancestor's spirit has been properly appeased, or even retrieve someone who ended up there accidentally. (If the lord of the underworld is, like Pluto, also a god of wealth, you might have more traditional reasons as well.) Alternatively, character death might be the beginning of the campaign. You're trying to explore the place's geography and social structure, find old friends, relatives, and ancestors, and figure out where your place in it all is.

The Infinite Library. Mortals can't come up with spells on their own. All the spells that ever have been and ever will be known are buried somewhere in a dark catacomb that follows only the twisted logic of magic. "Researching a new spell" is a matter of piecing together from surface world research what you can of the laws of the place to make your best guess of where the effect you want might be found, and then diving into that deadly maze to retrieve it. (This is, I should note, more a twist on noisms Planescape Borges thought, brought on by Jeff's latest spellbook musings, than a truly new idea. Less scholarly arguments, more deadly monsters and traps guarding the occasional cache of scrolls, but still.)

Sunday, March 20, 2011

The Angriest Little Ornithopter

On Thursday night I played Magic: the Gathering. Learned a couple of things.
  • If one guy starts calling them "articrafts," pretty soon everyone will be.
  • If you have nine lands and Untamed Might in your hand, then clearly your only choice is to play it on your partner's Ornithopter. Hereby dubbed "The Angriest Little Ornithopter."
  • Three teams of two players is a ridiculous format. The game was like two hours long, and at the end we got to that stupid point where everyone has like eight lands and two cards in their hands.
  • My deck is way too defensive. Was running green/blue with big critters, mana accelerators and a lot of control to clear the way for those critters. I liked the idea and have even gotten it to work a couple of times, but in bringing the deck down from the 60 card limit I'd built it with and the 40 card limit I'd just found out I'd played it with, I took out too many of the high-cost cards and ended up with a deck that frustrated people until the endgame and then couldn't do much itself. No good.
  • Deck building is hard. Absolutely the most interesting part of the game, but I'm still getting the hang of defensive/offensive balance, combos, and how to find the right mana curve for a given deck. Nevermind that I haven't yet actually played all that much Magic, so I'm really still getting a handle on how to judge the relative values of the cards themselves.
  • For instance, I hadn't realized until tonight how useful Glint Hawks can be. I hadn't fully made the distinction between "discard" and "return to your hand" for some stupid reason, until one of the other teams used it to play Contagion Engine twice.
  • I'm pretty sure infect isn't quite as good as this group thinks it is. It is good, but more importantly, it's a fairly straightforward strategy to assemble. It takes a little more thought to put together a non-infect deck that's equivalent to it. That might still be a big enough advantage to let it dominate casual play, but as far as I can tell the main use infect sees in tournament constructed is for creature removal, not as a serious attack on the player.
  • Why the heck wasn't the rule "15 poison counters to win" in two-headed giant before Friday?

Thursday, March 17, 2011

Hot Shirtless Men in Cages Welcome You to the OSR


Forget hot elf chicks. I tend to agree with Zak that we already have enough (straight) guys in the OSR as it is. Besides, everyone knows that when it comes to sex, nothing says "old school" like bondage. And nothing says "bondage" like classic Trek!

More pics of Shatner (sadly, not always shirtless and/or in handcuffs) can be found at the ever-excellent Jeff's Gameblog. Be sure to stay for the random tables, including the Triple Secret Random Dungeon Fate Chart of Very Probable Doom and the classic Carousing Mishaps table.

No cages this time, but there is a giant snake! The two best things about old school D&D, both in one picture. If you want more of this kind of classic, pulp and Frank Frazetta-inspired goodness in your gaming, you can't go wrong with old school.

For more information about the pulp fantasy roots of D&D, including the parts of the genre it emulates besides giant snakes and slavepits, be sure to check out Grognardia. Though, frankly, if you've got giant snakes and slave pits, what more could you ask for?

Classic old school Erol Otus bondage! Foul enchantresses! Fates worse than death!

Of course, these days the best work being done along these lines can be found in the fine publications of Lamentations of the Flame Princess. Make sure to check out Weird Fantasy Roleplaying, LotFP's house system, if you're looking for a new spin on the old rules. For those of you who are more about painful and gruesome than cages, per se, LotFP also publishes a really excellent collection of nasty adventures compatible with Swords & Wizardry, Labyrinth Lord, and pretty much anything else D&D-derived.

Finally! I promised you cages, so here you are with cages. Containing none other than Graz'zt, the demon prince of sex. Wait, no. That's not right. There's no sex in D&D. Nope. (A 3.x-era Anne Stokes piece, but really, how much more old school can you get that Graz'zt? Lost Caverns of Tsojcanth, people.)

Unless you're Playing D&D with Pornstars, (NSFW) like Zak Sabbath, who here in the OSR basically is the demon prince of sex, as well as the demon prince of art, cool hair, and sweet city maps.

Last but not least, some slavegirls in chains for those of you who'd rather see hot chicks in cages than hot shirtless guys.

For more information about using slavegirls (and guys) in your games, your best bet is probably Trollsmyth. It's also the best place for horrifying giant spiders, so if he tries to recruit you for his online Labyrinth Lord game, don't believe a word he says otherwise.

Friday, March 11, 2011

The New Game

Right. So. It's Ye Olde 3.5 Edition D&D. Eberron. The players are Snakeheart, who was in the Traveller game and the LotFP game as well as a few other random things I've run over the past couple of years, Munchkin, for whom the LotFP game was her first introduction to D&D, and Dangerfox, who'd played a session of Vampire: the Masquerade before this but is otherwise new to RPGs. (The names are not internet handles or blog names. This is honestly what I call these people. Their real names are boring, so I improved them.)

Munchkin is running Mirithia, a halfling druid ("You insulted my dinosaur!"), Snakeheart is running Waywocket, a gnome bard ("Break his legs!") and Dangerfox is running a warforged fighter whom the other two currently refer to as "Mr. Huggable," although they've gone through a handful of other options already and are pretty sure that won't be the one they settle on ("I'm going to start developing a personality now.").

We've had two sessions and they've both gone pretty well. I'm not sure yet whether I'm going to achieve my aims in this exercise. I'm not, honestly, even sure there's going to be another session. We've missed the last couple of weekends due to spring break and musicals and just life in general, but we're at a good place to pick it up next weekend and I'm hoping we'll get at least a few more sessions in before the end of the semester.

My reasons for deciding to go back and run this system that I've sworn off for so long -- I've threatened to sell my books on more than one occasion, as I possess a number entirely unreasonable -- are fairly simple. For whatever reason, the games I've been trying to run over the past few years haven't worked. They have been, in places, fun, but they've too often been too intensely frustrating for me to justify my continued participation in the activity. I didn't want to just quit, so I thought -- I'll go back and run the game the way I remember doing when it was fun. The old school method, if you will.

Frustration with roleplaying is, incidentally, a big part of why this blog's been unusually quiet lately. There have been a couple of times in the past six months or so when I have very nearly sworn off the hobby entirely. I haven't been having fun with running games, and I've been getting involved with other activities -- board games, anime, actually being a player for once, and just lately even a bit of Magic: The Gathering. Add in that I've finally discovered how to have a social life that doesn't entirely revolve around D&D, the job finding and school finishing business of senior year, and a few life-related odds and ends, and yeah, quiet.

Still. At one point I really enjoyed running games, and if at all possible I'd like to enjoy it again. And if I am going to end up quitting, I'd like to be dang sure that the whole thing really doesn't work for me any more, and not just that what I've been doing lately hasn't been quite right.

I have a few hypotheses for why the old ways worked for me and the new ones (which are in fact the old ones) haven't, some relevant to this game, some not. I'm pretty sure that part of it was simply that 3.5e, in high school, was the game that everyone knew, intimately, past the point of needing translation. That's obviously not the case now, with a batch full of new players, but this campaign is beginning to bear out the usefulness of other, more translatable points of style. Among other things, I like having a handful of race class combos to hang characters on, it's handy every so often to be able to drop a combat encounter on the gang to give me some time to think, and the skill system is a decent safety net when I'm not quite sure how to respond to what the players want to try.

A lot of it, though, is simply the nostalgia of the thing. I miss these books. The 3.5e tomes, the silly looking, wannabe-spell books whose covers clearly aren't nearly as cool as something with actual art on them, are D&D to me. I'd missed that, and while it's not the same as it was, I'm glad to have something like it back for a bit.