Thursday, 18 September 2014


Seems that 5e is keeping players very interested. Whilst we see some volatility occasionally in new members coming and going, so far we seem to have more sticking around than usual. Must be my new deodorant. So GM Jon will be starting a new game in order to split the ridiculously large 8 player group of GM Warren - therefore like any big successful international conglomerate our stock splits two for one!  GM Jo will be running a one off Savage Worlds tonight also so plenty of choice available for new players.
Meanwhile in the 13th Age we are on the tail of some dodgy Wizards it appears. We have started asking around at the Lusty Prawn which is the best name for a pub I have ever heard of, though it seems an appropriate place for our Angry Westcountry Pirate Barbarian to hang around.

Wednesday, 10 September 2014

Braaaaaaiiiiiinns ?

Well the 13th Age games advances and it would appear that we have a zombie mystery on out hands. Seems that a trip to market has turned into an undead massacre of nightmare proportions.. Anyone who has been into Primark on a Saturday will get the idea.
All the players are developing a rather quiet respect for the system as it flows very well, its simple and accessible and the  occasional quagmire of combat logistics simply isn't there. The use of an escalation dice is also an inspired touch which means that the longer rounds try and drag on for then the faster they will actually go. Brilliant.
I do have one bug bear so far and that was to do with a zombie at the back throwing watermelons at us. Fair enough except these melons were doing more damage than the melee weapons. This is one for the MythBusters I think although I appreciate that simulating a watermelon casting Zombie presents it own difficulties. Whilst I am one to whinge I do respect what goes on in a game and managed to charge down said meloner within a whisker of my life. To be honest there will be a lot of charging down where Paladins are concerned.
Suspicions in the party regarding our diabolist continue... it would seem that it was in fact her mother that was the evil one and that our Tamara just taps the gifts given to her for the wider good. Mmmm problem is that I'm thinking more along the lines of mother in Psycho...

Tuesday, 2 September 2014

The Usual Suspects.

Our new Parties are gathering

We are expecting a couple more players also but so far
For the D&D 5E
Wood Elf Druid Hermit
Human Fighter
Halfling Stout Cleric
Half Elf Wild Magic Sorcerer
Wood Elf Investigator Rogue
Half Orc Folk Hero (Accidental)
For the 13th Age


Now, the more perceptive among you will have noticed that there is a slight issue here. Perhaps, if I were to put it into pictures....

Tamara                                                 Fenrik
Ah to be playing a Paladin again...however it is my understanding that it is both my professional duty as well as my quest in life to cut the heads off evil people. Now Rob the Diabolist (has a nice ring to it don't you think ?) has assured me that in fact the rather introverted background to the character does in fact promote a social justice paradigm. In his own words:
"But Tamara, plot hooks aside, is centrally about creating a fighter for social justice. She's a tiefling which is always going to result in social exclusion and racism, she's gay which is something she always has to hide and she's a woman, a member of the largest oppressed group in human history. She has a lot of reasons to fight social injustices beyond the fact that she's developed a strong conscience despite the odds being against her. Tamara sees wider pictures too: don't just give gold to the beggar child, put gold towards building an orphanage."
Problem is that Paladins eyes tend to glaze over listening to all of this if someone has evil toast for breakfast. So we shall see, although of course I don't expect my character to last long as evil slaying knights who are immune to fear tend to be uninsurable. I need to think about what character I am playing next already.

Wednesday, 27 August 2014

All Change.

Well, last weeks Ice and Fire saw slightly less people die from stab in the back syndrome and we left our characters in the after tournament ball, waltzing and plotting away for their next instalment whenever that will turn out to be. GM Bill brought the proceedings to a graceful end on this chapter of House Bequis and we managed to sell the remainder of our horses too! I think we were supposed to add another duck to our homestead base or perhaps another dry stone wall by way of experience. I had thought, when I started playing the Ice and Fire, that it would be an overly administrative affair and full of arguments given the plotty nature of the series and not much action, but it was quite the opposite. All testament to a good GM of course but its been an excellent mix of action on the ground and drama behind the scenes. And I shall miss it for now but it will be back no doubt.

In all the recent talk of the new D&D5E, Player Handbooks are starting to teleport into the hands of club members and people are understandably excited. GM Warren will take up the magic helm and will begin preparation for a 5E this week for a kick off next week. Here is a snippet in his very own words:
"The game will be set in the Forgotten Realms (for those that are familiar with it) and the area will be the Sword Coast (again for those familiar with the area).

The rules itself encourage background and I will at least want some sort of personal goal for each character which i would like to fit into whatever I run. Obviously details we can discuss

GM Jack will also start a 13th Age following his taster game a few weeks ago which I really quite enjoyed actually, so there is something for the those who wish to experience something outside the D&D juggernaut. Really not sure which I will prefer.. choices.. choices. From GM Jack:

"For people who don't know the system, One unique things are one thing about your character that is unique, nobody else in the world has that. Uniques can be used to establish setting details or plot points/leads. Backgrounds are the skill system of this game, every character has 8 background points (without feats) that can be put into any background (max of 5pts). Backgrounds are important as when chars make skill/background rolls the roll is 1d20 + level + applicable attribute (Str, Dex etc) + relevant background. Backgrounds can be anything there is not a list of them like there is of skills, they also do not have to match to the classes either, a wizard could have a background of Cat-Thief (Thief known only as...) or Gladiator (Champ of Axis tournements) just as much as a Rogue or Fighter can. 
Incremental advances are basically letting you get parts of your next level early, can be a feat, hit points, the ability to use another magic item, another power or spell, skills (+1 to all skill checks).
Icon relationships; At lv 1 all characters have 3 icon relationship points, the number of points you spend on a relationship is a measure of its overall usefullness since the relationship mechanic lets you roll 1d6 per point invested in a relationship when you are trying to leverage your connection to the icon, 5s and 6s on the rolls net you things. A relationship can be positive, conflicted and hostile. 
Icons; The 13 great legendary figures of the world, the movers and shakers, they are all/ have powerful factions and often enlist various adventurers for various tasks and quests."

Tuesday, 19 August 2014

Dungeons and Flagons.

Advertising break this week.

I can heartily recommend The Brighton Beer Dispensary at  38 Dean Street Brighton where I enjoyed a particularly magnificent Pulled Pork Bap for the princely sum of only six pounds. This may seem a somewhat disconnected story for a role playing blog but in the long tradition of plot bending ... here it comes ... on Tuesdays they have a 'Dungeons and Flagons' evening, which I actually think is just board games, although if any locals reading this are at a loose end on a Tuesday then perhaps they can report back.

Apparently they are artisans of real ale and ciders; I can avidly testify to both from an amateur palette. I expect some further feedback on this also, although I appreciate this may be of a more elusive nature.
Oh, and certainly worth mentioning that today is the formal release of WotC's 5E Dungeons and Dragons player's handbook. My God, has it really been 40 years....and they still haven't got the rules right. I hear there's a Warlock now.
For posterity, here is the future from 2012 by the WotC management and D&D designers:
 The Future of D&D
Ask The Dungeon Master  

Monday, 11 August 2014

Dice Shaming.

In the last Ice and Fire we tried, in vein, to make it through the House last man standing event - we would have had a chance except Horse/Lance charges were allowed. Whilst this is in fact an inevitably mutually assured destruction strategy our section opponents decided to opt for it forcing us to do the same.

Now the amusing thing about this is that we had to hire some NPCs to help make up the numbers and after the initial charge into each other it was only the NPCs that remained sat smugly on their horses. To be fair we did manage to insult our opposing team and long standing House adversaries, which was our main aim, but it does bring up the issue of how we all deal with epic dice failure. Too often I feel its just passed off to fate or shrugged off as destiny; players too often resign themselves to a despondent 'It was meant to be'.

Well it appears that there is another way. Why should we have to take such appalling performance from little pieces of plastic ? Why should we sit there and have our egos betrayed by the tools we so lovingly care for, sometimes for decades. No. We should take a stand; don't get down, get angry and get even. Out the treachery for what it is and shame the little bastards for all to see - record it for posterity and remind them whenever you can of their failure!


Monday, 4 August 2014

Sending dead bodies through the post.

Last week we had a break from the Runequest as it was GM Rob's anniversary - well done sir; 4 years and they're still talking to each other as far as I know. This gave me a chance to dive back into GM Bill's Game of Thrones and as it happens, pick up my old character.
Seemed like the usual backstabbery is very much alive, if you will excuse the oxymoron, and it seems that someone is doing a tidying up job on the party. One of our witnesses in our recent trial was found drowned giving us another murder mystery as we don't feel he was a keen swimmer.
First things first, as we did sort of know the chap, our dear leader had to write a sober and conciliatory letter to his Next of Kin. This was of course dispatched with the body itself which led us to the particularly important issue of how best to transport dead bodies given the medieval technology of the time.
I recall plenty of situations when we had to get rid of dead bodies of course - easier when magicks are involved provided you don't forget about the one you had in your bag of holding - no one is short of creativity here, but when it comes to transporting them then that's a whole other barrel of worms.
We opted eventually to have it couriered back by horse aka Peasant Force but given the few days in transit there would probably be issues at the receiving end. What if the customer wasn't there to take delivery ? Well one would presume that it would be held at the local distribution warehouse for 30 days and then returned to us if no one claimed it. Not really a situation we wanted to find ourselves in really so we ticked the option to leave it with a neighbour if there was no reply at the delivery address. Basically out of sight, out of mind. The details of all this have left me wondering though and its a loose end, and loose ends are not a good on a party's equipment list in Ice and Fire - we don't want additional problems of people coming back from the grave in any sense least of all in an administrative one. As always we shall see.
On a brighter note however we did come third in the InterHouse Horse race after an exceptional performance by our Ranger - I think we would have done even better if we hadn't spent a few weeks selling our competitors our own finest stock Dorninsh horses. Oh well.

Thursday, 31 July 2014

All Hail Central Computer.

There was a brief reminiscence, at least for me, last week during a brief discussion of the RPG Paranoia.
I remember the first time I played. It was a one off game and no one was any wiser regarding this game than any other, although the GM was behaving in a bit of an odd way. Our mission was simply to guard a tank bot and ensure that it was protected from communists for the duration of our shift. Simple enough, a job for the boys.
However the penny started to drop when the bot decided it was very bored and began various self tests culminating in its deploying several dozen sheepish proximity mines that wandered around aimlessly by themselves.
Having spent 20 minutes just trying to stay alive, it became apparent that this was simply not a plausible strategy. After the first grenade went off in someone's pocket, replacement clones were rushed into the scenario like chicken wings at lunchtime. It was immense fun and I'm happy to say we learnt absolutely nothing.
Here are a few comments from club comms for anyone curious about the game.
All comments are treasonous and have been emailed to Central Computer.
Remember: happiness is mandatory.

Never run it but I've played it, it's an old classic by West End Games. I think Mongoose are still doing Paranoia since WEG vanished but WEG had a few great games under its belt.
 It's good for short adventures and one-offs and its slapstick comedy is good for more laid-back sessions.
being a mutant always appeals, though in my case it's hardly 'roleplay'.:)
With the right GM, it's a lot of fun.
(I have very clear memories of having to stand in a briefing room because the seats were the wrong colour and making use of a dog vendor near the escalators - "dogs must be carried").
Yes, I have been reading about it and sounds fun. Anyway, it's a suggestion. The good thing is it does not have to last for many sessions.
Read about someone who got a bowl of M&M's to the table and zapped anyone who ate one above their colour clearance.
Its genius. Excellent for a one session filler.
Think 1984 crossed with the marx brothers.
Grenades with a throw distance of 20 feet and an explosion radius of 50 feet.
All hail central computer!
I have been reading Paranoia supplements for years and always wanted to play!
The latest edition of the game I have (Paranoia XP), offers three different modes of play, ranging from the notorious "zap" style where everyone dies before they even get to the briefing room, through to the more longterm "straight" mode which is supposed to play more like Orwell's 1984 than Looney Toons; so it is possible to find the right balance for different players.

Wednesday, 23 July 2014

The other way.

Well, it appears that we went up when we should have gone down.
Still, we have a new hostage to rescue and a different crew of bandits to hack and slay. I never quite know how much wiggle room a Knight has in negotiations but I decided that 'none at all' was close to the mark and we seem to be most of the way trough our 'dialogue' with just a few scars so far.
At the end of the day everyone deserves a second chance, chaos or not, but if they are determined not to do exactly what I say then they have to be cut up into little pieces and fed to the rats. Just an opinion.
I have also heard that the Ice and Fire Game is approaching its conclusion and it would appear that the characters still have all their collective heads attached to their respective bodies after a life or death trial. As proud and relieved as they all seemed after walking out of their last game I would always advise caution in medieval intrigues. Just saying.
The use of technology in RPGs also continues to interest me - often its a race between the pressing of an button and the rolling of the die. There is a charm both in the materials and a lot left tot he imagination when using the native resources but that's what they said about stone tablets I suppose. I'm a traditionalist myself but Chris, our resident gadget guru, is pictured here with his more up to date tablet.
Obviously when he feels he has mastered the basics he will turn it over and use the correct side.

Thursday, 17 July 2014


Last week saw us proceed deeper into trouble in search of a missing village shaman. The cave complex we are in seems to have given way to architecture; apparently an ancient tower now embedded into a mountain. Normally at this point its a matter of either the left hand rule or the right hand rule, someone expendable on point and look behind you every 3.4 minutes. Given that, traditionally, towers follow an up/down sort of direction, we spent some time looking for the staircase of course. It seems however that traditional tower traversal here is in fact done by drinking from a magical fountain and then disappearing. Well, at least we left the game with the last of us having just dematerialised - it is a slight concern naturally that we may have inadvertently finished the game early but we maintain a high degree of confidence in our unshakable belief that we are not all suddenly dead. Our confidence clearly stems from the clues below, etched into the tower walls:
Now we are also of the presumption that our GM can in fact read and write perfectly well and hasn't just scrawled something akin to severe dyslexia that he thinks is perfectly legible. No, I am going with the cryptic clue interpretation as there is something in the name of the RPG that makes me think these aren't just the scribblings of a madman...

I can also assure everyone that GM Rob's attention to detail is quite authentic as he is pictured here with a particularly sharp pencil.

Thursday, 3 July 2014

Broo Beer

Somewhat of a tradition for anyone on the roleplaying scene are the necessary supplies for surviving the game itself. I have been in many discussions regarding the optimum configuration of rations that a character should have but what of the players? Is there a market for Paladin Popcorn, Ranger Rolls or Cleric Crisps ? Either way, more market research needs to be done.
Our Runequest has started in style with us on the track of marauders who have recently departed a small burning village with most of its population; its a good way to get the moral lines drawn early and assess the characters abilities. Seems we are all on side at present but it may depend on how much the slaves are worth...
Here is our hand model Chris stylishly demonstrating the usefulness of his new dice rolling app; in this picture he has just rolled on the region of 2000 that crashed his phone for a while. I think we can agree on exactly how useful this will turn out to be.
The report on the Ice and Fire game from GM Bill read one word: 'Torture'. Think I'll fill in the details after I've had my Kender Kit Kat.


Tuesday, 24 June 2014

Game of Thrones Season 2 and ducks.

As I happens I've have only watched the first and second season and to be honest whilst I will watch the other seasons at some point I am inevitably losing sympathy with all of the main characters and clans. They all seem to be either stupid, greedy, petulant, sadistic, juvenile or short. To be fair I wouldn't class short as a character flaw but its an irritating reason to sympathise with someone though I do understand the risks of inbreeding.

Nevertheless the Season two I am most excited about is in fact our own. The Song of Ice and Fire restarts with our own House Bequis fighting and clawing for their rightful place in the World. I don't recall a motto or coat of arms although I'm sure its been discussed; I would vote for "Backstabbing for Honour". There may be better ones.
House Bequis also gets development points for its Homestead by way of experience although its always difficult to decide between a new hedge or pond. If I recall I think we have a pond, with ducks.
Which, in my very clever journalistic style, leads me to the second announcement that we begin a new campaign in Glorantha. For everyone wanting to get into a new game at the start, now is the moment. Welcome to...

GM  Rob has the following prĂ©cis
It'll use a pre-written adventure with a pre-genned group set around the city of Pravis. The players characters will mostly be people from the Rubble, the ruins of the ancient city that surrounds the modern city and contains the various non-human races such as the elves or broo that shelter around the city. The party consists of 4 humans, 1 elf (who are *very* different from Tolkienesque elves, being living trees more akin to the Sylvari in Guild Wars 2) and 1 broo (a reformed member of a race of goat-like creatures twisted by a trinity of dark, chaotic gods into violent raiders and monsters).

Tuesday, 17 June 2014

Frothing Dwarves are best avoided

The second chapter of the great Warhammer Saga is drawing to a close; whilst our demonic dagger is down its definitly not yet defeated. Whilst we are loking forward to a jolly epilogue where we slap each other on the back and pose for a group photo, there is a little more to be done. Having dug out the last adversary she narrowly missed the full force of a beserk Dwarf and managed to slip away under her fate point. I suspect we may see more of her in the next chapter. Neverthless, one exorcism ceremony in a graveyard and then its home for tea. We shall see I daresay.

If there are people out there thinking about coming back to the club on a more regular basis then now is a good time as the Song of Ice and Fire will restart and also, depending on numbers another game will begin -Ive offered an episodic Stargate if people cant commit to a regular slot or I have a Middle Earth adventure if there are enough regular people. Other GMs may also have something they would like to run so watch this space for a decision soon.

I have a long history with the Middle Earth as it was really reading Lord of the Rings that kept me out of trouble as a teenager so the RPG was an instant fix for me. I later got into the more administrative Rolemster, it's bigger brother, but somehow managed to absorb it all. My preference these days for a LotR is to use the core book and some of the Rolemaster books as options - the Arms Lore and Spell Lore and some of the RMC character classes. A pure LotR can be a little dry I find but additional options can make it much more enjoyable without cannabalising in the original legacy too much. I wonder if JRRT would have had time to write it if he had got into roleplaying first...


Tuesday, 10 June 2014

Music to get massacared by

Warren was good enough to run a one off DnD Next by way of a filler game last Thursday. I'm not familiar with the system though I am guessing that its designed to be a more accessible version of the D&D lineage. I only remember playing the original D&D and then Ad&D 2nd ed which seemed to complement each other very well as entry level and complex respectively. The evolution beyond 2nd ed drifted out of my perception for years until the D&DN game last week.
As I understand it the sequence of the D&D games is listed at the end of this post. I'm sure someone will correct me if its wrong. Don't blame me, I just plagiarised it from another post.
Nevertheless most of the session was spent rolling up the characters, which, whilst a bit formidable for a one off, is a game in itself and always a good way to get a an intro to a new system. Much of it seemed familiar and the new character sheets are covered with icons in an mostly successful attempt to stop you from writing the wrong thing in the wrong box. Once you know what to look up where, the personalities start to come through. I like the new Warforged race; a 'species' of sentient golems if you will - mass manufacturing fallout from the last wars - think medieval Terminator.. "Eyel be backe".
Still, our little session took place in the bustling market square of Balders Gate no less. We only got a few rounds in before we had to stop but it was in the middle of a indiscriminate attack that had erupted whilst we were calmly browsing the wares of presumably highly reputable merchants. For some reason I forget it did get us thinking about the best music to get massacred by. "Don't stab me now" by Queen got wide appeal but I've always liked "Underneath the Archers" by Flanagan and Allen.
Here is a picture of Frasier rolling up his DnDN character. Whilst it may look like a genius at work he has in fact completely lost the plot here and just colouring in the sheet, I also think he is thinking of a duck for some reason - perhaps a lost cry for an old Runequest character...
D&D Lineage
OD&D - The original game had only three classes (Cleric, Fighter, Magic User). Cleric spells up to 5th level, Magic user spells up to 6th level. Every attack except for certain monster abilities did 1d6 damage if it hit. There wasn't a lot of difference between characters in terms of combat capabilities. Characteristics didn't have many modifiers.
OD&D plus Greyhawk Supplement - The Greyhawk supplement transformed OD&D into a form of older edition D&D that is recognizable by most gamers today. Characteristics have more modifiers and exceptional strength was introduced. Variable damage dice for different weapons and creatures was introduced. The number of spell levels increased.
Holmes Edition, B/X D&D, Mentzer D&D - Similar to OD&D plus Greyhawk including selected elements from other supplements, with the rules rewritten for clarity and organization. Playing a Race meant playing a class. For example a Dwarf used only the Dwarf Class. Both B/X and Mentzer were divided in distinct books that focused on a specific range of levels. Later the Mentzer version was combined into the Rules Compendium. The biggest difference between these rules and AD&D was found in higher level play. Mentzer D&D had specific rules for running domain, mass combat, and even becoming a immortal i.e. god.
AD&D 1st Edition - OD&D plus Supplements plus Strategic Review articles are combined, rewritten, and organized into a three book set. One of the reason behind this edition was to standardize how D&D was played to make running tournaments easier. The most popular version of older edition D&D. Bonuses for characteristics roughly go up to +4 and are capped at 18 except for exceptional strength.
A lot of extra details are added in Gygax's distinctive writing style. Some section are poorly designed or understood like the unarmed combat rules, initiative, psionics, human dual classing, etc. While other are widely adopted, classes, races, spells, magic items, etc. Characters select a race and a class. Non-human race can multi class which involves splitting experience between multiple classes. Non-humans were generally limited to a max level (often low).
AD&D 1st Edition plus Unearthed Arcana - This version shifted the power level of the game upwards by allowing increased level limits for non-human, new classes that were slightly more powerful, and weapon specialization for fighters. Later AD&D hardback books (the two Survival books) expanded the use of non-weapon proficiencies as a skill system.
AD&D 2nd Edition - Still basically AD&D 1st Edition but the rules have been reorganized and rewritten for clarity. Some content like half-orc, demons, and assassins were removed or changed due to media pressure. Character customization was expanded by using non-weapon proficiencies as a skill system and by allowing characters to take kits that confer various benefits. Combat has been redesigned to overcome the issues with initiative and unarmed combat that were part of the previous edition of AD&D.
Because of the success of Dragonlance, much of AD&D 2nd Edition run was focused on customizing the rules for specific settings or themes. TSR released a lot of different settings like Dark Sun, Birthright, and others.
AD&D 2nd Edition Skills and Powers - Player's Option: Skill and Powers introduced several rule systems that allowed extensive customization of a character.
D&D 3rd Edition - The first edition created by Wizards of the Coast, 3rd Edition took the idea of Skill and Powers and developed a cleaner system for customizing characters by designing the classes so a level of one class can stack on top of another class. A single level chart was introduced and a each level a character could take a new class or add another level of a class they already had.
In addition feats were added to allow character to further customize their abilities. A true skill system was introduced and integrated into the game. The underlying d20 system worked by rolling equal too or higher than a target number and adding various bonus. This was used across the game in a standard way. Problems developed at higher levels as the number of options increased to the point where players had a tough time resolving their actions.
In addition, when various supplements were combined, characters could be built that were considerably more powerful than other combinations. This version was also noted for releasing the d20 system under the Open Game License, which ignited a vigorous third party market.
D&D 3.5 Edition - This edition featured only small changes to the core game (and was mostly-but-not-entirely compatible with books written for 3rd Edition), but had its own extensive line of supplements which magnified the role of feats, prestige classes, and multiclassing in character customization.
This version of D&D is still the baseline for many D20 games still in print and active development, notably the Pathfinder game by Paizo.
D&D 4th Edition - This edition is a completely new game with only a few game mechanics carried over from the 3rd Edition. It has a simple set of core rules and defines all character and monster abilities as exceptions which are described in standard terms. Higher level combat has been simplified, and class has been designed to have specific roles in combat. Every classes has a diverse set of combat options to use. The use of a battlegrid and miniatures is part of the core rules. Classes and monster generally have a high fantasy flavor. There are multiple ways to heal centered on a new mechanic called healing surges. Combat takes noticeably longer than any prior edition except perhaps for high level 3rd edition combat. While not present at the game's launch, this edition is noted for popular use of on-line computer tools, particularly an online character builder that integrates content from all the supplements. Wizards of the Coast originally intended to create a "virtual tabletop" as well, but the project was never completed.
D&D Essentials - This was an alternative set of core books for 4th Edition, with simplified classes intended for first-time players. Essentials was designed to be cross-compatible with 4th Edition, with different versions of the classes usable side-by-side.
D&D Next - Current Version

Tuesday, 3 June 2014

Antiques Roadshow

I remember watching antiques road show on and off for my entire life. There is always the moment someone realises that they have a national treasure that they have been using as a tea cosy for generations and of course the adamant collector of the full star trek set of chess pieces, crestfallen when he realises they actually shipped several million of them worldwide.

I can't however remember any particular episode where a presenter became possessed by a demon inhabiting a given article and tried to eat any of the general public. At least not on camera. This is of some solace to us as a party as we have only apparently two thirds of a demon left in a dagger we are trying to disenchant. I must admit to attempting an administrative solution to our quandary by suggesting that the Warhammer system does indeed round down on occasion and that, applying the principal, we could simply round down the demon to zero and defeat the incumbent evil using no more than basic mathematics. My plan did not gain traction.

So, we are currently in a graveyard doing a sort of ceremonial rehearsal, as you do, current problem being that several ghosts and demons inhabiting the facility do not know a practice run when they see one.

Here is a picture of Warren and Jon with things completely under control.

Tuesday, 27 May 2014

Splitting the party in style

A bit like a moth drawn to a candle flame or perhaps  much more akin to the compulsion to lean over a cliff or the edge of a high building, we seem to be drawn inexorably to the time honoured punchline below. Ive been roleplaying for nearly three decades now and I am still mystified as to why this keeps happening; its a bit like groundhog day - perhaps I needed to be nicer to that elf I met earlier....

I do like the Warhammer FRP system of rolling one for the initiative for the entire battle but knwowing your place in the order of events is a matter of life and death. Still, thats my excuse. Anyone who wants to add a caption, you are very welcome. Several come to mind.

Nevertheless despite rushing to the aid of his colleagues our stricken hero arrives to find out that they had in fact made other plans. Oh dear, well, perhaps he'll get lucky next round.

I was going to put a link to the Warhammer FRP but I couldn't find it. My honourable colleagues remind me of its lineage:

WFRP was originally a GW product. They then licensed the first edition to Hogshead Publishing. When Hogshead closed down, the license went to Green Ronin, who did the 2nd edition, which I believe Jules is using. The current edition is 3rd, which is a completely different system, using buckets of dice and published in a very expensive (but gorgeous) format by Fantasy Flight. I believe Paco has quite a lot of this version. If you're looking for 2e logos and artwork, you'll probably need to look at fan sites.

Monday, 19 May 2014

Jacked In

A big thanks to Jack for standing in at the last minute as GM last Thursday and running 13th Age.
Also a hearty welcome to Joel and Matt, though I could have got both of those names wrong. Nevertheless what's more important is that despite wild boars, a drunk priest and serious health and safety dungeon issues, correct administration won the day.


By the powers vested in me by the Kelvin the Great and with authority from the wise and mystical sprits of the Belmont I hereby resurrect, summon and command this blog....