Showing posts with label Games Workshop. Show all posts
Showing posts with label Games Workshop. Show all posts

Wednesday 1 July 2015

Never Trust an Old GM



So I have been away for a week an my own adventure that netted absolutely no gold or  experience points. I shall pause only to point out that I walked passed  a Warhammer shop in Helsinki. Specifically I didn't go in to see if it was actually war hammers they were selling as it was closed; the owner was absent presumably because his son had been captured by internet trolls.
 
So piecing the week's email evidence together it would seem that GM Bill has been having some fun with our 13th Age Party and life insurance may have to be cashed in. Quote:

"Life can be hard sometimes.
You're a big fierce Ankheg, you fear nothing.  You're enjoying a relaxing day, lurking in your burrow, when a whole row of meals arrive.  Juicy soft little creatures, no exoskeletons, you can just bite straight into them and eat to your heart's content.

That's how it was supposed to work.

But then somehow they turn out to have sharp bits, and weird explosions of fire and stuff, and before you know it you're losing legs left, right and centre and really not feeling king of the hill any more.

And then, to add insult to injury, the adventurers you barely scratched get themselves utterly mauled by a mere ochre jelly.

Bill"
 
Given the options between fighting a rather ugly, giant insectoid or a yellow jelly, I can see how guards may have been let down here. I would suppose jelly is something you have to reward yourself with after a particularly trying day or something to indulge in at Christmas.
 
Just remember folks, wobbly, delicious deserts are no trifling matter and can have you for Christmas too !
 
 

Sunday 24 June 2012

Five, Six, Seven

Over the past few weeks, I've been running my group through the fifth edition Dungeons & Dragons playtest. I will admit that I was not optimistic as I hated D&D4 and while I've enjoyed playing Pathfinder, it's more complicated than I like. I appreciate the retroclones for how they've opened up old-school gaming to a new audience, but most of them have mechanics or assumptions that I find difficult to accept; the notable exception to this is James Raggi's Lamentations of the Flame Princess, which I've mentioned before. It has the simple mechanics I prefer, but introduces a number of welcome tweaks to the basic D&D system, making it close to my perfect version of The Game.

All that said, D&D5 has impressed me. It has the same kind of mechanical simplicity as Basic D&D, so I can run it without breaking my brain, but it also seems -- the character generation rules have not yet been released for testing -- to provide enough complexity on the characters' side to keep my players -- who missed the mechanical options of Pathfinder when we played LotFP -- interested and happy. It does have some problems -- player-characters are perhaps too tough at first level, and spells are a bit erratic in terms of power; sleep in particular is either useless or overpowered, depending on the target -- but it's a first draft playtest, so such glitches are to be expected. My big fear for the final published product was that it would add more and more complicated parts to keep the D&D3 and D&D4 fans on board, but recent comments by Mike Mearls have suggested that a simple and streamlined core rules package is a goal for the design team, so I have high hopes. If all else fails, we'll just carry on playing it using the playtest documents!

Also on the way -- but arriving much sooner -- is the sixth edition of Warhammer 40,000. I entered the Games Workshop Hobby™ during the Rogue Trader days, but the boxed second edition of 40K was the one I played the most. I stopped playing with the release of the third edition, in part because I disliked some of the rules changes, but for the main part because of my two armies -- a Genestealer Cult and a small Ork force -- the first was invalidated by the edition change -- although an army list was later published in the Citadel Journal -- and the second was rendered unplayable by the game's general reduction of points values. I did pick up the fourth edition second hand but never played it, and the fifth passed me by; from what I can tell, the latter releases have been minor tweaks and polishes of the third, and as I never much liked that ruleset to begin with I haven't been moved to get involved again. The modern game looks absurd to my old eyes, with so many vehicles crammed on to a table that's far too small for them -- back when I played, the only vehicles available were the Rhino and the Ork Battlewagon -- making it look like a game of Space Marine played -- to paraphrase John Peel -- at the wrong scale. As such, unless the sixth edition brings revolutionary changes to the mechanics, I doubt that I will be signing up, but even so I've found myself interested in playing the game again.

Part of this is due to gaming at Stuart's place; while I've been enjoying our fantasy and historical battles, the Grim Darkness of the Far Future™ has always been where I've felt most at home. Part of it is to do with recent nostalgic discussions with friends who either play or used to play, and part is in discovering people like Warhammer Joey, who show such an honest enthusiasm for the game. I'm sure the announcement of the sixth edition had something to do with it too, even if I never buy the thing.

So I've decided to dip my toe back in and put together a small 500 point force. I'm going to go with the Eldar, as I had an Epic-scale army but never got a chance to see them in action in 40K; no one I knew had an Eldar army and they always seemed rather neglected by White Dwarf. I'm going to make no effort whatsoever to make it a competitive army and the troop choice will be made on the basis of the models I like, which in most cases means the older pre-third edition designs. I tend to have a 40K craving once or twice a year that comes to nothing and this one may also fizzle out, but we'll see.

Of all upcoming gaming releases, the most exciting for me has to be Call of Cthulhu's seventh edition, which I believe is going to be getting a preview -- if not an actual release -- at this year's Gen Con. I suspect it won't be too different to the previous six editions, but I've heard that the new rules will have some innovations; much as I love the game, it could do with a bit of mechanical tweaking in places, so I'm keen to see what the writers do in this regard. I own two previous editions and don't need another one, but I'm on board anyway, because it's one of my favourite role-playing games.

All in all, I have plenty to look forward to in terms of gaming in the next few months, but I'm a little wary of the effect all this will have on my bank balance!

Thursday 18 August 2011

King Not Included

Mantic Games has a reputation in these parts for sticking one finger up at Games Workshop whenever the opportunity arises. Their main product line at the moment is the Warhammer-baiting tabletop wargame Kings of War, but they also have a boxed board game called Dwarf King's Hold, which is not at all like a fantasy version of Space Hulk.


Oh. Okay.

I had some spare cash lying about, so I decided to get the dwarves-versus-undead version of the game -- there's another with orcs against elves -- figuring that even if the game was rubbish I'd still get a box of decent miniatures.

The undead miniatures are very good indeed. They have lots of detail and despite being multi-part kits it is not at all difficult to assemble them, although I could imagine putting an entire army together would soon become tiresome. The dwarves are simple two-part kits but they are, by ironic contrast, a right pain in the oubliette. They look like they should clip together just like the Space Marines and Orcs in the first boxed edition of Warhammer 40,000, but the pieces don't line up together well at all, with quite a bit of chopping and filing required. Even then the resulting model will have lots of gaps, although they tend to be on the underside of the figure or behind detail, so it could be worse. It's also something of a shame that Mantic didn't include proper bases for the figures as while they are quite stable in most cases, there are a couple with unbalanced poses.

The dungeon tiles are nice and thick -- although not as chunky as the current Space Hulk board pieces -- and the art is good. It would be nice if there was a way to lock the pieces together, but untethered tiles allow for more flexible dungeon layouts and they don't move around too much in play.

The game itself is good fun, playing a little like Space Hulk. It plays quite fast, and we ran through the first two missions, swapping sides each time, in a couple of hours. The rules are simple but have plenty of room for tactical options, and the game as a whole seems much more balanced than Space Hulk ever was. My only criticism at this early stage is that the game only supports two players, although I suppose you could split the models amongst multiple people.

Even if Dwarf King's Hold: Dead Rising were no good, at least it would still be a box of qood quality dungeon tiles and miniatures that my group could use in other games. As it happens, it's a fun, lightweight game that just so happens to also be a box of useful stuff; I don't think I'll ever delve into Mantic's wargames, but if they continue to produce small, self-contained games like this, then I'll be interested.

Wednesday 17 August 2011

Listen Not To Ian, For He Is Mad

One final bit from Ian Livingstone's 1982 book Dicing With Dragons, this time from his discussion of Dungeons and Dragons itself:
The Magic User may only wear leather armour or no armour at all, and is restricted to the use of staffs and daggers as weapons.

As far as I am aware, the bit about leather armour has never been the case in D&D, so where is Livingstone getting this idea from?

Sunday 14 August 2011

More From Ian

A section of the hobby has put forward the argument that ready-made scenarios are actually harmful to "true" roleplaying. They claim that this leads to stereotyped play, with referees reading descriptions from a booklet, and relieving them of the need to think on their feet. Adventures are thus "spoon fed" to the players, and things become less exciting than watching a soap opera on TV. Proponents of the use of published adventures maintain that this is the fault of the referee: his attitude is one of relief at avoiding all that work and one of trust in the written word. A published adventure should be treated as an aid, not the divine gospel. Whether on the matter of published adventures or any other aspect of refereeing, once the referee ceases to think about the material, he is dead.

From Ian Livingstone's Dicing With Dragons.

Thursday 11 August 2011

Presented Without Comment

Three official versions or rules collections exist for D&D: the Basic Set and its companion extension, the Expert Set; the Original or Collectors Edition; and the Advanced D&D series. This makes matters rather confusing to newcomers, as the various supplements and playing aids apply to different versions of the game. In practice, however, the Original edition is obsolete, and only of interest to veteran players and collectors. Players generally familiarize themselves with the Basic Set and then progress to the Expert Set (though the Expert Set is often by-passed), eventually moving to Advanced D&D, where the full scope of the game is realized.

I'm reading Ian Livingstone's 1982 introduction to roleplaying games, Dicing With Dragons, in my lunch breaks at work and the above passage jumped out at me for some reason. The Americanised spelling and missing apostrophe are Livingstone's doing.

Sunday 7 August 2011

Three Sheet Firefight

There's a new version of Small But Vicious Dog out, and it's even better than the last. I spent the morning reading it, and it's clear that something in it inspired me, as I then went off to write a very quick and dirty skirmish wargame.

It's very basic, and it has a fair bit of Nottinghamshire DNA in it, albeit more from Blood Bowl and Epic than either of the Warhammers. It's intended for quick games with whatever figures are available, and it's more than likely full of all sorts of holes and problems; since I haven't yet played it, I can't predict what they'll be, but the turn order might be a bit wobbly. Still, if you fancy it you can download it here, and if you do, please let me know how you get on.

Friday 5 August 2011

Two Jolly Butchers, a Necromancer and a Drunk

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

Accompanied by the witch hunter Kurtz and his manservant Percy, Englebert and Harry descended into the tunnels below the city, intent on catching the necromancer Heinz Gerber before he completed whatever task had led him into the damp, dark labyrinth. The Jolly Butchers had Gerber's journal, and a rough map of the tunnels, both of which gave them some confidence; the recognition of Percy's thousand-yard stare and the realisation that Kurtz was blind drunk did not.

Harry was rather in his element underground and his sense of direction helped make sense of the incomplete map, while Englebert's keen eyes kept the party safe from traps; Kurtz and Harry had blundered into a pit trap early on in the expedition, but after that, the burglar took the lead and steered them clear. Soon enough, and with a suspicious lack of interruption from the undead things they knew were lurking all around them, the party reached an open chamber lined with statues. Because this was WFRP and not D&D, the statues did not come to life and attack, and the party passed through to the bronze doors beyond. Intricate carvings -- some form of writing -- covered the doors but none in the party recognised it, although it was clear it was ancient.

Nudging the doors open, the part entered a large mausoleum, at the far end of which stood their quarry, the necromancer Gerber, engaged in some kind of ritual. As Gerber chanted and waved his hands in eldritch patterns over a stone sarcophagus, the party attempted to creep forward, only for the whole plan to be blown by Kurtz bellowing a challenge to the wizard.

It was at this point that the party was ambushed by skeletons. At first Englebert was the only one not frozen by fear, but the group made short work of the undead, only to be assaulted by a second wave almost as soon as they'd put down the first. Meanwhile Kurtz was screaming at the Jolly Butchers, ordering them to take the battle to the wizard; Harry was busy stomping about with reanimated corpses hanging off him, scratching at his armour with all the force and fury of  light drizzle, and Englebert wasn't about to go on a lone charge, so they ignored the witch hunter's ravings.

As it turned out, the fates -- or WFRP's treacherous magic system -- did the party's work for them, as Gerber's ritual backfired and he started to be thrown about by invisible sorcerous energies. Harry and Englebert smashed aside the last of the lesser undead, while Kurtz and Percy reloaded their pistols -- which up until now had been rather useless as anything other than loud and expensive clubs -- and all looked up as Gerber underwent a change, ripping, expanding and twisting into a new form. From the necromancer's desperate cries of anguish, the party guessed that the transformation was not voluntary.

Gerber had become a blasphemous, stinking thing, with multiple heads, sharp horns and a bloated belly, all surrounded by a cloud of buzzing, unnatural and mutated flies. Worst of all, his shape was still in flux and he was floating a few feet off the ground. As the thing bobbed at a leisurely pace through the air towards them, Englebert let off an arrow and retreated back to the tunnels, while Harry sidestepped into a better position and readied his warhammer. Kurtz had by this time reloaded, but Percy fumbled with his shot and powder and would not be ready in time for the creature's assault. It belched and spewed forth a stream of vile, maggot-strewn vomit at the dwarf and the burglar, but missed, the slick yellow filth hissing and bubbling as it slid down the stone wall of the tomb.

With a sound like a crack of thunder, Kurtz fired both of his pistols at the thing, spattering gore and ichor across the entire party -- an Ulric's Fury result caused twenty-two wounds on the second hit, more than making up for the ineffectual shooting earlier on-- but even this did not seem enough to slow the creature, until it started shimmering and flickering, before collapsing into a tiny point of light that disappeared with a pop as whatever sorcery tying it to this plane failed at last.

Kurtz and Percy set about purifying the tomb of Gerber's necromantic influence, and Englebert and Harry set about liberating it of any treasure, finding a bag of ancient gold in the sarcophagus, as well as what they took to be the bones of Bigby; Harry crushed these to bits, just in case. The two Jolly Butchers would have liked to have looted explored further, but ominous howls and scratchings from the tunnels behind them suggested that time was short, so they fled the tomb and returned to the surface.

Now satisfied that the barman Jorn was not also the necromancer Gerber, Kurtz released the Jolly Butchers' employee into their care, and offered to treat them all to a slap up meal; while it was clear that the man was deranged, Harry was not about to pass up a free meal and agreed on everyone's behalf. Soon after, Kurtz and Percy left Marienberg and the Jolly Butchers settled back to discuss their plans to expand their modest holdings, at which point they discovered that one of the old captains of the gang -- from before Englebert's appointment as leader -- had escaped from the prison on Rijker's Isle and was on his way to the Doodkanal.

Saturday 30 July 2011

Ten Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

The Jolly Butchers were without two of their number this time around, with Lufthansa still busy with his business at the docks, and the mighty Norseman Eriksen off wenching somewhere in town. This left Englebert and Harry to investigate the mansion they had taken from the Red Hand Gang; they found that the rooms at the back of the building -- abutting the supposedly haunted garden -- had been locked and boarded by the previous occupants, and considered asking a priest of Morr to come and investigate. They were interrupted by one of their network of street urchins, who told them that a riot had broken out at the prison on Rijker's Isle, involving some members of their gang; this news concerned Harry, as the Butchers imprisoned on the island were of the old order and were of higher rank than the current leadership, all of which could cause problems if they broke out and returned to the Doodkanal. The young guttersnipe also told them that Jorn, one of the doormen at the Moby Dick, had been arrested; since the bouncer wasn't involved in any direct criminal activity, both Harry and Englebert found his arrest to be unusual.

Jorn's arrest was deemed to be less of a headache to investigate than a full-blown prison riot, and they discovered that the doorman had been identified by a witch hunter named Kurtz as being the necromancer Heinz Gerber, and that he was to be given a trial in seven days, at which point he would be burned alive. This would not do, so the dwarf and the burglar went to the guard house in which Jorn was incarcerated in an attempt to get him freed. The guards proved unhelpful, and Kurtz more so, but Harry and Englebert nipped around the back and managed to talk to their employee through the window of his cell. Once they were happy that Jorn was not in fact a dangerous necromancer and that he was being treated well enough, the pair planned their next move.

They had a number of options: to discredit Kurtz, to break Jorn out, to present exonerating evidence at his trial, or to find the real Heinz Gerber. They considered the first two options to be very unlikely, and the latter two just implausible, and thus the choice was made. They set about assembling friends, colleagues and family members who could vouch for Jorn and also started researching Gerber. They discovered that he was indeed a notorious magician with an interest in peering beyond the veil of death, and his chief interest was in a necromancer who was reputed to have found the secret to eternal life. In a cross-setting tribute to Gary Gygax, this necromancer was named Bigby.

The Jolly Butchers decided to put the word out that they had found an artefact belonging to this Bigby and, sensing that there was something a bit off about it, were eager to sell it as soon as possible and for a low price. After a day or two, an urchin arrived on behalf of an "old man" to look at the artefact -- an ornate box stolen from the tomb in the first session -- and having done so, headed off to report his -- or her, urchins are dirty and difficult to identify with certainty -- findings; Englebert made excellent use of his stealth abilities to follow the child back to a house across from the very graveyard from which the box was stolen -- and which they'd been searching for the creature which had been bothering the rat catchers -- and right next door to Skinner's funeral parlour, one of the Jolly Butchers' front businesses.

Popping in to speak to Alf Skinner, they found him nervous and shifty and he explained that some bodies had gone missing. He seemed less bothered by the theft itself and more that the Butchers would be angry that he'd been filling the empty coffins with junk to cover the absence of the rightful contents; as it happened, neither of them cared. They told old Alf to lock and bar his storage room in the basement, and they went next door with four Jolly Butchers as backup.

The gang members were reluctant to enter the house, which was run down and exuded the sickly smell of decay, and so took up covering positions with their crossbows, leaving Harry to venture inside alone, with Englebert just behind. He was attacked by three stinking, flabby pale things with poisonous claws, but Harry proved resistant to their venom, and with the aid of supporting fire from Englebert's short bow, the dwarf smashed his opponents. They threw the bodies into the streets to be burned and sent a message to Kurtz to tell him that the necromancer was still quite active and that he should perhaps come down to the house to see for himself, but a reply came a while later suggesting that the creatures they'd killed were just remnants and that the danger had passed now that Gerber was in custody.

With a sigh, Harry and Englebert went back into the house to investigate, finding nothing of interest except steps leading down into an ominous cellar. Harry went first, to find a crude laboratory inhabited by some misshapen patchwork creature.


At first, even Harry's stout dwarven mettle wasn't enough and he was frozen in fear as the thing swung at him, but he was lucky to avoid injury and snapped out of his paralysis in time to fight back. It was a tough battle, with the creature able to absorb a great deal of damage and not even Harry's mighty hammer was enough to bring it down; two massive strikes to Harry's head put great dents in his helmet and left the dwarf unconscious on the cellar stairs.

The creature bawled "FOOD!" from a slack and ill-fitting jaw and Englebert ran for it; at the time it was unclear if he was just saving his own skin or if he was trying to distract the thing from eating Harry, but it did indeed follow the thief up the stairs. Englebert climbed the outside of the house and on to the roof, thinking the thing couldn't follow, but it proved more agile than it looked and thus ensued a rooftop chase that ended when Englebert's nimble footwork had him ducking out of the creature's overextended grasp, causing it to fall into the vat of a conveniently located tannery.

Harry rested and healed, while a search of Gerber's house went on -- with an eye to a possible future career as a physician, Harry pocketed the necromancer's surgical tools -- and the Jolly Butchers found a trapdoor leading into a warren of tunnels under the city. When he was fit to move, the dwarf ventured in and identified the passages as belonging to some old necropolis, perhaps forgotten by the people of the city. Their henchmen refused to go into the tunnels, but did continue the search of the house, turning up what seemed to be Heinz Gerber's journal. The mad ravings of the necromancer were difficult to decipher, but the Butchers did find a partial map of the tunnels below their feet, as well as a number of entries concerning Bigby's tomb, dated after Jorn was captured.

They took this clear evidence of Jorn's innocence to the witch hunter and the belligerent sod did not release the doorman, but declared that the matter was worth investigating, and so agreed to go with the Jolly Butchers as they pursued Gerber into the tunnels below the city.

Sunday 24 July 2011

Seven Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

This session was heavy on the old fisticuffs, and because of the unique way in which Warhammer Fantasy Roleplay handles combat, it was also quite heavy on the gore, even more so than usual.

Following the events of the previous session, the Jolly Butchers decided to stake out the headquarters of their rivals, the Red Hand Gang; setting up shop in a, um, shop across the street, the Butchers watched and waited. The mansion was fortified with a strong gate for the outer wall, and the windows on the ground floor had been converted into arrow slits, but there were only a handful of guards visible. After some time, a cart came out of the front gates, accompanied by four gang members, and the Jolly Butchers decided to see where they were going and if possible pick them off, so reducing the opposition within the mansion itself.

Harry and Steiner followed the cart, while Englebert went to send a message to the rest of the Jolly Butchers and have them meet the core group; Gisbert was still busy with some smuggling activities down on the docks. The Red Hand Gangers took the cart -- Harry noticed from the way it was moving that its cargo was heavy -- to a warehouse where they were met by two other ruffians, and together the six of them entered the building. Englebert had returned by this time, and sneaked up on to the roof of the warehouse to peek through a window; inside he saw the enemy loading crates on to a waiting barge at the back of the building, and so he returned to the rest of the Butchers.

Four other Jolly Butchers had arrived -- Kaspar, Waldred, Grimwold and Hamlyn -- and with only one way out for the gangers and their cart, an ambush was arranged. Englebert took up a sniping position on a nearby rooftop, while Harry and Steiner took two men each and hid on either side of the narrow alleyway leading off from the warehouse.

The Jolly Butchers launched their ambush, the Red Hand launched a counter-ambush, and the little street was soon awash with gore. Through strength of numbers and the uncanny bloodlust of Steiner's unusual elven blade -- pilfered from the tomb in the first session -- the Butchers prevailed with nary a scratch, and while most of the Red Hand Gangers were left dying in the muck, there were a couple of survivors. They told the Butchers that only three men, plus the halfling Steevil and his lieutenant Catspaw, remained in the mansion, but more were supposed to be on their way from out of town. Harry -- with an eye on the interrogator career -- also found out that the gang had a secret knock with which to identify themselves at the front gate, and a plan was formed.

The Butchers pulled up their hoods and took the cart and one of the survivors back to the mansion. With the rest of the gang hanging back, the survivor went up to the front gate to request entrance, while Harry -- tall for a dwarf but still just small enough to hide below the gate's viewing grille -- kept a tight grip on the survivor's, ahem, crown jewels.

The group was let in, Harry pushed the survivor to the ground and rushed into combat with the guard, with the rest of the Butchers following up. The guard managed to let out a few shouts but soon he too was dead; not soon enough though, as crossbow bolts started whistling through the air towards the Jolly Butchers. Harry rushed over to the arrow slits, while Englebert scaled the house itself, and Kaspar, Waldred, Grimwold and Hamlyn ran for the mansion's front entrance, which was in an alcove and would provide some cover from the crossbowmen.

Where was Steiner? Well, expecting a somewhat different welcome, the big Norseman was hanging off the bottom of the cart, ready to jump out and into combat, only now he found himself in cover but perhaps pinned. Nonetheless, he made a break for Harry's position, just as the dwarf chucked his favourite mining lantern in through the arrow slit; as planned a small fire started up, which only got larger as Steiner then lobbed a bottle of spirits in through the same slit. Spotting a stable door and a possible side entrance, the dwarf and the Norseman headed in that direction.

Meanwhile, Englebert was on the roof, removing tiles in an attempt to get into the space below, and Kaspar, Waldred, Grimwold and Hamlyn found the front door of the mansion locked and barred, and the alcove not as safe as they had thought, as the pernicious halfling Steevil had installed murder holes above them. Poor Kaspar was shot twice in the head -- "Now he's a ghost!" said the GM -- and the rest of the thugs ran back to the relative safety of the cart.

In the stables, Harry and Steiner did indeed find a back door, through which they heard frantic voices and "the sound of pumping", a description which provoked a long round of laughter at the table, although I can't think why as we're all sensible adults. Honest. The two meatheads took a round or two to smash down the door and into the mansion's kitchen, by which time the, um, pumpers had returned to put out the fire. Steiner went into a berserk charge, Harry tried to keep up, and the pair burst through into a large room; the two Red Hand Gangers inside then faced the difficult choice of putting out the fire or fighting the two slabs of muscle pounding towards them.

At this point, Steevil -- robbed of easy prey -- made his way downstairs, and buoyed up by his presence, the two thugs chose the latter option, which in hindsight would prove to be their last mistake. Upstairs, Englebert poked his head in through the gap in the roof and got a crossbow bolt in the face from Catspaw for his trouble; this knocked him off the roof and into a handy hay cart in the street below, where he lay unconscious for the rest of the fight.

Back inside, the fight got brutal, with even the big Norseman into critical condition, his arm numbed and his sword dropped... except the eerie elven blade would not allow itself to be dropped, so Steiner remained in the fight. The Red Hand Gang, with their fondness for crossbows and fighting from the shadows, were no match for Steiner and Harry, whose enthusiasm for toe-to-toe fighting came to the fore, and soon enough the Red Hand Gang ceased to exist as a going concern.

As a result of all of that messy business, the Jolly Butchers have taken up residence in the mansion, and have taken control of the Red Hand Gang's assets. Next up is the exploration of the mansion itself and of its gardens, which are reputed to be haunted. When that will happen I'm not sure, as Stuart has a busy calendar over the summer, and Manoj is expecting a baby very soon. It's been great fun playing a bit of WFRP though, and a pleasant change from the heaviness of Pathfiner; the big fight at the end was very smooth and quite quick, for example, even with about twelve combatants. Ben's trying to get me to run something in the same setting, and I have some ideas on that front, but I'm also really enjoying playing.

Sunday 17 July 2011

Return to Orc's Drift

Stuart was home alone over the weekend, so a couple of us went over to his place to play the second scenario in the Orc's Drift campaign. Ric had observed the last few rounds of the first battle and is a veteran Warhammer 40,000 player -- discussion turned to that after the game, and if we can scrape together some armies, we might have a battle, perhaps using the Killzone skirmish rules -- whereas I'd played the orcs last time, and Stuart once again took the role of referee. Ric gave me the choice of armies, and since the first scenario was weighted towards the orcs, I decided to play as the defenders this time, a small group of dwarven gold miners.


You'd be forgiven for not spotting the dwarves in this picture, as there are only about eleven of them, whereas the orcs brought this lot along:


Saturday 16 July 2011

Eight Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

Last time, the Jolly Butchers were scouring the local graveyard for evidence of some kind of beast that had been bothering the local ratcatchers, and causing them to go on strike until it was dealt with. Although we'd done a bit of grave-robbing and earned some cash as a result, we were no closer to finding this mysterious creature, and so made the decision to put aside the ratcatchers' strike for now and focus on other issues.

We had only just arrived in town and our control over the Doodkanal was still almost non-existent, so there were a number of roaming thugs causing trouble in the area. Furthermore, a bigger and more organised gang -- the Red Hand Gang -- had taken over half of the district, although had not yet allied with the Marienburg thieves' guild, so could technically still be ousted without political repercussions.

We chose to go after the lesser thugs first, and soon ran into a group causing trouble at the fish market. As planned we roughed them up, a task which took much longer than it should due to Harry's inability to hit anything with his not-so-trusty hammer. Only one survivor remained -- covered in the blood and bone fragments of his fellows as a result of WFRP's lethal combat system -- and he was persuaded to join the Jolly Butchers, bringing the number of enforcers up to eight. Harry took the survivor off to get his gang tattoo, while Steiner and Englebert -- Lufthansa had been called to the docks on business matters -- set about displaying the corpses in public as a warning to other opportunistic ruffians.

Next up was the Red Hand Gang. They had taken up residence in an abandoned mansion in the eastern part of the Doodkanal, and were under new leadership, a halfling poisoner called Steevil. That part of the Doodkanal bordered on the Little Moot, a halfling district, so we got in touch with the halfling boss Rudolf Ingo Pickles, who was also the head of the bakers' guild of Marienburg.

We met Pickles in a lovely patisserie called The Crepe Hole where Harry enjoyed some spiced pork pasties -- Harry's human comrades declined to partake, which he put down to some kind of strange human religious practice -- and Englebert set about charming the diminutive crime boss. It seems he was none too fond of Steevil, would be quite happy for us to expel him from the Doodkanal and gave us a bit more information on the poisoner and his gang; there was some talk of owing favours at this point, but Harry was too busy munching away on a pasty to pick up the details, although he did hear something about a back way into the mansion.

The Jolly Butchers were too few and too disorganised to make a frontal assault on a dozen career criminals holed up in a fortified building, so we decided to pick off as much of the gang as we could while they were out and about on their business.

We took over an abandoned building in what the Red Hand optimistically called their turf, spruced it up a bit and opened it as a pawn shop. As expected, a group of Red Hand enforcers wandered by after a couple of days and took notice of the new shop; they entered and intimated to the shopkeeper -- Harry, in an unconvincing disguise -- that he should pay them some protection money. Harry said he didn't understand what they were getting at -- this may or may not have been a ruse -- which angered the thugs, and they grabbed him, which is when the rest of the Jolly Butchers sprang into action.

Englebert had rigged the door to spring shut behind the last of the Red Hand thugs, trapping them in the shop with an angry dwarf, a bored Norse warrior and a bloodthirsty cat burglar. Once again Harry missed with pretty much every strike of his mighty hammer -- despite a Weapon Skill of 51 and two attacks per round -- giving his foes a chance to whittle away at his stockpile of Wounds with little in the way of a retort. By the end of the fight, Harry was battered and bruised, but the Red Hand Gang members were all dead or unconscious, largely at the hands of Englebert and Steiner.

Once again, there was a lone survivor, Wolfgang:

"Tell us what you know about the Red Hand hideout!"

"I don't know anything!"

"Then you're no longer useful to us."

"I might know something!"

The Red Hand often met in a tavern not far from the mansion, called The Sea Hag, so we decided to press our advantage and attack them there before they could withdraw to their fortified headquarters. Harry was too injured to go straight into another fight however, and was forced to rest for a day or two, a delay which may yet prove disastrous for the Butchers.

We went to the tavern and attempted to pick up some gossip from the locals -- this is where Harry did shine in the session; despite not having the Gossip skill, and so defaulting to a modified Fellowship of just 11, he succeeded with each and every attempt he made -- but were unable to learn anything helpful, although they did make the acquaintance of a boat captain who went by the name of "The Captain". As Harry chatted to his new friend The -- being a dwarf, Harry either didn't understand or didn't care about the difference between a name and a title -- Steiner's sixth sense warned him that trouble of some sort was on the way.

The Butchers left the tavern, and detected they were being followed. Suspecting the Red Hand, Steiner and Englebert dropped back to set up an ambush, while Harry provided the bait; a short fight ensued between the Butchers and a pair of suspiciously skilful swordsmen -- we suspect that the GM was cheating a bit here, as he is wont to do on occasion -- which ended with Englebert once more turning on the charm and negotiating a truce. The two flashing blades wandered off into the night, and the Butchers made a quick retreat back to base to plan their next move against the Red Hand Gang.

Saturday 2 July 2011

Four Jolly Butchers

We played Warhammer Fantasy Roleplay last night, and it was everything I expected it to be. Stuart has a summary of events over at his blog, so I'll try not to go over too much old ground.

The setting was Marienburg, a prosperous but independent trading port that is a little bit Amsterdam, a little bit New Amsterdam, and a little bit Bristol. Apparently. Local crime boss Smiles Vanderveel had fallen ill with a mysterious malady, and with his withdrawal from the day-to-day running of his turf, his men had either deserted or been picked off by other gangs moving into the area to take advantage of his perceived weakness. As such, Vanderveel's boss, "Uncle" Smalls decided to send in some heavies to see if anything could be salvaged from the situation.

So on Angestag the ninth of Brauzeit, four unsavoury sorts got off a leaking boat at the rotting docks in the Doodkanaal district of Marienburg. I played Hammerhead Harry, a dwarven slab of muscle with a hammer, Stuart played Steiner Eriksen, a berserker from Norsca, and Stuart's son Sebastian played a boatman-turned-smuggler named Gisbert Lufthansa.

Now that last one is quite a silly name, but it's very much in keeping with the tone of WFRP, and is one of the things I love about the game; you could have the same tone in any fantasy game, but for some reason it just doesn't fit as well as it does in WFRP. I've seen people complain about how grim and depressing they find both Warhammer settings, and I wonder if they've missed the point.

Rounding out the party was Manoj's cat burglar Englebert, who was one of Smalls' "nephews" and as such was supposed to be in charge. Our gang headquarters was in the back room of a butcher's shop called, er, The Jolly Butcher, so after some initial missteps -- "You can call us... The Dicks!" -- we took our gang's name from the shop.

Our GM Ben had set the game up as a sandbox seeded with clues and rumours, so we were free to roam and restore the gang's fortunes in any way we saw fit. In our initial forays we discovered another group -- the Black Dogs -- selling narcotics in one of our pubs -- the Moby Dick, hence our first, failed, attempt at a gang name -- so we found their hideout, roughed them up -- which, due to WFRP's brutal combat system, ended with two of their men bleeding to death in a cellar -- and forced them to join the Jolly Butchers.

We also rounded up all the protection money that had gone uncollected during Smiles Vanderveel's absence, and gathered enough to hire a physician from one of the posher parts of town to come and attend to the boss. The doctor suggested that although Smiles seemed to be suffering from a tropical disease, it was more likely that he was under the effect of a magical curse, and that we could either find the original magician and kill them, or find another magician to dispel the enchantment. We decided to look for a necromancer who was reported to be causing trouble in the Boneyard, a nearby cemetery; it was possible that this necromancer had cast the original curse, and even if not, he might be able to undo it. Furthermore, the local rat catchers' union -- who were supposed to be under our thumb -- were on strike following the killing of two of their number by some sort of beast, also in the Boneyard, so we saw this as an efficient way to deal with a couple of problems at once.

We found neither beast nor necromancer, but did run into a couple of grave robbers who claimed to be working for a rival boss, Mad Eye Eddie; they were taking the body out of the Doodkanaal area and into Eddie's turf, but we decided we weren't tough enough to take on another boss just yet, although we did warn the robbers not to mess about in our backyard again and to tell Eddie that if he wanted to do business he could get in touch, and didn't need to be so sneaky about it.

Returning to the Boneyard, Englebert decided to do some grave robbing of his own, but was paralysed with fear when he ran into a bunch of animated skeletons. Harry remained stoic and waded in with his warhammer, until the rest of the group shook off their fear and finished off the undead. Steiner was quite annoyed with the burglar for taking the group on such a pointless and dangerous digression, but the discovery of a cache of gems changed his demeanour somewhat.

That's more or less it for the session. What perhaps doesn't come across above is how funny it all was, with fluffed rolls and comedy accents aplenty, and the decision to mark all our gang members with a tattoo of a smiling pig, even those who had "joined" the gang while unconscious. We had a couple of very tired players at the table, but even so everyone was enthused, and I haven't seen so much laughing in a game in a long time. It was a brilliant three-or-so hours, and I'm looking forward to more of the same next week.

Tuesday 28 June 2011

Perilous Adventures

I'm quite excited because I'm going to be playing Warhammer Fantasy Roleplay this Friday. I love WFRP to bits and it is probably my favourite fantasy rpg -- if you don't count Pendragon; if you do, then they're joint first -- but I never seem to be able to play it. I played a bit of the first edition back in my school days, and we got about a third of the way into The Enemy Within, but that was it; the second edition passed me by, and although one of the group does have the third edition with all the bells and whistles and fourteen bumpillion fiddly bits, we've not had a chance to play it.

So I'm very much looking forward to this week's game. We'll be playing the second edition, in an urban thieves' guild setting the GM has described as "The Sopranos meets Blackadder", which is just about the perfect tone for a WFRP game. I'll be playing Hammerhead Harry, a less-than-clever dwarf enforcer who's not much good at thievery but can kick a door down if you point him in the right direction. I can't wait.

Friday 3 June 2011

Half-Term Blood Bath

Stuart at The Great Game likes to run a gaming day every so often during the half-term holidays; it's a canny way of keeping his kids entertained without him having to do all the heavy lifting, and he gets to get in some quality gaming at the same time. I tend to miss these days, as although I work in education I don't get the half-term break, but it happened to match up with a day off I already had booked, so the Stars Were Right.

The day began with a scenario from the Warhammer campaign Blood Bath at Orc's Drift, from back in the day when Warhammer had narrative campaigns, although we played it using the more modern The Lord of the Rings rules. I had no experience of these rules, as they were introduced long after I left the Games Workshop Hobby for more inexpensive pursuits, like polonium-210 trading, but the game was very easy to pick up and play and seemed to me to be a more streamlined and elegant version of the Warhammer ruleset, so I'm keen to play another episode of the campaign.

My side won the battle, slaughtering the elven garrison to a man, er, elf, aside from one pointy-eared coward who fled into the forests where my orcs could not follow. In fairness, Stuart's young son handled the opposing forces on his own, while I had both a larger force and a co-general -- although Ben surprised us all with the revelation that he'd never played a tabletop wargame in all his many years of gaming! -- and the scenario was weighted in our favour.


Oh, and we also had a giant.

After a lunch break, Stuart's son ran a bonkers freeform sandbox type of thing which -- despite using the Pathfinder rules -- felt much more old-school. We had a great deal of freedom, and the game seemed heavy on random tables and on-the-spot adjudications, all of which was a great deal of fun and felt very liberating. We did wonder later on whether it was worth using Pathfinder at all if we were going to ignore most of the rules, a subject with which I've struggled before, but the GM didn't seem to have any problem with it and ran a very fine game, so that's probably our answer.

While I enjoyed the Pathfinder game, the highlight for me was the Lord of the Warhammerings battle, which reminded me of how much I enjoyed playing tabletop wargames before I was priced out of the hobby. I'm half-tempted to buy a box of orcs, you know, just for old time's sake.

Monday 18 April 2011

One Issue Campaign, UK Edition: Part the Second

Right, so in the first post, I went through White Dwarf #67 and pulled out most of the material suitable for use in a game; now I'm going to try to hammer it into a campaignish sort of shape.

Right away I realise I have a problem: I have no map. Of the games I have to hand, Rogue Trader has a starmap, but one that's already well stocked with detail, and I'm not that fond of the sample map in Labyrinth Lord; it's a decent enough campaign map, but I'm not getting the right feel from it in this case. Instead I'm going to see what I can build from the material in the magazine, which also lets me off the hook in choosing a system for all this, as I'm still not ready to make that choice yet.

So, what have we got? There's some setting information in the adventure A Murder at Flaxton; aside from the titular village, we're told of the towns of Brecor to the north and Zerler to the south, as well as another nation across the sea, called Veridor. So that's the starting point, and I think I'll also use that advert for Games Workshop stores -- the one with the parachuting pygmy orcs -- and convert the seven shops into settlements in the game world. Quick and dirty campaign map below!


I've already identified hobgoblins and orcs as major humanoid races in the setting, and there are enough dwarves in the magazine to make them the third racial group. Humans are conspicuous by their absence -- although I suspect distant Veridor is a human nation -- but we've got a barbarian culture to put somewhere, so let's make them humans.

For some reason, D&D hobgoblins have this east Asian -- Mongolian usually -- aesthetic, so let's use that and combine it with the samurai and ninja miniatures we uncovered in the previous post. Our hobgoblins then are generic Oriental types, which ties in with the Peking Duck adventure; we'll set that in our capital of Ravenscourt, which is cosmopolitan enough to have a hobgoblin restaurant, and the Tongs in that scenario are now a hobgoblin criminal gang. Let's also turn the scenario's mafiosi into dwarves; we'll call them the "Iron Ring" and their chief enforcer is a dwarf nicknamed "The Juggernaut" for his special ability to smash through any obstacle with ease.

The head of the Iron Ring is a dwarf named Silenjax, who has made many an enemy in his time. What follows is an actual classified advert from this issue:

Rukin, hobbit extraordinaire, seeks vengeance on Silenjax, dwarven scum. May your beard grow lice and wither, you disgusting relation to Jock the American.

These in-character small ads were a much-loved part of the old Dwarf, and they reappeared in the mid-1990's with the gaming magazine Arcane. Did Dragon have something similar?

Ravenscourt is also abuzz with talk of the upcoming election. The current Lord of the Living Stone -- essentially the dwarven king -- is developing a reputation for being rather addled and absent-minded, with the Stone Parliament grumbling incessantly -- behind layer after convoluted layer of etiquette, of course, because it just wouldn't be seemly to openly criticise the Lord -- about this or that gaffe he's made. The Iron Ring have no wish to lose the freedom they've enjoyed under the incompetent rule of the current Lord, so they'll attempt to rig the election so he stays in power.

As an example of the government's impotence, a village not two days' ride from the capital has been the subject of raids by a mysterious warrior, and the populace has had to resort to hiring mercenaries such is the lack of decisive action from the government. We'll slot Thrud and Lymara in here.

To the north, Broadmarsh is the site of the Monster Colosseum, where all manner of exotic beasts are brought to fight in the arena for the entertainment of the crowds. People travel from all over the kingdom and beyond to watch and take part, but there have been grumblings -- again, not open criticism, for we are dwarves, not uncouth barbarians! -- of late that the prices for entry are too high; a number of interested parties, including both hobgoblin Tongs and the Iron Ring, are looking to get involved in a rival setup, and players could take advantage by capturing monsters out in the wilderness and selling them to the highest bidder. They might even get involved in setting up their own arena. The smugglers/slavers from A Murder at Flaxton are probably involved somewhere too, and the highest bounty of all has been offered for the legendary, possibly mythical, Jabberwock.

Recently, two adventurers named Critchlow and Harrison, one a warrior and one a wizard, went to capture a green dragon for the colosseum. The manager of the arena took it as a bit of a joke at first, but is now a bit worried about them, particularly as the wizard Harrison is an impulsive sort given to random and unpredictable behaviour; we'll work up some kind of random table for him.

The dwarf kingdom exists in an uneasy peace with the hobgoblin nation -- which we will call the Western Court, after the location of Games Workshop's Birmingham branch -- while the human barbarian tribes wander about in the southern regions, and orcs roam across the northlands; the orcs have of late been using unusual tactics -- such as parachutes -- in their raids, the result of one of their chieftains being possessed by an insane spirit that is trying to turn the greenskins into an army of conquest. I'm thinking that it's the spirit of some old crackpot inventor who was never taken seriously in life, and is now exacting vengeance through weird science and gonzo tactics. The orcs don't mind that old chief Jukka -- name pinched from the classified ads -- has gone a bit funny, because the raiding and pillaging is even more fun as a result.

That spirit is not the only one causing trouble across the land. A banshee plagues the town of Arndale, her cries causing a death each night, while across the mountains in Goodramgate, the people not only have to contend with parachuting orcs, but also a spectral black hound with fiery red eyes and a tendency towards PSYCHIC VIOLENCE. Further south, not even the famed soldiery of Broadmarsh can do anything about the malevolent Will-o-Wisps haunting the town's outskirts, driving away trade and leading travellers to their doom. Even the capital itself is suffering, as poltergeist activity is on the increase in Ravenscourt, yet another crisis for the Stone Parliament to watch unfold, powerless to intervene.

These baleful undead should be trapped on another plane, locked away by the magic of the Vivimancer Agaard -- name borrowed from Paul Agaard, Games Workshop's new (in 1985) events manager -- but the Vivimancer has grown bored of his lot and has let these beings go loose, in the hope that they will be tracked back to him in his lair on the plane of Elysium and he can be given a final death. Agaard's house servant is a centaur called Cowley. Cowley likes to wear a bowler hat as he attends to the Vivimancer's flower gardens, and I imagine him to be your typical snooty and superior Jeeves type, only a centaur.
 
As an aside, I discovered that The Gameskeeper is still there today, so well done to them!

As luck would have it, deep in the barbarian lands to the south is a portal to other planes and dimensions. It is in the control of a beautiful but excessively violent woman named Ashley who goes to battle sky clad and swinging twin broadswords; she has managed to get the portal to work in one direction, plucking warriors from across the multiverse -- here are our GURPS lot -- to fight at her side, but her true goal is to use it to escape this world.

The other barbarian tribes are either unaware of Ashley's plans or are busy with other concerns; the fifty-year-long autumn is due to come to a close, and the druids and shamans are turning their spiritual energies towards preparing for the Long Winter to come, as they cannot merely flee underground like the dwarves. They also have to deal with a beast they call Hiihtajantie -- name again stolen from the classified ads -- a vast purple gargoyle-like thing which has of late been stealing livestock and even the odd tribesman. Hiihtajantie is the size of a dragon, and the glowing lights which orbit its head are said to have a number of magical effects, including hypnosis. As the barbarians are an insular sort at the best of times, the arena owners up north haven't yet heard about Hiihtajantie the Disco Beast.

That's enough to be getting on with, I think. I've used almost everything from my initial list, and I've discovered some more bits and pieces while doing so. I'd start the campaign off with A Murder at Flaxton, then there are plenty of options for the players to explore. They could get involved with the organised crime element, engage with the politics of Ravenscourt, or spend their time monster hunting for the colosseum. At some point they might run into the ghost problem, which would then lead on to some planar travel and a big fight with an astral hippie. As for a system, I still haven't made that choice, although I'm leaning towards some kind of BRP variant, perhaps RuneQuest or maybe the core BRP book itself. That said, there's enough common ground between BRP and D&D that one could convert the Call of Cthulhu and RuneQuest material over with relative ease.

So that's that. I have too much gaming on my plate as it is, so I don't think I'll be using this any time soon, and as such I release it to the community. Do with it what you will!

Thursday 14 April 2011

One Issue Campaign, UK Edition

I've decided to have a go at Jeff's brilliant idea. First of all, here are the rules:

  1. Start with set of core rules, preferably one a small amount of setting material or a strongly implied setting. Too much setting info will spoil the soup I think, while none whatsoever will serve as an insufficient basis.
  2. Get a single issue of Dragon or some other gaming mag.
  3. Squeeze every possible of iota of usable information out of that magazine and nothing else to flesh out a campaign for your ruleset.
I don't think I've ever owned a single issue of Dragon, so I'm breaking the rules already. Delving in my rpg box, I have uncovered White Dwarf #67, from July 1985, somewhere in the middle of the magazine's Back When It Was Good period.

In this post, I'm going to go through the magazine and pull out the most useful material as it strikes me. In the next post, I'll try to meld it all together into a playable campaign.

Let's start with the cover, by Mark Bromley. We've got a warrior -- perhaps a proto-Warhammer Chaos Warrior -- bursting through a wooden door, only he's not. From his pose, we can see he's not moving forward with any great speed, and yet the door has been smashed to the ground, and one of the metal hinges has been bent out of shape. This suggests either that the warrior is moving through a gap someone else has already made, or he's of such great strength he doesn't have to take a run up to annihilate a wooden door. It's also not clear if he's human; there's an element of dwarfishness to him, but the door also seems to be scaled to his size.

Jeff's cover star became the main villain of his campaign, but I don't think this fellow is destined for that. Instead, let's say he is a dwarf, and let's also say that he's possessed of some kind of Juggernaut type ability with which he can deliver massive kinetic blows without a run up. Behold the Juggerdwarf!

Inside, we've got adverts for what appears to be a Games Workshop edition of Middle-Earth Roleplaying as well as Grenadier Miniatures' UK division. There's not much there to steal, although the Grenadier page has a photo of a samurai taking on two ninjas, and that's worth importing.

After that, there's a nomination form for the Games Day '85 awards, including an award for "Best Games Magazine"; given where the form is printed, and that Games Day is run by Games Workshop, I'd be surprised if the Dwarf did not go on to win this one. It does give me the idea of including some form of -- potentially rigged -- election or contest in the campaign.

After that there's the contents page and a superficial editorial from Ian Livingstone -- perhaps the above election is to install or depose a limp figurehead -- then a three page article on ghosts in Call of Cthulhu. Since this is actual game material we should use it, but it's also quite detailed, so ghosts will be a big part of the campaign and they'll have lots of special abilities as per the article. I am not turning down the chance to use a power called "Psychic Violence".

More adverts follow but there's little to swipe, aside from this delightful fellow from a strange graffiti-inspired advert for the UK series of D&D modules:


I'm not sure if this beast appears in any of the scenarios, but he's in the campaign, disco lights and all.

Reviews follow, for Star Ace, the second, third and fourth Dragonlance scenarios, and Monster Coliseum [sic] for RuneQuest. There's not much to borrow from most of the reviews, but the colosseum is in, so somewhere in the campaign setting will be a place where characters can fight captured monsters and perhaps gain employment; someone has to go out and capture the things in the first place, after all. Reviewer Oliver Dickinson has a moan about the price of the boxed set -- £16.96, or just over £40 in today's money -- so that'll be a feature of the campaign colosseum too; while it's a popular entertainment, it is considered expensive, but then it's the only game in town... until the players get involved.

Dave Langford's book reviews are next, and the most interesting thing here is the review of Brian Aldiss' Helliconia Summer, which makes me want to include great big century-long seasons in the setting. The next article is a piece on barbarian magic in RuneQuest, so we'll borrow that too, which means that we have to make room for a barbarian culture somewhere.

Thrud the Barbarian -- king of the aforementioned culture? -- follows, with Lymara the She Wildebeeste using her ample curves to distract some opponents before beheading them. That's all there is to the strip, but I'm sure we can find a space for Lymara and Thrud in our campaign. After that we have the first of the issue's scenarios, Peking Duck, a multi-faction brawl set in a Chinese restaurant in modern-day London, and with statistics for Champions and the mighty Golden Heroes, now known as Squadron UK. This may be difficult to include in a fantasy campaign without considerable modification.

Then we have an episode of The Travellers -- see a digitally remastered version here -- involving an NPC patron with arbitrary, dice-based reactions to the protagonists. Of course this is in. Facing this is a single page article on social customs in Traveller; it's basic stuff, but it prompts me to decide that social rules and customs will be a big part of this One Issue Campaign.

More adverts follow, then a mystery scenario for AD&D1, A Murder at Flaxton. Or rather, the first page of said scenario, then an early pull-out Citadel Miniatures catalogue. It features Citadel's The Lord of the Rings range -- I'm not sure if we can use that -- as well as some great hobgoblin and orc miniatures; as such, hobgoblins and orcs will be the major humanoid races in the campaign. As an aside, a set of three Citadel miniatures would have set you back between £1.50 and £1.95 in 1985, or about £5 in modern coinage. Hobgoblins are 60p each!

A Murder at Flaxton is an investigative scenario involving dwarf smugglers -- as in smugglers who are dwarves -- slavers and pirates. It's a low-level scenario, with the NPCs hovering around third level, but it might make for a good starting point. Aside from the maps, the main illustration is what looks like an early John Blanche piece showing dwarves drinking from bottles of Bugman's Best Rum, implying that the scenario is set in the Warhammer world. I don't think we'll go that far.

Even more adverts follow, including one with a picture of a nude woman with very 80's hair, make up and earrings, covered in blood and wielding two glittering swords. As a modern enlightened male, I of course deplore such horrible, exploitative cheesecake, but as a gamer I recognise that it's so over-the-top that I have to include it somewhere. After that there's the letters page, which like every other White Dwarf letters page in history is full of people moaning about how wrong White Dwarf is getting pretty much everything; the campaign will feature a bunch of grumpy old dwarves who can't stop going on about how rubbish everything is. They may be involved with the rigged election.

Following that, we have two pages on various different ways spiders in AD&D1 can kill a character. I doubt anyone has ever used this in the twenty-five years since it saw print, so let's be the first and make spiders a major hazard in this One Issue Campaign. Then we have more adverts, including one showcasing Games Workshop's seven -- yes, seven! -- shops, and featuring pygmy orcs with parachutes:


Holy Hecuba in a hairnet, these little chaps are definitely in.

The next article is the good old Fiend Factory but instead of the usual gonzo monsters, we're given the Vivimancer, an odd sort of prestige class for high level AD&D1 characters. It's not clear if this is intended for players, although since they are barred from the Prime Material Plane and only increase in level once every fifty years, I'd guess not. They seem to be a Neutral Good equivalent of the lich and use enchanted flowers to focus their magical abilities; even so, I think we have found our campaign villain.

More adverts follow -- and people say it became a glorified catalogue only after Games Workshop booted out all the rpg stuff -- but one has a picture of a centaur in a bowler hat, so he's in. Then there's Tabletop Heroes, which would eventually become the regular 'Eavy Metal modelling and painting pages, and is here hosted by Joe "Lone Wolf" Dever, although John "John Blanche" Blanche is hovering about in the shadows. There's little of interest here, although one of the figures covered is a Citadel Miniatures Jabberwock, and they're such great monsters that I have to include them in the campaign.

Then there's an article on magical backpacks, all of which have some kind of minor teleportation ability, and I can definitely see them getting some use. Then there's an advert for GURPS which is just pictures of a superhero, a Viking, a British "redcoat", a knight, two stetson-and-sixgun-toting Western characters, a Roman legionnaire and a couple of brutish monsters; this mismatched group will find their way into the campaign, I'm sure. After that, there's a news page, more adverts, the ever-popular small ads -- which could be a whole blog post in itself, although I will note for now that Jonathan Welfare of Tavistock Road is offering the all-new gladiator character class for the bargain price of £1 plus a stamped-addressed envelope -- then two colour adverts, one on the inside back cover for Citadel starter sets -- adventurers and monsters -- and one on the outside for Citadel's D&D miniature line; there are no examples of the latter, although the artwork looks like early Blanche again, and features a warrior and a wizard in mêlée with a green dragon. This pair of idiots may very well make it in.

So there you have it, White Dwarf #67 more or less cover-to-cover, with most of the playable material stripped out. Next up, I'll try to turn that lot into a campaign. I will also be choosing a ruleset, which I should have done at the beginning, but I'm a maverick, and if the pencil-pushers at City Hall don't like that, then they can shove it!


EDIT: The second part of the exercise can be found here.

Wednesday 29 December 2010

Blood Bowl (Nintendo DS)

Games Workshop's Warhammer is a juggernaut of a franchise. Its runaway success has changed the company from a single hobby shop in Hammersmith to an international corporation, and the game has expanded beyond the tabletop into board games, role-playing games, video games, MMORPGs, novels, comics, and even, in the latter stages of 2010, a straight-to-dvd film, although reviews haven't been too good on that last one.

Warhammer is the company's core product, but there's also a horde of lesser games, lost to the mists of time and commanding high prices on eBay, stuff like Chainsaw Warrior and Lost Patrol. Somewhere in between is a middle tier of games that have never been huge money-spinners, but have remained popular enough to remain in production, on and off, throughout the company's life. Blood Bowl is one of these, a Warhammer-ised version of American football, with orcs and goblins beating seven shades out of dwarves and elves, and with maybe a touchdown or two thrown in. In the game, players take it in turns to advance their teams up the pitch, seize the ball, and through applied brutality, agile footwork, or dead-eye accuracy, attempt to get the ball into the end zone to score. Their chances of doing so are modified by their teams' skills and statistics as well as a significant amount of luck, as generated by the rolling of dice.

In 2009, Blood Bowl was released to a number of video game platforms, including this DS version. It lacks the 3D environment of the PC and console releases, opting for a isometric viewpoint; while some may view this as a negative, and it does at first glance seem like a retrograde move back to the 16-bit era and a waste of the DS' capabilities, the viewpoint works in the game's favour, allowing for a wider field -- pun intended -- of vision, as befits what is, after all, a game of strategy.

Similarly, the lack of a real-time mode turns out to be a missing feature which is not missed, as the end result is something which is more or less a straight translation of the board game into electronic form. The original board game is strong enough that 3D graphics and arcade-style gameplay are not improvements but unnecessary distractions, and for whatever reason they were removed from the DS edition, it has resulted in a better game. The fidelity to the source material also means that those players who want a quick game of Blood Bowl, but can't find an opponent or don't have the space to set up the board, can instead whip out the DS and indulge. There is also a rudimentary local multiplayer option, as well as a "hot seat" mode, which may be a misnomer on a portable system.

All that said, some features are indeed missed, such as the wilder players and options some of the teams bring along with them, and while eight types of team are included it is disappointing that evocative races such as the dark elves and undead have been overlooked. It is possible however that only those familiar with the original game will miss these bells and whistles, as the core gameplay offers plenty of complexity to keep strategic thinkers happy. On the other hand, those same strategic thinkers may not be quite as happy with the difficulty of the game; while the single-player mode will prove a challenge due to an aggressive CPU, the AI does on occasion seem to engage in some wild and hare-brained schemes, such as sending players to the far corners of the pitch to await passes which are never likely to come, or withdrawing strong blockers from the front lines, and so on.

The game benefits from good graphics, with good designs and smooth animation, although it would have been nice to have some variation in how the players moved. There are some neat cut scenes during the game, with the referee stepping in to conduct the opening coin toss and adjudicate fouls, and so on, and there are is a brief appearance from the game's commentators, familiar to those who have played the board game. Perhaps the most important cut scene of all is that which plays when a touchdown is scored, and alas this is the most disappointing, with dodgy-looking cheerleaders and no variation in the animation at all; it would have been a neat touch to have included burly orc cheerleaders, ethereal elven cheerleaders, bearded dwarven cheerleaders, and so on. The game also lacks much in the way of music, with only one or two tunes in evidence, although perhaps a wise move to shun in-game music, which could have become annoying with individual matches taking up to an hour to play.

This lack of polish can sometimes be an annoyance, but the game survives. There are some glitches in the code that may prove to be a more fatal issue. Outside a match, the game can sometimes take a long time to move between screens, which could be put down to loading times were it not for the simple fact that Blood Bowl is a cartridge-based title. At times, the game can lock up during these pauses, necessitating a restart and the subsequent loss of data, most annoying during a league game where a team has built up money and experience over a season. Other editions have been fixed by updates, and a new version of the game was released in 2010, but neither have made it to the DS alas.

All in all, Blood Bowl on the DS is a very basic game, and the lack of features and polish can be a bit disappointing at times. That said, the core gameplay is strong, a faithful adaptation of a great board game and at the end of the day, it's the gameplay that matters most.