Stuart has a good post up here in which he digs out a number of historical examples of people of African origin running about mediaeval Europe, thus challenging those who don't want to include such characters in their fantasy role-playing games to come up with a better excuse for the omission than historical accuracy. It's a good, simple post that gets right to the heart of the matter and should wake a few people up.
The thing is that I don't see why Stuart needed to make the point in the first place. I've seen similar arguments come up before about technology levels; whether such and such society would have access to such and such weapon or armour or whatever. If we were setting our games in Northern France in 1450, then I could see the value in pursuing such detail, but for the most part we're not. We're playing in Greyhawk, or Aebrynis, or Titan; I don't see why it's important to know whether crossbows were available in 1450 when said crossbow is going to be used against a mind flayer, a creature I don't think was ever common in Europe, but then I only got a B in my history GCSE.
I know some people do care, and that's fine, but it's not something I think I'll ever understand. It's a fantasy game, it may look like mediaeval Europe from a certain angle, if you squint, but it's not, so go wild and include whatever you like. Exclude whatever you like too, of course, but don't try to hide behind historical accuracy when you do it.
Anyway.
Having put The One Ring aside for a rest, we've been playing a bit of Warhammer Fantasy Roleplay, set in the Border Princes, the Warhammer World's version of the Balkan region. We've had one session of actual play so far, and I don't know how long we'll play before something new and shiny comes along, but it's been good fun so far, as WFRP tends to be.
It's not quite new -- although it could be argued that "shiny" is an appropriate adjective -- but I've made a bit of progress on my conversion of Dark Sun to Savage Worlds; Savage Sun seems a fitting title. I've got some character generation rules worked out and I think I've come up with a good way to emulate the setting's magic system; my conversions are rather lean, simple even, but seem to do the job. I think my experience of converting Eberron over has helped me understand what's necessary to transfer to maintain the original feel of the setting, rather than fuss about copying every single detail. I need to put the conversion notes together in one place -- at which point I'll post them here -- and come up with a starting adventure, and then Savage Sun will be ready to go!
Showing posts with label musings. Show all posts
Showing posts with label musings. Show all posts
Saturday 7 April 2012
Wednesday 28 March 2012
There and (Maybe) Back Again
After a few weeks of giving it a try, we've decided to put The One Ring aside for a while; I was running the game, and I do have to admit to pressing the issue a little, as I was becoming more and more dissatisfied with it. I do like the general design of the rules, as it's a clever and robust system, but it also feels a little detached, as if the players are not in direct control of their characters. This is evident to some extent in the abstract combat system -- which I liked more than the players did -- but is even more prominent in the travel rules; they are very good rules but they feel more like a strategic board game than anything, and while I'm confident that we could in time get used to this feeling of detachment, the game has another problem that has prevented us putting in that time.From the perspective of the GM, the game seems quite limited in scope. Although The One Ring comes with a large map of the Mirkwood region, the GM's book contains very little information on what lurks under the eaves of the great forest, and seems to expect the GM to either make up the rest, or have extensive knowledge of Tolkien's works; from my I admit limited knowledge of the canon, it seems as if there never was much detail on the Mirkwood area. So what's the problem? Why not just make it up? Well, the challenge is in inventing new elements while maintaining the tone of Middle-Earth -- it's not the kind of setting where a hex can be populated with 2d12 kobolds -- but at the same time keeping things a bit more interesting than "oh look, more orcs!" I struggled with that challenge -- a hunting expedition for a psychedelic human-owl hybrid thing was, in hindsight, perhaps not in keeping with the good professor's works -- and the GM's book was of little help. Perhaps indicative of the haphazard GM support is the fact that the two introductory adventures -- one in the book and one available online -- are set at opposite ends of Mirkwood, making their integration into a single campaign rather difficult.
All that said, Cubicle 7 have at last announced their plans for expanding the game and it's good to see that they're going to provide some more adventure material, including two campaigns; perhaps when these are released, my group will return to Middle-Earth and give things another go. In the meantime, we're investigating other options while our regular group is disrupted by summer trips and the like, and looking forward, we've decided to try the remake of The Enemy Within when it comes out, albeit with WFRP2, since co-author Graeme Davis says it should be easy to convert back to the older ruleset. I've also got a half-formed inclination to run TSR's classic sword-and-sand Dark Sun setting under Savage Worlds but I often come up with ideas of that sort -- such as an ill-fated attempt to run a Ravenloft game using the SAGA system -- and not all of them make it to the table. I think a bit of post-apocalyptic swords and sandery might be quite fun, so I'm keen to give it a go, unless the boxed set is a complete turn off.
Labels:
Dark Sun,
Kelvin,
musings,
Savage Worlds,
The One Ring,
WFRP
Wednesday 8 February 2012
After the King
Last week we finished Tatters of the King, sort of. As published, the campaign is split into two halves with a clear break in the middle, but I'm not fond of the second half so I decided to concentrate on the first part and run it in isolation. It was not without its problems -- as written, it is linear and inflexible, although the second half is even worse in this regard, one reason why I decided to drop it -- and it ran much longer than the six or so sessions I imagined, but I think everyone enjoyed it in the end.
In my last post, I pondered the ending of the scenario and how I was going to tackle it, given that the players had gone off-piste. What was supposed to happen was that the player-characters would pick up the trail of the cultists after Carcosa had manifested on the shores of Loch Mullardoch and would have to enter the alien city to deal with the cultists before they summoned Hastur.
What in fact happened was that the players captured a character the campaign assumed they'd kill, interrogated him and found out about the cult's activities- long before they should have done; this led them to Loch Mullardoch days in advance of Carcosa's appearance, robbing the campaign of the evocative climax of a manhunt in a weird, otherworldly locale, and forcing me to come up with an alternative. To say that I felt some pressure would have been an understatement.
I decided that it would be dishonest to fudge things so that events occurred as written, and instead I took a good long look at the remaining non-player-characters, their knowledge and their goals, and tried to generate an ending from there. I had already established that the cultists knew of the player-characters' movements against them, and would be prepared to a certain extent, so I had them fortify themselves in their headquarters and also lay on some extra security in the form of some summoned monsters; the scenario as written suggests that most of the cultists are normal folk with only a couple of combat-capable individuals amongst them, so it seemed logical that they might appeal for some more supernatural assistance. I hoped that this haphazard improvisation would be enough to entertain my players.
Aside from a brief detour into wilderness adventure that saw them get lost in the Highlands and begin to suffer the effects of exposure, the player-characters were quite clinical about their assault on the cultists; at times it almost felt like a game of Shadowrun, such was the intricacy of the planning. In the end, things went well for the investigators; their plans involving dynamite went somewhat awry —- and this was bad GMing on my part, as I should have informed them of the difficulties of unskilled but successful explosive use, which may have led them to reconsider their plans -— but they managed to capture or kill the more dangerous cultists and fight off the summoned creatures, all with no investigator casualties. Call of Cthulhu has a reputation for deadliness, but if the players are careful — and if there are no Great Old Ones or Elder Gods stomping about — chances of survival are not inconsequential. That said, a couple of characters picked up some nasty injuries, but once again my random permanent wounds table -- stolen from Elric!, I think -- went unused, much to my dismay.
I was concerned that this more mundane finale would be a bit of a disappointment after months of play, but the players seemed to enjoy it, although Stuart did suggest it was more Miller's Crossing than Call of Cthulhu; that said, I'm not sure it was intended as a criticism, and the whole thing reminded me a little of Inspector Legrasse's cult raid in The Call of Cthulhu itself, so it was not too much of a deviation from the genre.
I don't know if I'll run the second half of Tatters of the King, and if I do I won't do it without substantial changes or even a total rewrite, but I enjoyed the experience of running the first half of the campaign and I learned a lot -- even after all these years as a player and GM -- about the craft and challenge of running a game. Above all, we all had fun with it, despite its flaws, and that's what counts in the end.
Now, who's up for Masks of Nyarlathotep?
In my last post, I pondered the ending of the scenario and how I was going to tackle it, given that the players had gone off-piste. What was supposed to happen was that the player-characters would pick up the trail of the cultists after Carcosa had manifested on the shores of Loch Mullardoch and would have to enter the alien city to deal with the cultists before they summoned Hastur.
What in fact happened was that the players captured a character the campaign assumed they'd kill, interrogated him and found out about the cult's activities- long before they should have done; this led them to Loch Mullardoch days in advance of Carcosa's appearance, robbing the campaign of the evocative climax of a manhunt in a weird, otherworldly locale, and forcing me to come up with an alternative. To say that I felt some pressure would have been an understatement.
I decided that it would be dishonest to fudge things so that events occurred as written, and instead I took a good long look at the remaining non-player-characters, their knowledge and their goals, and tried to generate an ending from there. I had already established that the cultists knew of the player-characters' movements against them, and would be prepared to a certain extent, so I had them fortify themselves in their headquarters and also lay on some extra security in the form of some summoned monsters; the scenario as written suggests that most of the cultists are normal folk with only a couple of combat-capable individuals amongst them, so it seemed logical that they might appeal for some more supernatural assistance. I hoped that this haphazard improvisation would be enough to entertain my players.
Aside from a brief detour into wilderness adventure that saw them get lost in the Highlands and begin to suffer the effects of exposure, the player-characters were quite clinical about their assault on the cultists; at times it almost felt like a game of Shadowrun, such was the intricacy of the planning. In the end, things went well for the investigators; their plans involving dynamite went somewhat awry —- and this was bad GMing on my part, as I should have informed them of the difficulties of unskilled but successful explosive use, which may have led them to reconsider their plans -— but they managed to capture or kill the more dangerous cultists and fight off the summoned creatures, all with no investigator casualties. Call of Cthulhu has a reputation for deadliness, but if the players are careful — and if there are no Great Old Ones or Elder Gods stomping about — chances of survival are not inconsequential. That said, a couple of characters picked up some nasty injuries, but once again my random permanent wounds table -- stolen from Elric!, I think -- went unused, much to my dismay.
I was concerned that this more mundane finale would be a bit of a disappointment after months of play, but the players seemed to enjoy it, although Stuart did suggest it was more Miller's Crossing than Call of Cthulhu; that said, I'm not sure it was intended as a criticism, and the whole thing reminded me a little of Inspector Legrasse's cult raid in The Call of Cthulhu itself, so it was not too much of a deviation from the genre.
I don't know if I'll run the second half of Tatters of the King, and if I do I won't do it without substantial changes or even a total rewrite, but I enjoyed the experience of running the first half of the campaign and I learned a lot -- even after all these years as a player and GM -- about the craft and challenge of running a game. Above all, we all had fun with it, despite its flaws, and that's what counts in the end.
Now, who's up for Masks of Nyarlathotep?
Labels:
Call of Cthulhu,
game report,
Kelvin,
musings,
Tatters of the King
Sunday 29 January 2012
Lawrence Bacon Must Die!
This post contains spoilers for Tatters of the King. My players shouldn't read on, nor should you if you intend to play this campaign.
You've been warned!
Right, so I think my players have broken the campaign. To be fair, it's not the most well-designed thing in the world, and regular readers will know that I've been struggling with it since we started. Tatters of the King is not the most egregious railroad I've ever seen in an rpg product, but it's far from flexible in its plotting. The writing assumes that things will happen in a certain order and at certain times, and leaves little room for player agency; it does not seem to have occurred to the writer that most players will not be content to sit on their hands and wait for the next clue to drop into their laps.
On the plus side, the non-player characters are written in exhaustive detail, so the Keeper has more than enough information on their personalities, goals and methods to play them in an organic way and respond to the players' actions. In that sense at least, Tatters of the King is quite a well-written scenario. I made a decision early on to ignore the heavy-handed plotting and run the campaign in a more sandbox style, and the strength of the NPC detail has made that quite easy.
Until the players met Lawrence Bacon, that is.
Bacon's one of the key antagonists, a member of the inner circle of the cult that the players are trying to defeat. What is supposed to happen is that the players fight and kill him, and then, as a result of his death being reported in the press, receive a clue about the cult's whereabouts. The delay between the fight and the news of Bacon's death being published gives the cult enough time to get on with their ritual to bring the city of Carcosa to Earth, leading to an exciting finale as the players rush to get to the cult before the ritual can be completed. It's quite a well-written climax, with lots of interesting choices for the players, and the appearance of Carcosa is quite evocative; I was looking forward to running it.
In my Tatters of the King, Lawrence Bacon is far from dead, and not in your general Call of Cthulhu immortal wizard way, either. Instead of the expected fight, the players surprised him -- through use of a spell the campaign gives them, so how this didn't come up in playtesting I don't know -- and subdued him before he could get a single spell off in his defence. Then they made use of their connections to have him committed to an asylum under maximum security, and began to interrogate him about the cult's plans. He is their enemy, so despite their cleverness he hasn't told them everything, but even so they now know where the cult is and what they're planning to do, and they know it much earlier than they should. As a result, they're now in a position to stop the cult and save the world, which is good, but -- and this is the tricky bit -- they'll be able to do it before any of the interesting stuff happens.
I could have stopped all this. I could have had Bacon resist their attempts to subdue him, but it would have involved fudging rolls and undermining their very sensible plans. I could have had him resist their attempts at interrogation, but again their approach was a good one and I couldn't have blocked it without being unfair. I could have the ritual happen early, despite their cleverness, but then we're getting into Quantum Ogre territory. Besides, it was fun to play through, and that's the point of the hobby at the end of the day.
It is just not in my nature as a GM to fudge things to such an extent, but I'm left with the problem of delivering a finale to the campaign. There's nothing in the book about what to do if the players are clever and efficient and turn up early to the party, but that's fine as I can make it up for myself; the bigger problem is that sneaking up to the cultists and bashing them over the back of the head before they've had a chance to summon a single byakhee doesn't seem like much pay-off for months of play.
Perhaps I am worrying too much. One of the more interesting aspects of the cult is that a key member -- Alexander Roby, the asylum inmate who involved the players in the first place -- isn't a villain in a traditional sense; he does want to bring Carcosa to Earth, but only so that he can live there, and it's his colleagues who want to use the city to then summon a Great Old One. As written, the climax involves the players having to figure out how to remove Roby from a place he considers to be more or less heaven; the most efficient way is to kill him, but can the players get past the rest of the cult to do so? Even if they do, can they make that choice?
It's a good, meaningful ending, and it more or less remains intact in my version of the campaign, except that it won't be taking place against the backdrop of Carcosa. So my gut reaction is to let it all play out as it will, but I worry that it won't be enough of a dramatic ending for my players after all the work they've put in. Am I concerned over nothing?
You've been warned!
Right, so I think my players have broken the campaign. To be fair, it's not the most well-designed thing in the world, and regular readers will know that I've been struggling with it since we started. Tatters of the King is not the most egregious railroad I've ever seen in an rpg product, but it's far from flexible in its plotting. The writing assumes that things will happen in a certain order and at certain times, and leaves little room for player agency; it does not seem to have occurred to the writer that most players will not be content to sit on their hands and wait for the next clue to drop into their laps.
On the plus side, the non-player characters are written in exhaustive detail, so the Keeper has more than enough information on their personalities, goals and methods to play them in an organic way and respond to the players' actions. In that sense at least, Tatters of the King is quite a well-written scenario. I made a decision early on to ignore the heavy-handed plotting and run the campaign in a more sandbox style, and the strength of the NPC detail has made that quite easy.
Until the players met Lawrence Bacon, that is.
Bacon's one of the key antagonists, a member of the inner circle of the cult that the players are trying to defeat. What is supposed to happen is that the players fight and kill him, and then, as a result of his death being reported in the press, receive a clue about the cult's whereabouts. The delay between the fight and the news of Bacon's death being published gives the cult enough time to get on with their ritual to bring the city of Carcosa to Earth, leading to an exciting finale as the players rush to get to the cult before the ritual can be completed. It's quite a well-written climax, with lots of interesting choices for the players, and the appearance of Carcosa is quite evocative; I was looking forward to running it.
In my Tatters of the King, Lawrence Bacon is far from dead, and not in your general Call of Cthulhu immortal wizard way, either. Instead of the expected fight, the players surprised him -- through use of a spell the campaign gives them, so how this didn't come up in playtesting I don't know -- and subdued him before he could get a single spell off in his defence. Then they made use of their connections to have him committed to an asylum under maximum security, and began to interrogate him about the cult's plans. He is their enemy, so despite their cleverness he hasn't told them everything, but even so they now know where the cult is and what they're planning to do, and they know it much earlier than they should. As a result, they're now in a position to stop the cult and save the world, which is good, but -- and this is the tricky bit -- they'll be able to do it before any of the interesting stuff happens.
I could have stopped all this. I could have had Bacon resist their attempts to subdue him, but it would have involved fudging rolls and undermining their very sensible plans. I could have had him resist their attempts at interrogation, but again their approach was a good one and I couldn't have blocked it without being unfair. I could have the ritual happen early, despite their cleverness, but then we're getting into Quantum Ogre territory. Besides, it was fun to play through, and that's the point of the hobby at the end of the day.
It is just not in my nature as a GM to fudge things to such an extent, but I'm left with the problem of delivering a finale to the campaign. There's nothing in the book about what to do if the players are clever and efficient and turn up early to the party, but that's fine as I can make it up for myself; the bigger problem is that sneaking up to the cultists and bashing them over the back of the head before they've had a chance to summon a single byakhee doesn't seem like much pay-off for months of play.
Perhaps I am worrying too much. One of the more interesting aspects of the cult is that a key member -- Alexander Roby, the asylum inmate who involved the players in the first place -- isn't a villain in a traditional sense; he does want to bring Carcosa to Earth, but only so that he can live there, and it's his colleagues who want to use the city to then summon a Great Old One. As written, the climax involves the players having to figure out how to remove Roby from a place he considers to be more or less heaven; the most efficient way is to kill him, but can the players get past the rest of the cult to do so? Even if they do, can they make that choice?
It's a good, meaningful ending, and it more or less remains intact in my version of the campaign, except that it won't be taking place against the backdrop of Carcosa. So my gut reaction is to let it all play out as it will, but I worry that it won't be enough of a dramatic ending for my players after all the work they've put in. Am I concerned over nothing?
Labels:
Call of Cthulhu,
game report,
Kelvin,
musings,
quantum ogre,
Tatters of the King
Wednesday 18 January 2012
GM Q and A
I owe you a Call of Cthulhu session report, and since I've taken the day off with a cold, I might be able to get that done today. In the meantime, here's a questionnaire from Zak's blog.
Repost and answer. Or, if you don't have a blog, answer in the comments. Or be a big rebel and do neither.
1. If you had to pick a single invention in a game you were most proud of what would it be?
I came up with a starship combat system for Rogue Trader that was both less fiddly than the existing one, and didn't necessitate having a full-sized wargames table to use, but my players seemed to be terrified of getting into space combat during that campaign, so we never used it.
In one Savage Eberron game, I had them fighting cultists during a thunder storm, and had a little tweak going so that when a specific card was drawn from the initiative deck, that player would get struck by lightning. As it happened, the card ended up being drawn about four or five times, so one could say that my little sub-system was a bit broken, but everyone enjoyed it anyway.
2. When was the last time you GMed?
We play every Friday and I've been running Tatters of the King for Call of Cthulhu while Ben -- our usual GM -- recharges his batteries. I wasn't around last week, and the rest of the gang played some board games, so it would have been the Friday before that, the 6th.
3. When was the last time you played?
Ben's Pathfinder game went on hiatus in early November, so that's the last time I played, I think.
4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
1960's Cool Britannia superspies versus the Cthulhu Mythos.
5. What do you do while you wait for players to do things?
I find it difficult to do anything but sit back and watch and listen. I know I should be making notes and doing secret rolls and all of those underhanded GM psychological tricks, but I get a lot of enjoyment from observing the players' planning. A couple of the more recent Call of Cthulhu games have involved a lot of planning and not much doing, and my players probably think I'm bored, but I love it.
6. What, if anything, do you eat while you play?
I find that a gaming group will eat anything you put in front of them, so I try to make sure we have some healthy finger food -- carrots, cherry tomatoes, grapes and so on -- although I've not been very good at that of late.
I've discovered that I enjoy baking, so I have been known to bake cakes for game night, which sort of undoes all my good work with the fruit and vegetables.
7. Do you find GMing physically exhausting?
On rare occasions -- maybe twice -- if I've had a long day I find myself flagging a bit, but that's more to do with the rest of the day than the act of GMing itself, which I find rather easy. That said, I tend towards either rules-light games or games where I know the system well, and I really enjoy playing the NPCs and spinning the plot, so there's not a lot of friction between myself and the game.
8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
I had a goblin thief in a D&D game that ran to about eighth level, but I retired him at around level six or seven because he'd got involved in a storyline that had run its course. I've never retired a character for story reasons in D&D, so that was an interesting and fulfilling experience.
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
I tend to find that if you try to enforce a mood, it gets broken anyway and it damages the game more than if you're more lenient about the whole thing. We've had funny moments in Call of Cthulhu and serious moments in Pathfinder and it's worked out fine.
10. What do you do with goblins?
More or less Warhammer night goblins. Grinning maniacs hopped up -- sometimes literally -- on magic mushrooms.
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
I had Lara Croft turn up in Savage Eberron as a NPC, but I think I got away with it.
12. What's the funniest table moment you can remember right now?
I've told this story before, but it remains a highlight of my gaming career. Spoilers abound.
I am about eighteen or nineteen, running Horror on the Orient Express. The vampire Fenalik is on the train, in the corridor outside the players' cabin. The players are inside, with the MacGuffin Fenalik wants. He attempts to charm them, but he's a rotten, haggard old thing, and no Christopher Lee. He gets increasingly angry with them, as they get increasingly amused by his impotent rage. Because, of course, he can't enter their cabin without an invitation.
Finally, his patience gone, Fenalik assures them that though he can't touch them now, he will soon kill them all in the most gory way imaginable. They laugh at him, then one -- caught up in the moment -- responds:
"Just come in and try it!"
There are always laughs at our table, but they're more often off-the-cuff moments that aren't as memorable as the lengthy encounter above.
I also remember Ric's character in my Savage Eberron game, Galaxy Jones, a shameless Blaxploitation pastiche, complete with medallion, afro and boundless libido, except he's a halfling riding a velociraptor. Every time he said or did anything in the game, it got a big laugh.
In our Pathfinder game, one player had a character called Olban -- who we of course insisted on calling All-Bran -- who had terrible luck in combat, more often than not fumbling and injuring himself, to the extent that we often rushed into a fight in order to defeat the enemy before All-Bran could draw his scimitar and kill himself. His greatest moment was perhaps when an owlbear knocked him out, picked him up and used him as a club against the rest of the party. In the end, his player moved to Canada so we wrote All-Bran out of the game by faking his death, givng the all-too-plausible story that he'd accidentally beheaded himself while shaving.
13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
Probably Carcosa. I haven't read it properly, just looked at all the pictures -- see below -- and skimmed the monster entries to see how all those familiar Call of Cthulhu gribblies have been translated into D&Dish terms.
14. Who's your idea of the perfect RPG illustrator?
Ask me again in a month and I'll tell you something different, but right now it's Rich Longmore; his work on Carcosa is inspirational.
15. Does your game ever make your players genuinely afraid?
A couple of times. One memorable occasion was in the first Call of Cthulhu game I ran for my current group, in which the surprise appearance of an axe-wielding lunatic took them quite off guard. As far as a more lurking fear goes, I don't know if I've managed to get them feeling that, but I may be wrong.
16. What was the best time you ever had running an adventure you didn't write? (If ever)
I'm a bit snobby about pre-written adventures, and certain members of my group have a difficult time not buying and reading everything that's released, so I've not had much experience of running them of late. I ran Death Frost Doom in Rogue Trader and that was fun, but perhaps more because I managed to pull off the conversion than anything else.
Tatters of the King is not the best campaign out there, but I have enjoyed playing it; again though, I've enjoyed the experience of wrestling a troublesome bit of writing into something playable at our table more than any specific incidents during the game itself.
Horror on the Orient Express was a bit of a disaster, but good fun.
17. What would be the ideal physical set up to run a game in?
A big table, comfy chairs, with a pot of tea close at hand, and no time limit.
18. If you had to think of the two most disparate games or game products that you like what would they be?
I'm not sure there are any surprises in my gaming library. It's all pretty consistent in terms of mood, rules weight and so on; I don't have Everway sitting next to FATAL or anything.
19. If you had to think of the most disparate influences overall on your game, what would they be?
Like any GM over the age of twelve, my influences come from all over the place. One Savage Eberron adventure was equal parts On Her Majesty's Secret Service, Ocean's Eleven, the Man in the Iron Mask and the Soviet occupation of Afghanistan.
20. As a GM, what kind of player do you want at your table?
Someone who's easy-going and doesn't take the game too seriously, but also has enough of an investment to get involved and contribute.
It seems a bit obvious to say "someone who enjoys playing" but I've run into a lot of players who really don't seem to get anything out of the hobby so perhaps it does need saying.
21. What's a real life experience you've translated into game terms?
I can't think of one. Back when I could still remember some of the language, I used a bit of Welsh in a couple of games; one was an alternate setting for Pendragon that I created with a friend, and another was a goblin language.
22. Is there an RPG product that you wish existed but doesn't?
A proper Warhammer 40,000 book for Savage Worlds would be welcome; I love the setting, but the rules system -- which works so well for WFRP -- is far too fiddly for the Grim Darkness of the Far Future for my liking. A conversion would probably be quite easy, but I don't have the time.
23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?
I have a friend who is D&D-agnostic but is a big Dragonlance fan, but that's not quite the same thing, is it? I don't really talk about RPGs to non-gamers, not because of nerd shame, but just because it doesn't come up in conversation much.
Repost and answer. Or, if you don't have a blog, answer in the comments. Or be a big rebel and do neither.
1. If you had to pick a single invention in a game you were most proud of what would it be?
I came up with a starship combat system for Rogue Trader that was both less fiddly than the existing one, and didn't necessitate having a full-sized wargames table to use, but my players seemed to be terrified of getting into space combat during that campaign, so we never used it.
In one Savage Eberron game, I had them fighting cultists during a thunder storm, and had a little tweak going so that when a specific card was drawn from the initiative deck, that player would get struck by lightning. As it happened, the card ended up being drawn about four or five times, so one could say that my little sub-system was a bit broken, but everyone enjoyed it anyway.
2. When was the last time you GMed?
We play every Friday and I've been running Tatters of the King for Call of Cthulhu while Ben -- our usual GM -- recharges his batteries. I wasn't around last week, and the rest of the gang played some board games, so it would have been the Friday before that, the 6th.
3. When was the last time you played?
Ben's Pathfinder game went on hiatus in early November, so that's the last time I played, I think.
4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
1960's Cool Britannia superspies versus the Cthulhu Mythos.
5. What do you do while you wait for players to do things?
I find it difficult to do anything but sit back and watch and listen. I know I should be making notes and doing secret rolls and all of those underhanded GM psychological tricks, but I get a lot of enjoyment from observing the players' planning. A couple of the more recent Call of Cthulhu games have involved a lot of planning and not much doing, and my players probably think I'm bored, but I love it.
6. What, if anything, do you eat while you play?
I find that a gaming group will eat anything you put in front of them, so I try to make sure we have some healthy finger food -- carrots, cherry tomatoes, grapes and so on -- although I've not been very good at that of late.
I've discovered that I enjoy baking, so I have been known to bake cakes for game night, which sort of undoes all my good work with the fruit and vegetables.
7. Do you find GMing physically exhausting?
On rare occasions -- maybe twice -- if I've had a long day I find myself flagging a bit, but that's more to do with the rest of the day than the act of GMing itself, which I find rather easy. That said, I tend towards either rules-light games or games where I know the system well, and I really enjoy playing the NPCs and spinning the plot, so there's not a lot of friction between myself and the game.
8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
I had a goblin thief in a D&D game that ran to about eighth level, but I retired him at around level six or seven because he'd got involved in a storyline that had run its course. I've never retired a character for story reasons in D&D, so that was an interesting and fulfilling experience.
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
I tend to find that if you try to enforce a mood, it gets broken anyway and it damages the game more than if you're more lenient about the whole thing. We've had funny moments in Call of Cthulhu and serious moments in Pathfinder and it's worked out fine.
10. What do you do with goblins?
More or less Warhammer night goblins. Grinning maniacs hopped up -- sometimes literally -- on magic mushrooms.
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
I had Lara Croft turn up in Savage Eberron as a NPC, but I think I got away with it.
12. What's the funniest table moment you can remember right now?
I've told this story before, but it remains a highlight of my gaming career. Spoilers abound.
I am about eighteen or nineteen, running Horror on the Orient Express. The vampire Fenalik is on the train, in the corridor outside the players' cabin. The players are inside, with the MacGuffin Fenalik wants. He attempts to charm them, but he's a rotten, haggard old thing, and no Christopher Lee. He gets increasingly angry with them, as they get increasingly amused by his impotent rage. Because, of course, he can't enter their cabin without an invitation.
Finally, his patience gone, Fenalik assures them that though he can't touch them now, he will soon kill them all in the most gory way imaginable. They laugh at him, then one -- caught up in the moment -- responds:
"Just come in and try it!"
There are always laughs at our table, but they're more often off-the-cuff moments that aren't as memorable as the lengthy encounter above.
I also remember Ric's character in my Savage Eberron game, Galaxy Jones, a shameless Blaxploitation pastiche, complete with medallion, afro and boundless libido, except he's a halfling riding a velociraptor. Every time he said or did anything in the game, it got a big laugh.
In our Pathfinder game, one player had a character called Olban -- who we of course insisted on calling All-Bran -- who had terrible luck in combat, more often than not fumbling and injuring himself, to the extent that we often rushed into a fight in order to defeat the enemy before All-Bran could draw his scimitar and kill himself. His greatest moment was perhaps when an owlbear knocked him out, picked him up and used him as a club against the rest of the party. In the end, his player moved to Canada so we wrote All-Bran out of the game by faking his death, givng the all-too-plausible story that he'd accidentally beheaded himself while shaving.
13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
Probably Carcosa. I haven't read it properly, just looked at all the pictures -- see below -- and skimmed the monster entries to see how all those familiar Call of Cthulhu gribblies have been translated into D&Dish terms.
14. Who's your idea of the perfect RPG illustrator?
Ask me again in a month and I'll tell you something different, but right now it's Rich Longmore; his work on Carcosa is inspirational.
15. Does your game ever make your players genuinely afraid?
A couple of times. One memorable occasion was in the first Call of Cthulhu game I ran for my current group, in which the surprise appearance of an axe-wielding lunatic took them quite off guard. As far as a more lurking fear goes, I don't know if I've managed to get them feeling that, but I may be wrong.
16. What was the best time you ever had running an adventure you didn't write? (If ever)
I'm a bit snobby about pre-written adventures, and certain members of my group have a difficult time not buying and reading everything that's released, so I've not had much experience of running them of late. I ran Death Frost Doom in Rogue Trader and that was fun, but perhaps more because I managed to pull off the conversion than anything else.
Tatters of the King is not the best campaign out there, but I have enjoyed playing it; again though, I've enjoyed the experience of wrestling a troublesome bit of writing into something playable at our table more than any specific incidents during the game itself.
Horror on the Orient Express was a bit of a disaster, but good fun.
17. What would be the ideal physical set up to run a game in?
A big table, comfy chairs, with a pot of tea close at hand, and no time limit.
18. If you had to think of the two most disparate games or game products that you like what would they be?
I'm not sure there are any surprises in my gaming library. It's all pretty consistent in terms of mood, rules weight and so on; I don't have Everway sitting next to FATAL or anything.
19. If you had to think of the most disparate influences overall on your game, what would they be?
Like any GM over the age of twelve, my influences come from all over the place. One Savage Eberron adventure was equal parts On Her Majesty's Secret Service, Ocean's Eleven, the Man in the Iron Mask and the Soviet occupation of Afghanistan.
20. As a GM, what kind of player do you want at your table?
Someone who's easy-going and doesn't take the game too seriously, but also has enough of an investment to get involved and contribute.
It seems a bit obvious to say "someone who enjoys playing" but I've run into a lot of players who really don't seem to get anything out of the hobby so perhaps it does need saying.
21. What's a real life experience you've translated into game terms?
I can't think of one. Back when I could still remember some of the language, I used a bit of Welsh in a couple of games; one was an alternate setting for Pendragon that I created with a friend, and another was a goblin language.
22. Is there an RPG product that you wish existed but doesn't?
A proper Warhammer 40,000 book for Savage Worlds would be welcome; I love the setting, but the rules system -- which works so well for WFRP -- is far too fiddly for the Grim Darkness of the Far Future for my liking. A conversion would probably be quite easy, but I don't have the time.
23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?
I have a friend who is D&D-agnostic but is a big Dragonlance fan, but that's not quite the same thing, is it? I don't really talk about RPGs to non-gamers, not because of nerd shame, but just because it doesn't come up in conversation much.
Friday 30 December 2011
Christmas in Carcosa
I was aware of the controversy surrounding Geoffrey McKinney's Carcosa as every gaming blog and site seemed to have an opinion of it at the time, but as I've never been much of a D&D player I never read the book itself. I did get involved in a small way when Geoffrey put together a sample adventure for publication in Fight On! and I -- alongside the gloriously-named FuFu Frauenwahl -- provided some art for it.
Geoffrey later published the scenario as a self-contained booklet and the image above ended up on the cover, so I've always felt part of the extended Carcosa family, even if I never read the original book.
Now James Raggi -- publisher of the Lamentations of the Flame Princess role-playing game, Vornheim and Death Frost Doom -- has published a new version of Carcosa, and of course the controversy has shambled back into view, stinking of the grave and bawling "BRAAAINS! through the rotten hole where its mouth used to be. Geoffrey and James are being applauded in some parts of the internet while being characterised as corrupt monsters in others, and so the cycle continues.
Almost none of my work made it into the new book, but that happens with new editions, so I'm fine with it. It helps that Rich Longmore was chosen to provide the art, and I adore his scratchy, detailed style -- I'd love to have a print of his shoggoth illustration -- although I do prefer my version of the Bone Sorcerer. Sorry Rich.
All that said, one of my pieces did make it in, sort of. I drew a picture of an idol of Cthulhu, not one of my favourites, but James decided to keep it as an Easter egg of sorts as an icon on the scenario's map. It's only about five millimetres square and you'd never notice it if it wasn't pointed out, but even so it's apparently enough for James to send me a contributor copy of the book. It's a three-hundred page hardback book, a beautiful thing to behold, and I got it for more or less nothing.
I've not read it yet, but this offensive content everyone's going on about is going to have to be offensive indeed to convince me that Geoffrey McKinney and James Raggi are anything other than a couple of really nice guys.
In somewhat related news, Tatters of the King has continued, and I have continued wrestling with the poor editing and wonky structure of the campaign, although I've managed to shield the players from the worst of it, and they seem to be enjoying the more sandbox-like approach I've taken. They've missed some clues and discovered some that weren't in the original text, and everything is chugging along well, aside from the odd blip with dates and locations.
In the past couple of sessions -- there may be another one tonight -- the investigators headed up to Suffolk to look around a cult ritual site and ran into their first direct encounter with the supernatural as they battled some weird -- and deadly -- creatures. I must applaud them for not using player knowledge to ruin the mystery of what the Things That Should Not Have Been were, as I'm certain that at least a couple of them knew from previous adventures or reading of the core rules; by not attaching a name to the Things it made the encounter all the more effective, at least from my perspective.
The battle was great fun, a chaotic mess of serious wounds, fluffed rolls and Sanity loss. Bringing a battlemat to a Call of Cthulhu game strikes me as far more blasphemous as anything in Carcosa and so we did without, with no serious consequences. A couple of the investigators brought shotguns and started firing them into the mêlée, so I called for Luck rolls from the relevant comrades to see if they were hit; perhaps the statistic should be renamed, as most of the damage caused to the party was self-inflicted. A couple of characters were rendered unconscious by their wounds, and Ben's poor psychologist tried to flee on his knees across the snow while trying to hold his intestines in.
Did I mention that there were five investigators and only two of the Things? I love this game.
The players survived -- and managed to avoid any permanent damage, so I didn't get to use my serious wounds table from the big yellow BRP book -- and now have their eyes on one of the cultists who is holed up in a fortified antiques shop in London. Via a tip-off from an anonymous source they've discovered when their target is going to leave his hiding place and through the use of Sanity-draining magic they've seen what will happen when he does -- creating all sorts of narrative challenges for me -- so they're planning a trap. If we play tonight, we will see how successful they are.
Geoffrey later published the scenario as a self-contained booklet and the image above ended up on the cover, so I've always felt part of the extended Carcosa family, even if I never read the original book.
Now James Raggi -- publisher of the Lamentations of the Flame Princess role-playing game, Vornheim and Death Frost Doom -- has published a new version of Carcosa, and of course the controversy has shambled back into view, stinking of the grave and bawling "BRAAAINS! through the rotten hole where its mouth used to be. Geoffrey and James are being applauded in some parts of the internet while being characterised as corrupt monsters in others, and so the cycle continues.
Almost none of my work made it into the new book, but that happens with new editions, so I'm fine with it. It helps that Rich Longmore was chosen to provide the art, and I adore his scratchy, detailed style -- I'd love to have a print of his shoggoth illustration -- although I do prefer my version of the Bone Sorcerer. Sorry Rich.All that said, one of my pieces did make it in, sort of. I drew a picture of an idol of Cthulhu, not one of my favourites, but James decided to keep it as an Easter egg of sorts as an icon on the scenario's map. It's only about five millimetres square and you'd never notice it if it wasn't pointed out, but even so it's apparently enough for James to send me a contributor copy of the book. It's a three-hundred page hardback book, a beautiful thing to behold, and I got it for more or less nothing.
I've not read it yet, but this offensive content everyone's going on about is going to have to be offensive indeed to convince me that Geoffrey McKinney and James Raggi are anything other than a couple of really nice guys.
In the past couple of sessions -- there may be another one tonight -- the investigators headed up to Suffolk to look around a cult ritual site and ran into their first direct encounter with the supernatural as they battled some weird -- and deadly -- creatures. I must applaud them for not using player knowledge to ruin the mystery of what the Things That Should Not Have Been were, as I'm certain that at least a couple of them knew from previous adventures or reading of the core rules; by not attaching a name to the Things it made the encounter all the more effective, at least from my perspective.
The battle was great fun, a chaotic mess of serious wounds, fluffed rolls and Sanity loss. Bringing a battlemat to a Call of Cthulhu game strikes me as far more blasphemous as anything in Carcosa and so we did without, with no serious consequences. A couple of the investigators brought shotguns and started firing them into the mêlée, so I called for Luck rolls from the relevant comrades to see if they were hit; perhaps the statistic should be renamed, as most of the damage caused to the party was self-inflicted. A couple of characters were rendered unconscious by their wounds, and Ben's poor psychologist tried to flee on his knees across the snow while trying to hold his intestines in.
Did I mention that there were five investigators and only two of the Things? I love this game.
The players survived -- and managed to avoid any permanent damage, so I didn't get to use my serious wounds table from the big yellow BRP book -- and now have their eyes on one of the cultists who is holed up in a fortified antiques shop in London. Via a tip-off from an anonymous source they've discovered when their target is going to leave his hiding place and through the use of Sanity-draining magic they've seen what will happen when he does -- creating all sorts of narrative challenges for me -- so they're planning a trap. If we play tonight, we will see how successful they are.
Saturday 26 November 2011
The Dandy and the Madman
Spoilers for Tatters of the King follow.
Stuart was unable to join us for last night's game, so the investigator party consisted of Ric's professor of literature, Manoj's artist and Ben's psychologist. They rattled through more of the clue-finding first phase of the campaign, before heading to Herefordshire to meet Alexander Roby, one of the key non-player-characters of the campaign. This is where we hit a problem.
The sequence in which the players meet Roby is pivotal, perhaps one of the most important scenes in the campaign, but it's also a closed scene. It's designed to give the players a lot of information about the campaign -- although it's almost all hidden behind layers of obfuscation so as not to give away everything -- but there's no room for expansion or further exploration; Roby says his piece and then shuts up.
Any player worth their salt is going to try to get more out of the character, and that is exactly what my lot did, trying all sorts of methods to get the NPC to reveal more, but the fact is that there is nothing more for the character to reveal. I spent a good twenty minutes blocking every attempt to get more information and it felt like I was pixel-bitching; this is not at all my preferred GMing style, and I felt frustrated and unsatisfied by how it was played. I didn't want to break the fourth wall and simply tell them that there were no more clue tokens to pick up in that location, so I attempted to disguise that information in psychological terms for Ben's character; even so it felt like a fudge, but I'm not sure there's a better way to resolve the problem. I'm surprised that it's not something that came up in playtesting of the scenario, as further questioning seems like an obvious thing for players to do, and I don't blame them for trying.
I've mentioned before that the campaign as a whole tends towards the railroad, but most of the problems can be solved through sensible play; indeed, a good half of the initial phase of the campaign has been played out of the designed order, and I don't think the players have noticed. It's this one important scene that is more difficult to fix, perhaps because it's so important.
Also annoying was discovering that one of the key handouts -- the transcript of the meeting with Roby -- features a signature from a non-player-character who is not present in the scene! It's not the first error we've seen in the player materials, and probably won't be the last; the editing in this book is shocking in places.
By the end of the session, all three of the investigators had had a brush with insanity, and if that's not a measure of Call of Cthulhu success, I don't know what is! Next time, they're going rambling in the wilds of Suffolk on the trail of a cult worship site, without the relatively tough Hemingway to back them up in case things get violent.
Stuart was unable to join us for last night's game, so the investigator party consisted of Ric's professor of literature, Manoj's artist and Ben's psychologist. They rattled through more of the clue-finding first phase of the campaign, before heading to Herefordshire to meet Alexander Roby, one of the key non-player-characters of the campaign. This is where we hit a problem.
The sequence in which the players meet Roby is pivotal, perhaps one of the most important scenes in the campaign, but it's also a closed scene. It's designed to give the players a lot of information about the campaign -- although it's almost all hidden behind layers of obfuscation so as not to give away everything -- but there's no room for expansion or further exploration; Roby says his piece and then shuts up.
Any player worth their salt is going to try to get more out of the character, and that is exactly what my lot did, trying all sorts of methods to get the NPC to reveal more, but the fact is that there is nothing more for the character to reveal. I spent a good twenty minutes blocking every attempt to get more information and it felt like I was pixel-bitching; this is not at all my preferred GMing style, and I felt frustrated and unsatisfied by how it was played. I didn't want to break the fourth wall and simply tell them that there were no more clue tokens to pick up in that location, so I attempted to disguise that information in psychological terms for Ben's character; even so it felt like a fudge, but I'm not sure there's a better way to resolve the problem. I'm surprised that it's not something that came up in playtesting of the scenario, as further questioning seems like an obvious thing for players to do, and I don't blame them for trying.
I've mentioned before that the campaign as a whole tends towards the railroad, but most of the problems can be solved through sensible play; indeed, a good half of the initial phase of the campaign has been played out of the designed order, and I don't think the players have noticed. It's this one important scene that is more difficult to fix, perhaps because it's so important.
Also annoying was discovering that one of the key handouts -- the transcript of the meeting with Roby -- features a signature from a non-player-character who is not present in the scene! It's not the first error we've seen in the player materials, and probably won't be the last; the editing in this book is shocking in places.
By the end of the session, all three of the investigators had had a brush with insanity, and if that's not a measure of Call of Cthulhu success, I don't know what is! Next time, they're going rambling in the wilds of Suffolk on the trail of a cult worship site, without the relatively tough Hemingway to back them up in case things get violent.
Labels:
Call of Cthulhu,
game report,
Kelvin,
musings,
Tatters of the King
Friday 1 July 2011
Star Wars Plus
A while ago I mentioned my interest in running a Star Wars game, and also noted how the oppressive weight of that franchise's canon has more or less scared me off. I had considered the Knights of the Old Republic era as a more friendly gaming environment, but I have since managed to read the relevant campaign supplement for Wizards of the Coast's version of the game, and it didn't strike me as particularly evocative, presenting the setting as that same old sprawling, intimidating expanded universe, only with the dates cranked back a few thousand years.
I realised that I was after something with the energy of the first film and the old Marvel comics, and then the solution to my problem became apparent.
So Star Wars Plus then. The general idea is that only the first film is canon, and then everything else is fair game. So Darth Vader killed Luke Skywalker's father, Luke and Leia needn't feel bad about liking each other in that way, and Han shot first.
I have not yet decided if Jabba the Hutt is a fat bloke in a fur coat.
This approach should eliminate a lot of the setting's accumulated cruft while retaining an essential familiarity, allowing for a bit more freedom of play while still being Star Wars; if the players kill Luke Skywalker -- accidentally of otherwise -- it's not going to affect the events on Cloud City or Endor, because those events may not necessarily happen.
So that's the idea. I'm still a long way off having this ready for play -- I don't even have a system for it yet, although Savage Worlds is a frontrunner -- but at least I now have a solid core idea from which to work.
I realised that I was after something with the energy of the first film and the old Marvel comics, and then the solution to my problem became apparent.
So Star Wars Plus then. The general idea is that only the first film is canon, and then everything else is fair game. So Darth Vader killed Luke Skywalker's father, Luke and Leia needn't feel bad about liking each other in that way, and Han shot first.
I have not yet decided if Jabba the Hutt is a fat bloke in a fur coat.This approach should eliminate a lot of the setting's accumulated cruft while retaining an essential familiarity, allowing for a bit more freedom of play while still being Star Wars; if the players kill Luke Skywalker -- accidentally of otherwise -- it's not going to affect the events on Cloud City or Endor, because those events may not necessarily happen.
So that's the idea. I'm still a long way off having this ready for play -- I don't even have a system for it yet, although Savage Worlds is a frontrunner -- but at least I now have a solid core idea from which to work.
Labels:
Kelvin,
musings,
Savage Worlds,
Star Wars
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.
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.
Labels:
Games Workshop,
Kelvin,
musings,
WFRP
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:
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!
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:
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.
- 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.
- Get a single issue of Dragon or some other gaming mag.
- Squeeze every possible of iota of usable information out of that magazine and nothing else to flesh out a campaign for your ruleset.
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 6 April 2011
Straying From the Path
I have been surprised with how much I've been enjoying Pathfinder. As I may have mentioned before, I've never really been a D&D player -- because, you know, Call of Cthulhu is better -- and I'd parted ways with the gaming hobby during D&D3's lifespan, so all I had to go on was stories of how popular the third edition was, how annoyed people were by the seemingly-opportunistic move from D&D3 to D&D3.5, and how the whole thing got a bit unwieldy under the increasing pile of rules supplements.
So when our group made the decision to move from D&D4 -- hereafter referred to as The Unmentionable -- to Pathfinder, I was wary, but I thought it was only fair to give it a try and see what it was like for myself.
The Pathfinder core book is a massive thing -- bigger than Rogue Trader, which was intimidating enough -- and the rules have a lot of working parts, and yet it remains quite fun to play. I suspect that this is because I've been playing as a monk, a relatively simple class; the two players who chose spellcasters are often wrangling with specialist rules and long periods of spell list preparation, all of which would be beyond my feeble mind. It's also perhaps significant that we've been playing for a while now -- we must be coming up for a year -- and we're still getting rules wrong, so it's fair to say we haven't mastered the game. Even so it has been fun, and I have no complaints, whereas by now I was ready to mutiny in our The Unmentionable game.
Paizo have just begun publishing a new Pathfinder campaign -- sorry "Adventure Path" -- called Carrion Crown -- I feel there should be a definite article there -- which owes more than a little to the old TSR Ravenloft setting, and as a horror fan, it did pique my interest just a tad. It was suggested that once we finish the Kingmaker cam... Adventure Path, we move on to this new one, and furthermore that I run it. This seemed like a fair idea.
Then I ran Carrion Hill.
What I discovered was that while I enjoy playing the game, I do not like running it in the slightest, as there's far too much stuff in there. Now, one might say that you don't have to know or use all that stuff, and that's true to an extent, but there is an undeniable feeling of obligation when you know that the rules are there, just waiting; what you get as a result is a tendency -- despite the best of intentions -- to pore through the massive four-billion-page Pathfinder rulebook to discover the correct procedure for applying fire damage to pickled gherkins, and then the game falls over dead. In other words, you could concentrate on getting the core mechanics of fighting, skills and magic right and just handwave the rest, but you'd know you were doing something wrong.
As such, while I would like to run (The) Carrion Crown, I would rather run it with something simpler like Swords & Wizardry or Labyrinth Lord -- the difference between them and D&D3/Pathfinder is more one of detail than mechanics -- but alas I know my group would never go for it, not in a month of Sundays. Not that I would use S&W -- for example -- as is; I'm quite fond of the options Pathfinder characters have, so my ideal situation would be to use the simpler game as a frame for all the major mechanics -- gherkins burn on a d6 roll of 5+ -- but front-load the complexity into the characters, perhaps even use the Pathfinder classes as they are, with minor tweaks for compatibility. I've even entertained the possibility of completely bespoke characters, so while there's no dhampir race or rogue class in S&W, I could build a one-off dhampir rogue for the player who wants one.
This would be the best of both worlds for me: lots of options for the players to mess around with, but the minimum of fiddly bits for me to wrestle with as a GM, so I can get on with the plotting and the silly voices. At the end of the day though, it's all theory and wishful thinking, as I don't think it'll fly with my lot. On the plus side, it means I get to play in (The) Carrion Crown; I'm considering a wererat barbarian or -- if I can get away with it -- some sort of zombie.
So when our group made the decision to move from D&D4 -- hereafter referred to as The Unmentionable -- to Pathfinder, I was wary, but I thought it was only fair to give it a try and see what it was like for myself.
The Pathfinder core book is a massive thing -- bigger than Rogue Trader, which was intimidating enough -- and the rules have a lot of working parts, and yet it remains quite fun to play. I suspect that this is because I've been playing as a monk, a relatively simple class; the two players who chose spellcasters are often wrangling with specialist rules and long periods of spell list preparation, all of which would be beyond my feeble mind. It's also perhaps significant that we've been playing for a while now -- we must be coming up for a year -- and we're still getting rules wrong, so it's fair to say we haven't mastered the game. Even so it has been fun, and I have no complaints, whereas by now I was ready to mutiny in our The Unmentionable game.
Paizo have just begun publishing a new Pathfinder campaign -- sorry "Adventure Path" -- called Carrion Crown -- I feel there should be a definite article there -- which owes more than a little to the old TSR Ravenloft setting, and as a horror fan, it did pique my interest just a tad. It was suggested that once we finish the Kingmaker cam... Adventure Path, we move on to this new one, and furthermore that I run it. This seemed like a fair idea.Then I ran Carrion Hill.
What I discovered was that while I enjoy playing the game, I do not like running it in the slightest, as there's far too much stuff in there. Now, one might say that you don't have to know or use all that stuff, and that's true to an extent, but there is an undeniable feeling of obligation when you know that the rules are there, just waiting; what you get as a result is a tendency -- despite the best of intentions -- to pore through the massive four-billion-page Pathfinder rulebook to discover the correct procedure for applying fire damage to pickled gherkins, and then the game falls over dead. In other words, you could concentrate on getting the core mechanics of fighting, skills and magic right and just handwave the rest, but you'd know you were doing something wrong.
As such, while I would like to run (The) Carrion Crown, I would rather run it with something simpler like Swords & Wizardry or Labyrinth Lord -- the difference between them and D&D3/Pathfinder is more one of detail than mechanics -- but alas I know my group would never go for it, not in a month of Sundays. Not that I would use S&W -- for example -- as is; I'm quite fond of the options Pathfinder characters have, so my ideal situation would be to use the simpler game as a frame for all the major mechanics -- gherkins burn on a d6 roll of 5+ -- but front-load the complexity into the characters, perhaps even use the Pathfinder classes as they are, with minor tweaks for compatibility. I've even entertained the possibility of completely bespoke characters, so while there's no dhampir race or rogue class in S&W, I could build a one-off dhampir rogue for the player who wants one.
This would be the best of both worlds for me: lots of options for the players to mess around with, but the minimum of fiddly bits for me to wrestle with as a GM, so I can get on with the plotting and the silly voices. At the end of the day though, it's all theory and wishful thinking, as I don't think it'll fly with my lot. On the plus side, it means I get to play in (The) Carrion Crown; I'm considering a wererat barbarian or -- if I can get away with it -- some sort of zombie.
Labels:
Call of Cthulhu,
Carrion Crown,
Carrion Hill,
gherkins,
Kelvin,
Kingmaker,
musings,
Pathfinder
Tuesday 5 April 2011
The Golfbag of Avalon
Here's a quick follow-up to the last post, with Guy providing some more data from his researches. He confirms that the first edition of RuneQuest has near-identical wording to the second edition regarding the experience system, but he has also been looking at the oft-forgotten stepchild of BRP, the wonderful and brilliant Pendragon:
The second/third edition has almost identical wording, and my memory of the fourth edition is that it uses the same experience system, although I don't have a copy at hand.
Pendragon 1st edition (1985)
all skills: success + stress + referee discretion
- Requires success *and* gamemaster decision for adding a check mark: "There are times during play when the gamemaster tells the player to check one of his character's skills. This means that the character has used the skill in a time of crisis and may lean from the experience. This box is marked with a check-mark only when the skill is used successfully, and only when the gamemaster says the player may do so." (Experience Checks, Player's Book, page 39)
The second/third edition has almost identical wording, and my memory of the fourth edition is that it uses the same experience system, although I don't have a copy at hand.
Tuesday 22 March 2011
Golfing: 78% (or, Familiarity Breeds Confusion)
One persistent criticism of Chaosium's Basic Roleplaying system in its varying incarnations over the decades is that of "Golf Bag Syndrome", but it's not something I've ever encountered in all my years of playing BRP-based games, so I've often been baffled by how pervasive the criticism is.
BRP works on a percentile roll-under system, so a character might have "Shotgun 57%" on their sheet, which means that the player must roll 57 or less on a d100 to succeed with that skill. The sheet will also have a little box next to that skill, and this tiny box is part of the subsystem used to simulate character development.
(I'll try to make this as not-boring as possible, but there's only so exciting this stuff can be.)
Under certain circumstances, this box is ticked -- "checked" if you're a Colonial -- and then at the end of the session or scenario,
the player rolls a d100 against any ticked skills; if they roll under the current value -- a "success", although there's no actual skill test being performed -- then there is no change, but if they roll over -- a "failure" by normal in-game rules -- then their score in that skill increases by a certain amount. This represents the character learning from their experience, in particular their mistakes, and the more competent a character becomes, the less they have to learn.
It's quite an elegant experience system, but it's been misrepresented or misunderstood over the decades, and it's this confusion which leads to Golf Bag Syndrome. The idea is that a player uses a skill, gets a tick, then pulls another skill out of their "bag", gets a tick, and so on until everything is ticked, and the game becomes some bizarre collecting exercise.
The thing which always confused me was how these players were getting ticks with such ease, when all the incarnations of BRP I knew placed all kinds of restrictions on how the ticks were awarded. I have three versions of the system to hand at this precise moment -- the Games Workshop-published third editions of both RuneQuest and Call of Cthulhu, and Chaosium's fifth edition of the latter -- and all three are quite clear in stating that ticks are only given when a skill use is successful in a stressful or notable situation, and even then only at the GM's discretion. This is far from the automatic collection of ticks outlined by the Golf Baggers. Fifth edition Cthulhu suggests that ticks be given by default for a skill roll of 01 -- a critical success, more or less -- but that's also not quite the same thing.
(I was surprised to discover that Cthulhu doesn't give a tick for a critical failure, as it's something I've always done when running the game.)
It's not, I admit, an exhaustive sampling of BRP's many guises, but it's still interesting to see that there is no sign of Golf Bag Syndrome in these version of the rules. So where does it come from?
Stormbringer, apparently.
Guy Fullerton of Lord of the Green Dragons -- although everyone in the western hemisphere is a member of that blog -- and Chaotic Henchmen Productions did a very decent thing, and instead of following the standard operating procedure of the internet and throwing his toys out of the pram, went to his books and dug out actual quotes and references to the old Golf Bag. Guy's a veteran Stormbringer, er, guy, and he's seen this glitch in action many times over the years. With his permission, I'm going to relay his findings:
So, in 1985, Stormbringer was pretty lax on experience requirements. The next two editions are more or less the same, according to Guy, except these particular rules change their positions within the text.
The only version of the game I've played is 1993's Elric! which I've always liked for the unnecessary exclamation point. Of this edition, Guy says:
This is very close to what Call of Cthulhu fifth edition says, which suggests that there was either some attempt to consolidate BRP in the mid-1990's, or this edition of Stormbringer borrowed its text from Cthulhu rather than RuneQuest; I do recall that the layout and format of this edition was quite similar to fifth edition Cthulhu.
Guy also has a copy of the bog-standard setting-agnostic BRP core rules from 1981, and its only requirement for a tick is a successful use of a skill.
Some more data, again from Guy:
One could argue that Chaosium were cracking down on the Syndrome by the mid-90's, but BRP's backtracking means that it's all a bit inconsistent, and it becomes apparent that there is a possible reason both for the prevalence of Golf Bag Syndrome as a criticism of BRP, and my complete inexperience -- heh -- of the phenomenon. I first encountered the system through Call of Cthulhu, which is more strict than most versions of the game -- although the 2004 quick start rules allow a tick on any successful skill use -- while Guy got in through Stormbringer and proceeded to Golf Bag his way through the 80's and 90's.
So it seems to be that BRPers tend to pick up their habits from the first version of the system they encounter, and carry them through to other versions. I have seen this in action: my first Cthulhu GM, despite using the fifth edition rules, kept on bringing in things from RuneQuest and Cthulhu's fourth edition, entirely without conscious knowledge. I wonder if the broad similarity between BRP flavours also has the downside of concealing the -- sometimes important -- differences between them?
(Of course, sometimes you do want to mix and match, and the close familial similarities are more helpful there; I use the Elric! serious wounds table in my Cthulhu games, for example, and the recent big yellow BRP book is a wonderful toolkit for players of any of the variants.)
So I wonder how many people out there think they're playing fourth edition Stormbringer but are really playing the second edition? Or think they're playing Call of Cthulhu but are really playing RuneQuest, only with librarians? Not that there's anything wrong with any of that of course, but perhaps we should be more observant and discerning when using our chosen rulesets, if only to avoid missing something cool; the upcoming seventh edition of Call of Cthulhu apparently has some clever new rules ideas in it, and it would be a shame if they were overlooked simply because BRP is so very familiar.
Thanks again to Guy for being a good sport and digging out all the data.
EDIT: There's been an update on all this, drawing in some data from Pendragon.
BRP works on a percentile roll-under system, so a character might have "Shotgun 57%" on their sheet, which means that the player must roll 57 or less on a d100 to succeed with that skill. The sheet will also have a little box next to that skill, and this tiny box is part of the subsystem used to simulate character development.
(I'll try to make this as not-boring as possible, but there's only so exciting this stuff can be.)
Under certain circumstances, this box is ticked -- "checked" if you're a Colonial -- and then at the end of the session or scenario,the player rolls a d100 against any ticked skills; if they roll under the current value -- a "success", although there's no actual skill test being performed -- then there is no change, but if they roll over -- a "failure" by normal in-game rules -- then their score in that skill increases by a certain amount. This represents the character learning from their experience, in particular their mistakes, and the more competent a character becomes, the less they have to learn.
It's quite an elegant experience system, but it's been misrepresented or misunderstood over the decades, and it's this confusion which leads to Golf Bag Syndrome. The idea is that a player uses a skill, gets a tick, then pulls another skill out of their "bag", gets a tick, and so on until everything is ticked, and the game becomes some bizarre collecting exercise.
The thing which always confused me was how these players were getting ticks with such ease, when all the incarnations of BRP I knew placed all kinds of restrictions on how the ticks were awarded. I have three versions of the system to hand at this precise moment -- the Games Workshop-published third editions of both RuneQuest and Call of Cthulhu, and Chaosium's fifth edition of the latter -- and all three are quite clear in stating that ticks are only given when a skill use is successful in a stressful or notable situation, and even then only at the GM's discretion. This is far from the automatic collection of ticks outlined by the Golf Baggers. Fifth edition Cthulhu suggests that ticks be given by default for a skill roll of 01 -- a critical success, more or less -- but that's also not quite the same thing.
(I was surprised to discover that Cthulhu doesn't give a tick for a critical failure, as it's something I've always done when running the game.)
It's not, I admit, an exhaustive sampling of BRP's many guises, but it's still interesting to see that there is no sign of Golf Bag Syndrome in these version of the rules. So where does it come from?
Stormbringer, apparently.
Guy Fullerton of Lord of the Green Dragons -- although everyone in the western hemisphere is a member of that blog -- and Chaotic Henchmen Productions did a very decent thing, and instead of following the standard operating procedure of the internet and throwing his toys out of the pram, went to his books and dug out actual quotes and references to the old Golf Bag. Guy's a veteran Stormbringer, er, guy, and he's seen this glitch in action many times over the years. With his permission, I'm going to relay his findings:
Stormbringer (2nd edition boxed, 1" thick box, 1985):
- "If … your player-character scores a hit, then your character will have a chance to improve his weapon skill with the weapon that scored the hit. If you score a hit, but it is parried, you did not truly hit, and so there is no improvement by experience in such cases." (Section 3.3.1.1, Players Book, page 37)
- "If your character uses a skill while playing a game of Stormbringer, note that he has done so, and when the game is over you will have a chance to see if his skill has improved." Note that the rule does not explicitly require a successful use; it only says "use". However, the example of improvement shows a character successfully using a skill. (Section 4.1.2, Players Book, page 50)
- I looked through the gamemaster sections for additional requirements/prerequisites for gaining of a chance, and I found nothing.
So, in 1985, Stormbringer was pretty lax on experience requirements. The next two editions are more or less the same, according to Guy, except these particular rules change their positions within the text.
The only version of the game I've played is 1993's Elric! which I've always liked for the unnecessary exclamation point. Of this edition, Guy says:
- Requires success and gamemaster decision: "Sometimes, but not always, your gamemaster will instruct you to check a skill just used successfully in play." (Experience, page 51)
- Offers guidance for the gamemaster decision: "When an adventurer succeeds with a skill in a dangerous or stressful situation, the gamemaster may grant the player an experience check on the adventurer sheet." (Experience Check, page 151)
This is very close to what Call of Cthulhu fifth edition says, which suggests that there was either some attempt to consolidate BRP in the mid-1990's, or this edition of Stormbringer borrowed its text from Cthulhu rather than RuneQuest; I do recall that the layout and format of this edition was quite similar to fifth edition Cthulhu.
Guy also has a copy of the bog-standard setting-agnostic BRP core rules from 1981, and its only requirement for a tick is a successful use of a skill.
Some more data, again from Guy:
RuneQuest 2nd edition (from 1979-ish):
- Weapon skill rolls don't require an unparried hit to garner a check mark; any hit will do: "During the bookkeeping phase of each melee round (see Chapter III) the player should keep track of whether the character managed to land a blow with a weapon (it doesn't matter if it does damage, bounces off armor, or is parried) or managed to parry another attack." (Learning by Experience, page 23)
- Other skills: "To learn a skill by experience, a character must use it successfully in conditions of stress." (Introduction, page 44)
Call of Cthulhu 2nd edition (1983):
- "When a character uses a skill successfully during play, the keeper may allow that character's player to put a check by that skill." (Rewards of Experience, page 15)
- There is no separate weapon skill section.
Basic Roleplaying (2002)
- Requires success on a skill for a chance of improvement: "… check over [the] character sheet to see what skills were used during play. If your character succeeded in using skills, they should have been marked on the sheet." (Experience, page 8)
- The rest of the text content of the book looks largely similar to the 1981 version.
One could argue that Chaosium were cracking down on the Syndrome by the mid-90's, but BRP's backtracking means that it's all a bit inconsistent, and it becomes apparent that there is a possible reason both for the prevalence of Golf Bag Syndrome as a criticism of BRP, and my complete inexperience -- heh -- of the phenomenon. I first encountered the system through Call of Cthulhu, which is more strict than most versions of the game -- although the 2004 quick start rules allow a tick on any successful skill use -- while Guy got in through Stormbringer and proceeded to Golf Bag his way through the 80's and 90's.
So it seems to be that BRPers tend to pick up their habits from the first version of the system they encounter, and carry them through to other versions. I have seen this in action: my first Cthulhu GM, despite using the fifth edition rules, kept on bringing in things from RuneQuest and Cthulhu's fourth edition, entirely without conscious knowledge. I wonder if the broad similarity between BRP flavours also has the downside of concealing the -- sometimes important -- differences between them?
(Of course, sometimes you do want to mix and match, and the close familial similarities are more helpful there; I use the Elric! serious wounds table in my Cthulhu games, for example, and the recent big yellow BRP book is a wonderful toolkit for players of any of the variants.)
So I wonder how many people out there think they're playing fourth edition Stormbringer but are really playing the second edition? Or think they're playing Call of Cthulhu but are really playing RuneQuest, only with librarians? Not that there's anything wrong with any of that of course, but perhaps we should be more observant and discerning when using our chosen rulesets, if only to avoid missing something cool; the upcoming seventh edition of Call of Cthulhu apparently has some clever new rules ideas in it, and it would be a shame if they were overlooked simply because BRP is so very familiar.
Thanks again to Guy for being a good sport and digging out all the data.
EDIT: There's been an update on all this, drawing in some data from Pendragon.
Labels:
archaeology,
BRP,
Call of Cthulhu,
Kelvin,
memories,
musings,
old-school,
rules,
RuneQuest
Saturday 12 March 2011
Tarzan of Lothlorien
James Maliszewski said:
Now this isn't really an old-school blog, and I have an on-again-off-again relationship with D&D itself, so I'm probably not qualified to comment, but I do have one hat to throw into this ring.
I've never been happy with the traditional fantasy elf. They seem too easy somehow; they're fast, intelligent, better at magic than everyone else, and are usually immortal. It's Superman Syndrome, and like Superman, there's no edginess to them, nothing to grab and twist and make interesting; the closest you get is some ill-defined malaise, like the ennui which affects Tolkien's elves, the harmful decadence of Games Workshop's Eldar, or Moorcock's Melnibonéans -- though not elves per se -- which combine both. This is of course a sweeping statement, and I'm not nearly well-read enough to identify the exceptions, of which I'm sure there are many.
Even so, it's difficult to translate these social and psychological aspects into a game about kicking in doors and killing stuff, so my thoughts have tended to follow a different, more practical, path. Taking the forest-dwelling aspect as my starting point, I've expanded that along somewhat realistic lines, influenced in no small part by an old White Dwarf article -- in #69, by Peter Blanchard -- about how underwater societies would develop without access to metalworking (no fires, see) and other such markers of civilisation.
So my forest elves would be agile and stealthy, as comfortable in the canopy as they are on ground, somewhere between the alien in Predator and your average wuxia showoff.
They probably wouldn't have metalworking, since mining seems out of character and you don't want to be setting up furnaces if you live surrounded by trees; so there's no elven steel, no mithril, or any of that extraneous bling. There might be the odd item that they've stolen or traded, but for the most part these elves are using sharpened stone, bone, the odd bamboo spear here and there, and probably their fists too, as unarmed combat seems a logical consequence of a dearth of proper weaponry. On a similar note, they'd probably be nomadic, as carving homes into the trunks of trees seems too destructive, and the typical Ewok village type treetop construction would be saved for the odd meeting place rather than each and every settlement. I want them to wander the forests and not be tied down, so that when outsiders come into the woods, the elves seem like ghosts, difficult to pin down and predict.
So essentially my elves would be barbarians -- with a touch of monk -- in D&D terms, one part archetypical jungle savage, one part Princess Mononoke. Despite their long lives, they'd have a society based around impermanence, with little in the way of metal and probably no paper, although they'd probably make use of standing stones and the like. They would be shamanistic and their magic would be based on illusion and druidery, with a fair smattering of earth-based spells in there. I'd also place more importance on their alliances with other forest dwellers, such as earth elementals, shambling mounds and even sentient animals, again like Princess Mononoke. Their utter rejection of the --literal -- building blocks of human society would make them seem more alien than the usual Immortal Skinny Bloke, and I'd consider giving them penalties when in urban situations, and perhaps full-on panic attacks when in a dungeon.
I'd keep the immunity to ghoul paralysis though, as I've always liked how strange and unexplained it is.
Oh, and no dark elves, sorry. The idea that you can tell the a "good" elf from an "evil" one just by looking at them appals me -- yes, even in a game about kicking in doors and killing stuff -- and I won't have it. You can tell my good elves from the evil ones by seeing whether they frighten off the loggers, or just skin them alive on the spot.
Here's what I'd love to see propagate across the old school blogs: an example or two like the one I posted above about orcs. I love hearing how referees have made the raw materials D&D offers their own, especially if doing so draws on longstanding information or images associated with the game. The examples don't have to be long, unless you want them to be; all I ask is that they reveal a little bit of that do-it-yourself spirit I think is so representative of our corner of the hobby.
Now this isn't really an old-school blog, and I have an on-again-off-again relationship with D&D itself, so I'm probably not qualified to comment, but I do have one hat to throw into this ring.
I've never been happy with the traditional fantasy elf. They seem too easy somehow; they're fast, intelligent, better at magic than everyone else, and are usually immortal. It's Superman Syndrome, and like Superman, there's no edginess to them, nothing to grab and twist and make interesting; the closest you get is some ill-defined malaise, like the ennui which affects Tolkien's elves, the harmful decadence of Games Workshop's Eldar, or Moorcock's Melnibonéans -- though not elves per se -- which combine both. This is of course a sweeping statement, and I'm not nearly well-read enough to identify the exceptions, of which I'm sure there are many.
Even so, it's difficult to translate these social and psychological aspects into a game about kicking in doors and killing stuff, so my thoughts have tended to follow a different, more practical, path. Taking the forest-dwelling aspect as my starting point, I've expanded that along somewhat realistic lines, influenced in no small part by an old White Dwarf article -- in #69, by Peter Blanchard -- about how underwater societies would develop without access to metalworking (no fires, see) and other such markers of civilisation.
So my forest elves would be agile and stealthy, as comfortable in the canopy as they are on ground, somewhere between the alien in Predator and your average wuxia showoff.
They probably wouldn't have metalworking, since mining seems out of character and you don't want to be setting up furnaces if you live surrounded by trees; so there's no elven steel, no mithril, or any of that extraneous bling. There might be the odd item that they've stolen or traded, but for the most part these elves are using sharpened stone, bone, the odd bamboo spear here and there, and probably their fists too, as unarmed combat seems a logical consequence of a dearth of proper weaponry. On a similar note, they'd probably be nomadic, as carving homes into the trunks of trees seems too destructive, and the typical Ewok village type treetop construction would be saved for the odd meeting place rather than each and every settlement. I want them to wander the forests and not be tied down, so that when outsiders come into the woods, the elves seem like ghosts, difficult to pin down and predict.So essentially my elves would be barbarians -- with a touch of monk -- in D&D terms, one part archetypical jungle savage, one part Princess Mononoke. Despite their long lives, they'd have a society based around impermanence, with little in the way of metal and probably no paper, although they'd probably make use of standing stones and the like. They would be shamanistic and their magic would be based on illusion and druidery, with a fair smattering of earth-based spells in there. I'd also place more importance on their alliances with other forest dwellers, such as earth elementals, shambling mounds and even sentient animals, again like Princess Mononoke. Their utter rejection of the --literal -- building blocks of human society would make them seem more alien than the usual Immortal Skinny Bloke, and I'd consider giving them penalties when in urban situations, and perhaps full-on panic attacks when in a dungeon.
I'd keep the immunity to ghoul paralysis though, as I've always liked how strange and unexplained it is.
Oh, and no dark elves, sorry. The idea that you can tell the a "good" elf from an "evil" one just by looking at them appals me -- yes, even in a game about kicking in doors and killing stuff -- and I won't have it. You can tell my good elves from the evil ones by seeing whether they frighten off the loggers, or just skin them alive on the spot.
Saturday 22 January 2011
Back to the Stolen Lands
After a few weeks of one-shots and even a couple of weeks without any gaming at all -- gasp! -- we returned to our regular Pathfinder campaign this week, with games on Sunday and Friday. After a bit of wandering about our lands dealing with what would be called sidequests in another medium, the plot has us exploring further afield, and despite some allusions to Roanoke that are about as subtle as a volcano, it's been a pleasure to return to a more sandboxy type of play. This week's sessions featured a lot of rulebook page-flipping, but I'm not sure if that's due to the increasing complexity of the game as we get to eighth level, or a lack of familiarity with the rules after weeks away.
In other news, production has begun on Savage Eberron III: The Riddle of the Forgotten Hoard. Samuel L Jackson is expected to reprise his role as diminutive dinosaur rider Galaxy Jones, and an open casting call has been put out for short, bearded actors.
In other news, production has begun on Savage Eberron III: The Riddle of the Forgotten Hoard. Samuel L Jackson is expected to reprise his role as diminutive dinosaur rider Galaxy Jones, and an open casting call has been put out for short, bearded actors.
Labels:
Kingmaker,
musings,
Pathfinder,
Savage Eberron
Saturday 18 December 2010
What a Carrion
Last night, we wrapped up the Pathfinder one-off we started last week, with the player-characters successful in rooting out the cult activities in Carrion Hill and defeating the eldritch abomination the cult had summoned.
As I mentioned before, I found the Pathfinder ruleset to be far less intimidating to run than I had anticipated,
but even so I think it's too bitty -- in the sense that it has a lot of working parts -- for my liking, and if I were to run a D&D variant again in the future, I think it is likely to be something a bit more loose and interpretative like Swords & Wizardry or Labyrinth Lord. The move in D&D3 -- and thus Pathfinder -- to codify everything has I think led to a situation where exploitation of the rules has become more possible, rather than less; a good example of this is the idea of an optimum character build, something which is almost unknown in earlier editions. I don't begrudge the playing of the system in this way -- indeed my monk in Ben's game is an example, with his five attacks a round and his inability to be hit -- but I do wonder if the game as a whole is unbalanced in loading all this on the players' side. Much as I hate to admit it, but the Unmentionable Edition is perhaps more robust in this regard.
I'm sure it is possible to head off the exploits and level the playing field, but I suspect it takes a familiarity with the game that I am never likely to have, and that it would be easier to achieve in a simpler system. We shall see, as I have already been asked to run something under Swords & Wizardry.
I also wonder if these issues would have been as prevalent if the adventure had been better. I was quite impressed by Carrion Hill as I read through it, as it has a clever time-sensitive element as well as a neat modular structure reminiscent -- perhaps deliberately -- of the classic Masks of Nyarlathotep. The players are thrown into a situation, but can tackle the next sections in any order they please, which in turn can affect the climax of the scenario. The problems arose in the details, and these only became apparent in play.
The adventure suffers from a lot of glaring bottlenecks in the plotting. For example, the vital clue which lets the players know what to do next and unlocks that modular structure is written in Aklo, a language most characters are unlikely to have, and which is not even represented among the included pre-generated characters; the party got around this by having the cleric spam Comprehend Languages for a whole day, but that led to them falling afoul -- if only a little -- of the time limit. On a similar note, there are far too many sections where high skill values in Knowledge (Arcana) and Disable Device are required to progress, which can end the scenario right there and then unless the GM fudges things. The scenario more or less demands that a wizard and a rogue are in the party, but nowhere is this mentioned, and again the pre-generated characters don't measure up and are unlikely to hit the numbers required.
Furthermore, nonsensical situations abound and only exacerbate the bottlenecks. A building with an epic-level lock on the front door is bad enough, but for the same building to be made of thick stone, to have no windows and for the doors to be made of the same thick stone stretches credibility. Is this a fortress, perhaps? Or a gold depository? No, it's a brick factory. The whole adventure seems to be designed in this negative, passive-aggressive fashion, where everything is there to hinder the players, as if this were not a game, as the whole point of it was not for people to have fun. That said, some faults lean in the players' favour, such as the villain who occupies a room too small for the whole party to enter, which would be fine if he were a close-quarters fighter rather than a magician. Or the big final monster of the scenario, which is so big that by the rules as written it should not be able to get out of the first location, let alone get close enough to the player-characters to menace them at the climax.
I have bought two of Paizo's adventures. One was so awful that I knew it from a read through, but Carrion Hill surprised me. If I am to use their scenario materials again, it will be as a source of ideas rather than something to be run as is, as the convenience of a pre-written adventure is outweighed by the poor writing.
As I mentioned before, I found the Pathfinder ruleset to be far less intimidating to run than I had anticipated,
but even so I think it's too bitty -- in the sense that it has a lot of working parts -- for my liking, and if I were to run a D&D variant again in the future, I think it is likely to be something a bit more loose and interpretative like Swords & Wizardry or Labyrinth Lord. The move in D&D3 -- and thus Pathfinder -- to codify everything has I think led to a situation where exploitation of the rules has become more possible, rather than less; a good example of this is the idea of an optimum character build, something which is almost unknown in earlier editions. I don't begrudge the playing of the system in this way -- indeed my monk in Ben's game is an example, with his five attacks a round and his inability to be hit -- but I do wonder if the game as a whole is unbalanced in loading all this on the players' side. Much as I hate to admit it, but the Unmentionable Edition is perhaps more robust in this regard.I'm sure it is possible to head off the exploits and level the playing field, but I suspect it takes a familiarity with the game that I am never likely to have, and that it would be easier to achieve in a simpler system. We shall see, as I have already been asked to run something under Swords & Wizardry.
I also wonder if these issues would have been as prevalent if the adventure had been better. I was quite impressed by Carrion Hill as I read through it, as it has a clever time-sensitive element as well as a neat modular structure reminiscent -- perhaps deliberately -- of the classic Masks of Nyarlathotep. The players are thrown into a situation, but can tackle the next sections in any order they please, which in turn can affect the climax of the scenario. The problems arose in the details, and these only became apparent in play.
The adventure suffers from a lot of glaring bottlenecks in the plotting. For example, the vital clue which lets the players know what to do next and unlocks that modular structure is written in Aklo, a language most characters are unlikely to have, and which is not even represented among the included pre-generated characters; the party got around this by having the cleric spam Comprehend Languages for a whole day, but that led to them falling afoul -- if only a little -- of the time limit. On a similar note, there are far too many sections where high skill values in Knowledge (Arcana) and Disable Device are required to progress, which can end the scenario right there and then unless the GM fudges things. The scenario more or less demands that a wizard and a rogue are in the party, but nowhere is this mentioned, and again the pre-generated characters don't measure up and are unlikely to hit the numbers required.
Furthermore, nonsensical situations abound and only exacerbate the bottlenecks. A building with an epic-level lock on the front door is bad enough, but for the same building to be made of thick stone, to have no windows and for the doors to be made of the same thick stone stretches credibility. Is this a fortress, perhaps? Or a gold depository? No, it's a brick factory. The whole adventure seems to be designed in this negative, passive-aggressive fashion, where everything is there to hinder the players, as if this were not a game, as the whole point of it was not for people to have fun. That said, some faults lean in the players' favour, such as the villain who occupies a room too small for the whole party to enter, which would be fine if he were a close-quarters fighter rather than a magician. Or the big final monster of the scenario, which is so big that by the rules as written it should not be able to get out of the first location, let alone get close enough to the player-characters to menace them at the climax.
I have bought two of Paizo's adventures. One was so awful that I knew it from a read through, but Carrion Hill surprised me. If I am to use their scenario materials again, it will be as a source of ideas rather than something to be run as is, as the convenience of a pre-written adventure is outweighed by the poor writing.
Friday 3 December 2010
Absolutely Nothing!
Yesterday Stuart posted some musings about wargaming, and it got me thinking about the fine art of pushing little tin lead white metal soldiers about a table.
As a teenager I did a fair bit of wargaming, although it was all of the Games Workshop variety, aside from one afternoon playing The War Machine mass combat rules from the D&D Rules Cyclopedia.
I have a poor head for tactics, one that borders on the comedic -- some of my opponents might say moronic -- so I was never much good at these games; I won my first game of Warhammer Fantasy Battle with a bold undead cavalry charge and thrashed a GW staff member at a display game of the then-new Epic 40,000, but aside from a long unbeaten run at Warhammer 40,000 -- because Genestealers were very, very broken in the first two editions -- that was the extent of my success as a general. Even so I still had great fun playing, before rising costs and rules changes -- in the case of 40K a combination of both, with the increase in the basic army size in the third edition -- pushed me out of the hobby.
Also, if I'm honest, I'm rubbish at the painting. I have a smidegeon of artistic talent, but I can't transfer that to the painting of figures to save my life. My neon pink Genestealer Cult is an embarrassment to this day.
So that's why I don't play these games any more, despite there being a sizeable community of tabletop wargamers here in Brighton. I'd love to play, but I can't afford an army and even if I could, it would look like a four-year-old painted it. A blind four-year-old. With no hands.
Even so, Stuart's post woke my long-dormant love of wargames, and so I did some poking around. Even after being out of the hobby for over a decade,
I knew enough to know that Warmachine is a popular alternative to the Nottingham hegemony, and I've seen some of the models in use in our various role-playing game campaigns, so I know that they're well designed bits of kit. The game is based around small warbands -- just like the Warhammers back in the day -- which might make the painting a bit less painful for me, and the game's emphasis on the mechanised warjacks with infantry as support reminded me of the Workshop's Space Marine, my favourite of all their wargames, despite being no more successful at it than anything else.
Then I saw the cost of the models, comparable to GW's pricing but for even less stuff, and that killed my interest in Warmachine. Maybe if I win the lottery. In the meantime, the world is spared my neon pink Cygnar warjacks.
So that was that, but then for some reason the Dreaded and Unmentionable D&D4 popped into my head, perhaps because it's often criticised as a wargame masquerading as an rpg. I don't think that's entirely fair, as it's more that the strong emphasis on the combat system makes it very easy to ignore everything else, but it did get me wondering about what could happen if one embraced that criticism and played D&D4 as a wargame.
The first step would be to create an interesting battlefield, with lots of environmental features to add some tactical flexibility to the game. Pits, areas of difficult terrain, things to climb on, and so on, nothing too unfamiliar to the average wargamer. After that's done, there seem to be two options:
As a teenager I did a fair bit of wargaming, although it was all of the Games Workshop variety, aside from one afternoon playing The War Machine mass combat rules from the D&D Rules Cyclopedia.
Also, if I'm honest, I'm rubbish at the painting. I have a smidegeon of artistic talent, but I can't transfer that to the painting of figures to save my life. My neon pink Genestealer Cult is an embarrassment to this day.
So that's why I don't play these games any more, despite there being a sizeable community of tabletop wargamers here in Brighton. I'd love to play, but I can't afford an army and even if I could, it would look like a four-year-old painted it. A blind four-year-old. With no hands.
Even so, Stuart's post woke my long-dormant love of wargames, and so I did some poking around. Even after being out of the hobby for over a decade,
I knew enough to know that Warmachine is a popular alternative to the Nottingham hegemony, and I've seen some of the models in use in our various role-playing game campaigns, so I know that they're well designed bits of kit. The game is based around small warbands -- just like the Warhammers back in the day -- which might make the painting a bit less painful for me, and the game's emphasis on the mechanised warjacks with infantry as support reminded me of the Workshop's Space Marine, my favourite of all their wargames, despite being no more successful at it than anything else.Then I saw the cost of the models, comparable to GW's pricing but for even less stuff, and that killed my interest in Warmachine. Maybe if I win the lottery. In the meantime, the world is spared my neon pink Cygnar warjacks.
So that was that, but then for some reason the Dreaded and Unmentionable D&D4 popped into my head, perhaps because it's often criticised as a wargame masquerading as an rpg. I don't think that's entirely fair, as it's more that the strong emphasis on the combat system makes it very easy to ignore everything else, but it did get me wondering about what could happen if one embraced that criticism and played D&D4 as a wargame.
The first step would be to create an interesting battlefield, with lots of environmental features to add some tactical flexibility to the game. Pits, areas of difficult terrain, things to climb on, and so on, nothing too unfamiliar to the average wargamer. After that's done, there seem to be two options:
- Classic Mode in which one -- or more -- player creates a party of heroes and pits them against a monstrous force. This would be D&D4 as written, more or less, only there'd be no plot or role-playing, as the emphasis would be on the battle, which has the handy side-effect of heading off the problem of the fight taking up the entire session, as so often used to happen.
- Total War in which the players decide on an XP budget as described in the DMG, then buy monsters -- which need not be actual bug-eyed beasties -- and set them against each other. This version would feel much more like a traditional wargame.
Labels:
40K,
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