Sunday, 8 April 2012

One Rough Night

Last year, I entered the One Page Dungeon Contest and was picked as a winner, despite submitting a One Page Haunted Village rather than, well, a dungeon. Rather than doing the sensible thing and quitting while I'm ahead, I've decided to enter this year's contest. Once more, I have failed to produce an actual dungeon, although in my defence, it does feature a map. Sort of.

Long-time fans of Warhammer Fantasy Roleplay may find the title and the scenario in general quite familiar, and I must own up; after I came up with the idea, I realised the general similarities to the classic "A Rough Night at the Three Feathers" from White Dwarf #94 and so changed the title as an homage.

In terms of tone, the scenario is somewhat whimsical; my intent was to try and do a fantasy role-playing version of the classic farce, and I hope that comes out in play. There is room for dark intrigue too, and one of the characters is a powerful demon, so there's even potential for a Total Party Kill if the players really mess up or the GM has a thumping hangover.

No statistics are included, so the scenario can be played with any system. WFRP is, of course, recommended. You can download the scenario here (14mb) or here (3mb).

Saturday, 7 April 2012

Other Worlds

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!

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.

Tuesday, 28 February 2012

The Fellowship of the Railroad

As previously reported, we wrapped up our Call of Cthulhu campaign a couple of weeks ago, and with our Pathfinder campaign(s) still on hiatus, there's been a bit of a gap in our gaming schedules.

Stuart stepped into the breach first with a Barbarians of Lemuria one shot and his thoughts on the game prompted some of my own. As he says in his post, the scenario was a bit linear to say the least, but the restrictive plot didn't grate quite as much as that of Tatters of the King. I'm sure part of this is because I was playing the former and running the latter, but I also think it may have something to do with genre expectations. We were playing a game of pulp fantasy, so when we were looking for a lost temple and Stuart told us we were on an island with a volcano at its centre, of course the temple had to be there, but it didn't matter because that's how the genre works.

It was a fascinating contrast with the heavy-handed approach of Tatters of the King, and it's made me wonder if all those old Chaosium scenarios that led player-characters on a path from "letter from distant relative" to "going insane at the sight of some blobby thing" weren't as unimaginative as I once thought, since they were only playing up to genre expectations.

Following that, we decided to have a go at The One Ring: Adventures over the Edge of the Wild, the latest Middle Earth roleplaying game. Through a convoluted series of negotiations, I ended up running it despite not owning a copy of the game, and having no time at all to prepare I decided to run the included starting scenario. It went well enough and I think we got to grips with the game's mechanics, although the players managed to avoid combat on at least three occasions.

We liked the game enough to play again this past Friday, and this time I had to write my own adventure; I did manage to find a free scenario Cubicle7 had put put to promote the release of the game, but it's set at the opposite end of the game's campaign area, which is none too helpful. All was not lost though, as I discovered that underneath all the modern mechanics and elegant integrated game design is a game based around old-school hex-crawling, so I put into action some of the tips and tricks that I've picked up from a couple of years of reading a bunch of old-school D&D blogs and that I've never been able to put into action since I don't run old-school D&D games. I wouldn't say it was a proper open sandbox, but it was still quite a change from the more rigid plotting of our roleplaying games over the past few weeks, and it does look as if the system will support such an approach with ease.

I had a better grasp of the game's -- many, but simple -- subsystems the second time around, and we even managed to engage a little with the game's interesting combat system. Overall, I like The One Ring a lot, as it seems to blend elements from some of my favourite games; there are recognisable bits of Pendragon, Shadowrun, Warhammer Fantasy Roleplay and even Rogue Trader and 3:16 Carnage Amongst the Stars in the mix, but it all fits together quite well. Perhaps my only criticism of it is that there's not much actual stuff in the game, and when you run out of interesting orc or spider encounters, there's no real guidance on how to make the setting your own. That said, the rules are so light and abstract that it's not too difficult to extrapolate from what's there.

Our own fellowship looks to be breaking up in a few weeks, but I think we may be adventuring in Middle Earth until then.

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.

Loch Mullardoch - geograph.org.uk - 491756
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?

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!

08 tory railtrack ubt
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?

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.

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.

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.

Saturday, 19 November 2011

Have You Heard of Ernest Hemingway?

My group finished the first book of the Carrion Crown campaign Adventure Path a couple of weeks ago, and in order to give Ben a bit of a rest before he runs the second book, and to give the group as a whole a change from our usual heroic fantasy fare, I volunteered to run the Call of Cthulhu Adventure Path campaign Tatters of the King. One reason for the choice was that it was one of the only campaigns for CoC that between them Stuart and Ben had not read, run or played. It also has a structure that suits our demand for something short to run between Pathfinder adventures; although it has a fair whiff of the globe-spanning epic to it, Tatters is less cohesive than -- for example -- Masks of Nyarlathotep and is structured more like a hefty adventure and its sequel, separated by a short related vignette. My plan is to run the first half over the next few weeks, and then the second half the next time Ben wants a break, perhaps after the second Carrion Crown book; one neat aspect of Tatters is that the first half can end in a classic Call of Cthulhu fashion so we could finish play there and still be satisfied.

The campaign is not perfect and as written is a bit heavy-handed in its direction, but I suspected that this would not be a problem in play and so it proved. All the necessary information is there, but laid out in an expected order that I knew wouldn't match up with how any group of players would approach it; a bit of creative reshuffling was in order, but it all worked out in the end.

The characters are for the most part not an active group, consisting of Ben's psychologist, the painter who helps him with his dream studies, as played by Manoj, and Ric's decadent Oxford don. Only Stuart's globe-trotting American author -- some bloke called Ernest Hemingway -- seems to be of much use in a more physical confrontation. The first session -- apart from the small matter of a riot breaking out at the theatre, in which Hemingway defended the meek don from a maniac wielding a broken bottle -- was less physical than cerebral, so the group's weaknesses in the latter area have not yet been exposed.

As of the end of the first session, the group had access to one Mythos tome, the professor was plagued by disturbing dreams, the painter had gone temporarily insane after reading the aforementioned tome, and the psychologist was worried about everyone's sanity. Hemingway just wanted a drink.

Friday, 28 October 2011

Crowns, Kings and Princesses

There was no Yoon-Suin game this week, alas, due to noisms' busy schedule, but all is not lost! Tomorrow my group returns to the Carrion Crown campaign Adventure Path, picking up right after the death of one of our own. I'm not sure how I feel about this campaign Adventure Path, as it seems to have some serious flaws -- I know Paizo's adventures are praised, but they've all seemed a bit choppy to me -- but it's still early days so we'll see how it goes.

I don't know if Ben -- our GM -- is himself dissatisfied with Carrion Crown, if it's a case of gamer ADD springing up, or if it's just because the nights are drawing in and Halloween approaches, but it's been suggested that I run Call of Cthulhu once again. A couple of years ago I ran a short and unsatisfying campaign for the game, an experience that deserves a post mortem on this blog one day, but this time I'm going to try to run Tatters of the King, as it seems to be the only campaign that Stuart and Ben haven't read. It's an interesting piece, with some obvious problems that I suspect won't turn out to be problems at all in play, and a clever structure that should suit our group well. So I'm preparing to run that, although I have no idea when or if I will get the chance; it may come to nothing.

I also bought a boxed role-playing game this week. Not the Pathfinder Beginner Box -- I was tempted, but in the end I didn't see any practical point in owning it -- but instead Lamentations of the Flame Princess Weird Fantasy Role Playing. I've had the free pdfs for a while and I like James Raggi's version of D&D best of all the retroclones -- the game features ascending armour values, a non-fussy elf class and excellent encumbrance and thief skill mechanics -- so I took advantage of the current LotFP sale and some spare PayPal cash to get the boxed set for about six quid. I suspect I will never be able to get my group to play it -- the irony is that it would suit Carrion Crown very well -- but at least I have it now. Well, I don't have it yet, but it's on its way.

Thursday, 20 October 2011

Double Plus Good

My gaming group has become rather splintered and scattered on occasion as real life has intruded on all the killing-things-and-taking-their-stuff; one way we've tried to deal with this is to play over the internet using Skype. This has not gone well.

Then a very clever person came up with a very clever idea.

I've been wanting to get involved in a Google+ game for a while now, in part to play something different, but my main goal has been to test it as an alternative to Skype and maybe, just maybe, bring my own group back together. Last night I played my first ConstantCon game; the setting was noism's Yoon-Suin and the rules -- although the only dice rolled all evening were by noisms for a random encounter -- were from the good old Rules Cyclopedia. The old-school being what it is, I ended up with a fighter with a single hit point and just enough money to buy a dagger, but I decided to let the dice fall where they may and take up the challenge of getting this fellow to second level.

By chance, this fighter had the highest social rank of the group, being the son of a knight; I decided that the consumptive weakling must have been sent out into the world by a disapproving and disgusted father who not-so-secretly hoped that his son would trip on a rock and die, leaving the way open for a more suitable heir. Joining poor Kirti on his travels were Pabali, the erudite but disgusting Slug-Man wizard, the bold and brash warrior Subanara -- and his dog Rotgut -- and the magic-using-son-of-a-prostitute Matrika.

I have not played basic D&D in about fifteen years, and then only a handful of times, but it was easy to get into the right mindset and the looser play style was quite refreshing after all the number-crunching of Pathfinder. As mentioned above, we didn't get to use any of the numbers on our character sheets, but even so I was surprised at how quickly we all developed characters, whether it was Pabali's arch loquaciousness or Matrika's devotion to Yoon-Suin's class system. Perhaps most surprising was how quickly we all fell into this roleplaying, even though we were all strangers to one another; I could waffle on here about putting on an act and how a false persona might make interaction with strangers easier, but I'm nowhere near pretentious enough to try.

Our group sniffed around and from a sizeable list of potential adventures chose rumours of a terrible old eunuch roaming the local villages and frightening the peasants by spouting gibberish at them and leaping about like a grasshopper. We decided that an insane old man was at just about the right power level for a bunch of first level characters to take on -- although Subanara suspected that the old geezer had to be a dragon in disguise -- and headed out from the city. Travelling from village to village collecting information -- including the possible whereabouts of one village's secret stash of copper pieces -- we found a local wise woman who told us more about the old man, suggesting that he was both immortal and cursed, and that he tended to manifest at twilight or in the early hours of the morning. Having missed the former, we decided to camp for the night and look for the wretch in the morning; the wise woman -- who was neither as old or haggard as cliché demanded -- was reluctant to let the party rest in her tent, but Matrika convinced her to at least let his "master" Kirti rest within. While Kirti was not and had never been the magician's master he kept quiet as he suspected he might not survive a night in the open air.

The game was good fun, and I look forward to another session and perhaps even rolling some dice, although I suspect any such situation will not end well for Kirti. It also answered my questions about the use of Google+ for gaming; it seems more stable and efficient than Skype, and I've recommended that my regular group gives it a try next time one of our members is unable to attend a session in person. If Google would integrate a dice roller into the package, it would be just about perfect.

Saturday, 15 October 2011

Carrion Crown: first player character death!


WOW!  At the end of tonight's session of Carrion Crown, I finally managed to kill off a pc!  It's taken me a while.... but finally..... pcs at low levels are so much more susceptible to .... death....

The intrepid heroes had been investigating the ruins of Harrowstone prison....  trying to vanquish the haunts and put an end to the lingering evil there.... They had managed to destroy one of the 5 major haunts there.... amongst other minor haunts....but, without them knowing, they had managed to disturb the spirit of Fr Charlatan who had since been following them around the prison..... and whose presence was triggered when a pc is 'downed'.... so when the party decide to take on the executioner's spirit on the prison balcony, the executioner's scythe gets lucky on a natural 20, which was confirmed, causing 8d4 damage, dropping Ric's pc, the alchemist Dr Victor Pruce....when Stuart's cleric of Iomedae channelled positive energy to heal his wounds, Fr Charlatan used his corrupting powers to change his positive energy into negative, thus killing Dr Pruce with a wave of negative energy..... we left the session on that shocker....

Dr Victor Pruce, R.I.P.
In the next session Dr Pruce's shade will rise up and join in with the Father to gang up on the pcs.......can't wait!!

Saturday, 8 October 2011

Carrying On Carrion Crown

Well, last night we played our second session of the Carrion Crown campaign adventure path and things seem to be slotting into place. During our time in the village of Ravengro -- and that is the silliest name for a village I've seen in a published scenario for a long time -- we uncovered evidence that an evil force was possessing villagers and making them commit acts of petty vandalism. Realising that we couldn't simply arrest everyone in town, it was decided that we should attempt to discover the source of the eerie occurrences, and hit the books for some Call of Cthulhu style Library Use; this is not what you might call a tale of high adventure.

(That said, Stuart's cleric Veneticus got into an altercation with some village children who were singing a song the staunch moralist considered inappropriate. The little perishers took little notice of the ragged holy man's orders to stop messing about, and he skirted close to alignment change as he became frustrated and started lobbing stones at them. The rest of the party stepped in to calm him down, and all of a sudden my necromancer is no longer the most distrusted member of the party. Result!)

Later, we headed to nearby Arkham Asylum Harrowstone Prison to see if it was, as suspected, the source of all the odd goings-on. We cleared the ground floor with little resistance beyond some spiders and a couple of half-hearted ghosts -- although one spooked our paladin Sir Erudil enough to have him smash right through a heavy oak door in order to escape -- before running into the shade of the former warden's wife -- pictured -- who gave us a fetch quest; in order to defeat the ghosts of The Joker, the Riddler, et al the prison's most dangerous inmates, we would have to make use of items associated with them, items which were -- of course -- hidden throughout the ruined, haunted building.

New player Alex seems to be getting the hang of things a bit better now, but he was very quiet during the game and seems unsure of how role-playing games work; on more than one occasion he asked if it was okay to do simple things like search a room or open a door. I wonder if there's some sort of paralysis going on as Alex sees the somewhat crowded Pathfinder sheet and assumes his options are constrained by and limited to the numbers appearing there?

Wednesday, 5 October 2011

Rise of the Dead

Here's a new set of tokens for use in your fantasy games, and since Halloween's coming up, they're of various lesser undead. I suspect we might find use for them in our Carrion Crown game.


Lesser Undead (970kb pdf)

You can find my other tokens at this post. Enjoy!

Tuesday, 4 October 2011

Carrion (up the) Crown


Finally we have started a campaign that I have wanted to play/ run for some time.  Admittedly it is not the sandbox game we really want to play - although I intend to bring to it as much sandbox as possible.

I love my gothic horror - and with Carrion Crown, we get this in spades.

Kingmaker was great fun at lower levels - and at higher levels, the game had evolved into a different kind of game: tactical - with awesome fights - but sometimes we could play out the session with some big fights and the roleplaying had sometimes gotten pushed to the wings....
Nicodemus?

Or is this a better image of Nicodemus? ;)
Not with Carrion Crown at level 1. 






This image doesn't quite fit the scene El Kel created for us!


I have to say that El Kel's entrance as Nicodemus Eldritch, the playboy & rich Necromancer, in his big fur coat, gold chain/ medallion, and escort of 2 beautiful women, turning up like this at his mentor's (Professor Petros Lorrimor) funeral, was one of the most memorable & insane moments in my relatively long gaming experience!  Fantastic!


After the funeral, at the wake the pcs made each other's acquaintances... and they are a mixed bunch. An interesting dynamic is that between the LG Paladin of Iomedae, (the goddess of valour, justice, and honour) and the LN cleric of Abadar (god of protecting the First Vault, wherein are perfect examples of items).... at the moment they are colllaborating - with the Paladin and Cleric each having one important key, one key to the chest in which are the Prof's dangerous (and evil?) tomes, and the other key to his study and library..... much to Nicodemus' annoyance!

The adventure is following a classic Call of Cthulhu investigation/ murder mystery which of course is about to present them with some classic problems, including do they exhume the body of their dead friend to speak with his spirit?  Investigating the haunted prison on the hill over looking the village of Ravengro of course is a no-brainer.  ;)

Can't wait to the next instalment on Friday.  :)

Saturday, 1 October 2011

Once More Unto the Breach

Last week's Pathfinder session was a bit of a disaster, to be honest. We were keen to finish a campaign for once, but this clashed with the arrival of a new player, one who'd had almost no experience with role-playing games; although he gave it an honest try, it was clear that the complexities of a thirteenth-level Pathfinder game were beyond him.

So we decided to pause the Kingmaker campaign, sorry "Adventure Path", and start afresh from first level; this is annoying given our tendency to abandon campaigns, sorry "Adventure Paths", but we were in danger of losing our new player by overwhelming him with a high-level game. We chose the not-at-all-like-Ravenloft-honest Carrion Crown and it seemed to go quite well. Our new player, Alex, had a much easier time playing a half-elven ranger than the halfling thief of last time, while Stuart chose a cleric with a fondness for censorship, Manoj played a paladin and I chose a necromancer with the swaggering attitude of a rock star. We were all old friends of Rudolph van Richten Professor Petros Lorrimor and were attending his funeral in Ravenloft Ustalav when mysterious events came to light; a quick reading of the Professor's will and his private journal gave us some hints as to the source of the unusual occurrences, although we only had enough time to follow up the first of many leads. Next week, we're off to the ruins of Arkham Asylum Harrowstone Prison to investigate the suspicious deaths of Batman's rogues gallery a number of notorious and colourful inmates.

I haven't played a D&D wizard since a single session of the 1983 Red Box about fifteen years ago, and I was a bit apprehensive of the class given the complexity of everything else in Pathfinder, but it seems like wizards themselves are quite simple in terms of mechanics, with most of the fiddly bits coming from the spells. I will have to be aware that he is quite fragile -- even if wizard hit dice have increased from d4 to d6 over the years -- as a couple of bites from a centipede almost ended his career at the outset, and I'll also have to think of strategies for spell selection, as I found myself prepared for undead but not for murderous arthropods. It's almost like a whole new game!

Saturday, 24 September 2011

Triskaidekaphobia

After a bit of a summer hiatus, my gaming group has been meeting again, and we've decided to return to Pathfinder and the KIngmaker campaign, sorry, "Adventure Path"; we've only been playing together a few years and already we've scattered many an abandoned campaign behind us, so we all agreed to try and finish at least one of them off. It's been a while since we last played Pathfinder so it's taken a while to get used to all the fiddly bits again after the blissful simplicity of WFRP. We've also welcomed a new player into the group, someone who's never played a role-playing game before, and we've started him off with a thirteenth-level character.

Oh dear.

I'd like to say that his lack of experience didn't matter, that Paizo's rules are elegant and intuitive enough that even a novice can pick them up, but if I did I'd be lying. In all fairness to the new chap, he didn't give up or switch off and he'll be back next time, but perhaps we should have given up on Kingmaker after all and started off with a new campaign, sorry, "Adventure Path". We shall see.

Saturday, 17 September 2011

More Dice

Over at The Lands of Ara, Carter and the Spawn of Endra have been showing their Pounds o' DIce off to the world. Both of them seem to have received some special funky six-siders, but neither of them got the teeny-tiny dice I had in my Pound. So, for Carter's benefit, here's a shot of said teeny-tiny six-siders alongside a standard Chessex d6 and d20 for scale:

Saturday, 27 August 2011

Borrowed Dungeons

In my other guise as a writer for the website Comics Bulletin, I wrote a review of the new Studio Ghibli film Arrietty. I mention it here because the opening twenty minutes or so consist of an exploration of the nooks and crannies of a family home, but the diminutive size of the explorers gives the sequence a sense of epic scale.


It occurred to me that if one were to put aside the fact that a ladder was made out of nails and so on, that these sequences were great inspiration for adding little bits of flavour to a dungeon crawl. Why have the characters walk down a corridor when you can instead have them slide across a narrow ledge, or have to hop across a gap here and there? I don't think it's even necessary to attach dice rolls to these moments -- unless of course there's a gang of hobgoblins chasing them -- but they'll add a bit of flavour to the explorations.

Tuesday, 23 August 2011

It's All My Fort

Here's a map of a ruined hilltop fortification. I drew it for an upcoming game, but I don't think I'll be using it now, so I release it into the wild. Use it as you will, and if you do use it, let me know how it went!

Thursday, 18 August 2011

King Not Included

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


Oh. Okay.

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

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

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

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

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

Wednesday, 17 August 2011

Listen Not To Ian, For He Is Mad

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

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

Monday, 15 August 2011

Musings on Ian & the use of pre-written materials.

Kelvin's neat little article on Ian Livingstone on his soapbox got me thinking this morning.... and being on my summer holidays, with a brief window of TIME, I put fingers to the keyboard and got typing!  Here are some follow up thoughts from a busy GM!

The question was - do prewritten adventures aide in the roleplaying experience or hold people back?
Me at work ;)
As someone who is normally up to their eyeballs in work/ doing stuff....... my general view has always been to laugh at the 'snobbery' of the 'purist'..... but I have never been a diceless rpg-man/ LARPer or desired to be on stage as an actor...... and whereas in the past I loved intricate plots, red/dead herrings and spending hours on a backstory etc (running Masks of Nyarlathotep every week for over 2 years).... that was WAY BACK THEN when I was obviously insane, had tons of energy.... now I am knackered most of the time and need a decent bit of killing in a session to stay conscious! But I digress.  ;)

Prewritten modules, if well chosen (afterall there are plenty of duffers out there - so I am careful), and appropriately adapted in advance (thank you paizo message boards for kingmaker!!), IMHO, can help a busy GM!!! Without using such things, I sometimes would have run nothing...for ages!  Pathfinder is a stat heavy game and thus it has been great to have that side of things handled in the Adventure Paths Paizo churn out.  Moreover their stories, NPCs, flavour etc in the APs are top-notch.

Eg: The Carrion Crown Adventure Path.


I have been slowly amassing resources to run this at some point in in the not too distant future. Each scenario has advice on music - which I have gone and bought various cds.... as well as the appropriate map tiles....minis.... The message boards, like for Kingmaker, are chock-full of advice on problems in enounter design, or on motivational issues etc...  I really liked the ideas of the path - and having read the whole thing and have a solid overview of where this thing is going helps you, as a ref, set up the game from the beginning with pc and party design... There is still tons of work to do to bring the games to life - to breathe life into npcs, to make sure there are options for pcs so they can achieve/ fail at things and there are consequences for that.... and in the case of Carrion Crown, to reflect on, with the players, the horror mechanics and sanity loss in the game and other 'touches'..... especially since Carrion Crown will be a big change from the current sandbox style of play we are liking in my current WFRP Marienburg game El Kel has flagged up on this blog, in his Tales of the Jolly Butchers.  ;)

But I am prepared to admit that pre-written adventures can get in the way of a good game.

I played in a brief game of a game that will not be mentioned by name or genre....but some of you may have fond memories! It quickly became apparent that the GM not only had no understanding of the rules system (only one player did since it was new), but that they had not read the massive 100 + page adventure!! The gang quickly got bored, started sand boxing  away from the attempts to show horn us into a fixed path, and eventually destroyed the 'set', ending the game. Classic!!  I don't to say any more since I don't want to bruise any egos :S

Having believed for ages that I didn't have the mental space to create my own stuff, with work being insane, I realise now that I have used published materials as a prop... And that I have let this prop at times ' wag the dog', do to speak.... In that by relying on them, I was limiting my roleplaying possibilities and experiences.

I have always been aware of this...but the complexity of some systems always put me off writing my own material....

Take Deadlands. Great ideas. First edition Deadlands was a nightmare system...manageable if you were a player - but an act of love and dedication to make work as a GM.... But I loved it still... But the scenarios were utter garbage!!! So we never managed to play more than a mini series of games before time to stat up and create stuff ran out!





Same for Fading Suns: I loved the setting, the writing, the art..... like Deadlands it is a fantastic game - BUT-  for me, their in-house Victory Point system sucked!! & thus was tricky to create material for


All of these games have encouraged me to run pre made stuff.......






HOWEVER....more recently running Pathfinder at 12th level.... Nightmare!!!! So much prep for the poorly designed encounters in Kingmaker (loved the idea of Kingmaker- it falls apart in books 3-5)...... plus...interestingly... we have been having this debate about how Pathfinders Kingmaker was not a real sandbox, my gang got talking about creating our own (which started and then stopped)...although we couldn't agree on a system....in the meantime, I got worn out by the poor design of the high level scenarios in pathfinder's Kingmaker (which were not designed with the powers of pcs of that level in mind!!), as well as the general intensity of rules at that level and stuff you have to know in your head (eg all the spells of witches, mages and clerics to level 7, & what all the short hand terms in the bestiaries mean!!)...involving tons of prep every week..... I thought s#d this....I need a rest!!

& somehow, by chance, I thought let's try my bonkers "GTA meets the Sopranos" game and set it in WFRP (since I love the game, as I realised the others did - and for some reason we hadn't played any together!!) and Marienburg it was....to play a proper sandbox, not Kingmaker's faux sandbox - thus there was to be no over-arching metaplot.... And, without any premade material, other than the Marienburg book from which I have used a rough map and some names.... It has been my own work needing minimal prep because the system is so much easier than pathfinder! Thus the stories and adventures of the Jolly Butchers was born! & born in a busy time for me... despite the madness of life, I found the energy and joy to create and run stuff for it.....


Admittedly I now need to do some more homework on the sandbox and flesh out the next possible npcs, locations of interest, and random tables and stat them. But I am loving it. But also, having said that, I look forward to running Carrion Crown in late 2011, if there are enough players in my gang, and if I can tear them away from the Mean Streets of Marienburg ;)  Especially since I intend to run a seperate sandbox in the same city, with new pcs as detectives.... possibly ones with 'the gift', as in spellcasters, rooting out deviltry, occult, and all things chaos to keep the streets and canals of Marienburg safe (or probably make them less safe after they have accidentally opened up a chaos gate and sucked the city through it!  ;)
Oh dear..... where did Marienburg go? Can I re-roll?