Friday, April 13, 2007

Help wanted: British Spy Dame

JOHN CLEESE is

The idea here is that he had some field experience before transfering to Q branch.Algernon Smith, Agent 1123


PATRICK MCGOOHAN is

McGoohan insists that Number 6 and Danger Man were not the same characters.  But what does he know? John Drake, Agent 706



SEAN BEAN is

'Pay no attention to the fact that I turn villain for a later movie.'

Alec Trevelyan, Agent 722



That's three of the four MI6 agents for my James Bond 007 scenario. But I still need a sassy Brit chick who can pull her own weight in the espionage game. Preferably, it would be someone who could play the part in the year 198x without her seeming out of time. My first thought was Diana Rigg (who is timeless), but upon further consideration that struck me as a little creepy since she was "killed" while playing Tracy Bond in On Her Majesty's Secret Service. Anybody got any other suggestions?

Kathleen, this PC is for your use. Do you have any strong preferences?

Thursday, April 12, 2007

Beyond Vinland, session 2

The adventure opens with the warriors three (Erik the Conqueror, Hjorek Hafgarson, and Grandfather Thorne) chillaxin' down at the meadhall. Erik is doing his best to impress Inga Vast-tracks, the barmaid, with his tales of how he almost conquered the kobolds last session, while Hjorek is dropping some mad Norse rhymes. Meanwhile Grandpa is eyeing the Mysterious Elf sipping wine in the corner. No one knows for sure where Zoyd Sampson is to be found, but there's a rumour floating around the Keep that the local lord's daughter has taken a shining to him.

Suddenly, an ill wind starts blowing in from the direction of the Canyon of Chaos. On its accursed breeze floats an eerie chanting. Kuvartma! Kuvartma! Tekeli-li! Kuvartma! Ia! Before the full import of this omen may be ascertained, there's a crash like thunder as a huge inhuman thing bursts through the rafters of the hall will a howl from the very pits of Hel itself. It's shape is not completely unlike a great ape, but with the additions of curving horns and batlike wings. The barmaid screams.

The assembled adventurers spring into action, but they are caught unprepared. They have no armor girding their loins and their fiercest weapons are not at hand. Still, they mount what defense they can. The enigmatic elf has a bow at hand and immediately begins firing arrows into the nightspawned abomination, but most of the volley bounces off the creature's preternatural hide. Hrojek and Eric, unprepared though they be, leap into the fray, engaging the hellbeast in close combat. For that they pay dearly. Each of these braves heroes is struck down by claw and fang.

Hoo, boy. This was heading towards a TPK and it was all my fault. Being short a man and not having their armor on really hurt the ability of the PCs to fight Kuvartma's Messenger. At one point Erik was legally dead, but since I had engineered this disaster I felt duty bound to undo that. I'm usually not shy about these things, so I announced "The elf pours a Potion of DM Fiat down your throat and you're not quite dead."

'Gorilla' by Emmanuel Fremiet is a classic in the A-Monkey-Stole-Your-Girlfriend genre.While the two fighting men are down the winged monster reaches out a mighty paw and grabs the girl. Her screams echo throughout the keep. In a moment the thing takes to the air with its captive and wings its way through the moonlit sky towards the caverns. Most of the heroes want to immediately stage a rescue on the monster's home turf, at night. But cooler heads argued that the party is already grievously wounded and such a task would be suicide. Everyone begrudgingly agrees to the wisdom of this strategem, despite the additional danger a delay might pose to Inga.

The three heroes set out for the Canyon at the first light of the next day. The Mysterious Elf is nowhere to be found. The fresh tracks in the mud in front of the kobold-occupied cave are much too large for any small humanoid to have made. Entering the cave, the adveturers are pleasantly surprised to find no guards posted in the first room. In fact, an exploration of a large portion of the cave complex shows several areas to be empty. There are even some signs of rooms being recently cleared of contents. Several mysteries are investigated but not fully understood, such as kobold-barricaded door with nothing but a strange corpse beyond and a single horizontal metal bar across a passageway entrance (which they figure out later was an old curtain-rod).

Finally, our heroes see some action. The come across a large chamber with a sizeable pool in the center and two other ways out. At the pool are four kobold women filling buckets of water. At the double doors across the room are two kobold guards. As the washer-women flee up the stairs one kobold guard charges Hjorek while the other summons help from beyond the guarded door. Grandpa Thorne judiciously chucks a spell grenade (sonic burst, IIRC) up the stairs and into the guardroom where the kobold females had fled. Meanwhile Erik and Hjorek were acAlthough the players assumed he was a sorcerer, the leader was really an Adept who kept a lot of zappy spells prepared.ross the room dealing with enemies appearing from beyond the doors. Eerie chanting could be heard from the other side as kobolds in ceremonial garb rushed out to engage the heroes with their wicked little spears. The robed leader of the kobolds eventually appeared, firing laser beams of pure anti-matter from his hands.

While Thorne the Dwarf's sonic attack had delayed enemy action from the stairway, it did not halt it. Eventually a dozen or so hardy kobold warriors rushed down the stairs and Thorne drew a line in the sand, intent on holding them off so his allies would not find themselves surrounded. At an opportune moment Erik used his magic to enlarge the dwarf, but still the kobolds attempted to outmaneuver him. Several waded into the water, but they were cut down by Thorne's axe, turning the pool into gorey chum.

Hjorek, channeling the might of ancient heroes, pushes through the kobold mob at the doors to engage the sorcerous leader. But this old kobold is canny, and falls back while blasting Hjorek with mystic flames. Eventually our hero can see into the room down the hall. It is an unholy shrine of some sort. Two kobold acolytes chant over a naked Inga, who is chained to a bloodstained altar under a crude wooden statue of a winged gorilla. Later these two altar boys would attempt to sneak through the melee and flee, only for Erik to take time from his busy kobold-fighting schedule to brain the both of them.

After much hullabaloo the spellslinging kobold is slain, along with one of his two elite warrior cronies. The other elite kobold, grievously wounded, offers a truce in crude Common "Spare me. Show treasure." Erik hesitates for a moment and Hjorek walks up behind the poor little bastard and knocks him out with the pommel of his sword. The six or so remaining kobolds are slain, with the exception of a single kobold warrior who dives into the pool of water and is not seen afterwards.

The post-battle party was kinda rough around the edges. In keeping with his personal goal of ridding the continent of all the monsters, Erik dispatched all the non-combatant kobolds he could catch. It was suggested that he had sex with Inga on the altar. While it strikes me as ridiculously unrealistic to think she'd be in the mood under the circumstances, the idea did fit in pretty well with the Conan groove we were operating under. I took 'the monster grabs the girl' right out of the R.E. Howard playbook, so we might as well see the situation all the way through.

The spared kobold really did lead the party to the secret treasure trove. The wee git is killed when the party insists he open the chests. The first three go just fine. They contain copper pieces, silver pieces, and rock candy. Kobolds love rock candy, didn't you know? The fourth chest was full of trap, and the kobold fell over with a face and chest full of dart wounds. The last chest had some gold in it. The kobold leader also had a wand of cure moderate wounds and a magic amulet on a chain that has the properties of giving a +1 natural amor bonus and as well as a refillable necklace of missiles.

The party ended the session by travelling to the town of Osvar, where they sold the kobold's ape-idol to Osala the Sagess. She's got a passing interesting in the religious practices of humanoids.

Other than the near-miss with the Total Party Kill, I had a pretty darned good time. The players seemed to be digging it as well. Now that the kobolds have been eradicated we can turn our attentions to other parts of the Canyon of Chaos. Doug also suggested that an eventual goal for the party should be to found their own settlement. That sounds pretty cool to me, and well within the scope of our Viking colony theme.

Wednesday, April 11, 2007

New Bronze City is full of interesting people.

Here's another friendly NPC type for New Bronze City, my Bronze Age superhero setting. Actually it's premature to call it a setting. It's more of a setting concept with one or two finished ideas attached. I previously statted up an NPC called Space Geezer, who was inspired by a panel in an old issue of ROM. The character below was actually my daughter's idea, which makes me prouder than you can possibly imagine.



Karate Gorilla
Oomoo of Karate Island

Fighting: Incredible (40)
Agility: Good (10)
Strength: Remarkable (30)
Endurance: Remarkable (30)
Reason: Excellent (20)
Intuition: Good (10)
Psyche: Good (10)

Health: 110
Karma: 40
Resources: Poor
Popularity: 0

Contacts: Oomoo is on good terms with the Secret Masters of Karate Island. He's also friendly with the staff and regular's at Louie's Diner, where he is currently employed.

POWERS

Climbing: Karate Gorilla may move 4 areas per round when climbing. He can hold on materials rated up to Good difficulty, including trees and most forms of urban landscape.

TALENTS

Martial Arts A, B, D. Tumbling. Acrobatics. Oomoo is fluent in several languages and well-versed in the liberal arts of many nations. He is also one of the best fry cooks in the city.

BACKGROUND

No one knows the circumstances that led the Masters of Karate Island to teach a gorilla the martial arts. Speculation at Louie's Diner maintains it was a bet. The source of Oomoo's superior intelligence and education is also a mystery, as is the secret ingredient that makes his meatloaf so tastey.

Oomoo is normally a laid back guy who is happy to work his shift at Louie's and relax in his appartment with some tea and the newspaper. But don't get him angry or he'll bust out some ape-fu on you.


So there you have it. Karate Gorilla is a little more SpongeBob SquarePants than would fly in a serious campaign, but for New Bronze City he'll work just fine. I tried googling up a good drawing of a gorilla in a karate outfit, but the internet let me down just a little bit. Fortunately I did find this PhotoShop jobbie:

Give me the banana and no one gets hurt!

Tuesday, April 10, 2007

Metal: Is there any ill it can't cure?

Yesterday I had to drive to Bloomington, Illinois for work. While I didn't have anough time to meet my sister for lunch (sorry, Jen!), I swung by campus town to hit Acme Comics, a great comic shop that I hadn't visited in a couple years. The Acme website has a great sense of comic book style, by the way. But it turns out that on some weekdays they don't open the store until freakin' noon. This is my inner Grumpy Old Man coming out, but dammit, I expect my stupid specialty stores to act like respectable businesses. And that means, among other things, having normal business hours.

I get really annoyed when I'm looking to buy something, I appear to be at the right place, and no one will take my money. Whether I get some new issues of Marvel Two-In-One or Luke Cage, Power Man isn't a life or death issue to me. But opening at the crack of noon? That's pretty effin' weak.

Still, not all was lost. The used bookstore down the street was open when I arrived at 11:15. They got my money and I walked out with several Earl Dumarest novels. The record store down the way also got some of my money as well, in exchange for this CD:

My New Year's resolution was to be more metal.  Seriously.
My pal Pat has nearly everything Blue Oyster Cult ever recorded, but I couldn't pass this thing up. It's named after one of my favorite BOC songs, but for some reason they didn't bother to include a track of "Career of Evil". Weird. Still, I wholeheartedly endorse any CD that has both "(Go, Go) Godzilla" and "(Don't Fear) The Reaper". The latter is one of my absolute favorite rock songs, right up there with Aerosmith's "Dream On".

I listened to this bad boy on the drive back to the office. Turns out it's concert tracks from BOC's heyday. Which means the songs are a little indulgent with the guitar solos and audience participation and such. Still, good stuff all around. By halfway home I had forgotten my annoyance with Acme and was rockin' out hard.

Monday, April 9, 2007

DC One Million checklist

DC One Million is about the only gigando crossover I would consider collecting. For a fabulous explanation why, check out the nifty essay "DC One Million and What Makes Crossovers Good".
Part 1: The Main Story Arc
Chronos #1,000,000
DC One Million #1-4 (collected in the JLA: One Million trade)
Man Of Steel #1,000,000
Superman #1,000,000
Superboy #1,000,000
Shadow Of The Bat #1,000,000
Nightwing #1,000,000
Detective Comics #1,000,000
Impulse #1,000,000
Starman #1,000,000 (collected in the JLA: One Million trade)
JLA #1,000,000 (collected in the JLA: One Million trade)
Batman #1,000,000
Catwoman #1,000,000
Robin #1,000,000
Wonder Woman #1,000,000
Power Of Shazam #1,000,000
Flash #1,000,000
Green Lantern #1,000,000
Martian Manhunter #1,000,000
Action Comics #1,000,000
Adventures Of Superman #1,000,000
Man Of Tomorrow #1,000,000 (collected in the JLA: One Million trade)
Resurrection Man #1,000,000 (collected in the JLA: One Million trade)

Part 2: Issues Incidental to the Main Story
Young Justice #1,000,000
Green Arrow #1,000,000
Legionnaires #1,000,000
Azrael #1,000,000
Chase #1,000,000
Creeper #1,000,000
Supergirl #1,000,000
Young Heroes In Love #1,000,000
Lobo #1,000,000
Hitman #1,000,000
Legion Of Super-Heroes #1,000,000

Game by Meme


LEVI IS DISTRIBUTING A GAME BY ONLINE MEME...

Most books and games are distributed by means of stores. Some through online publication. This, right here, is an attempt at distribution-by-online-meme. The “leaf” picture above is a clickable link; if you click on it, you will download a PDF book. The book is an extremely simple, introductory tabletop roleplaying game entitled Microcosm, one meant to show the reader through play what a tabletop roleplaying game is, and to show off a few little ideas to people who already play such games. To use it, you’ll need at least one other person to play with, though a total of 3-4 people is usually best. You'll also need a pen or pencil, some paper, and a bowl full of tokens (poker chips, pennies, whatever). The game is, in all ways, free of charge.

...AND HE'D APPRECIATE YOUR HELP

Naturally, this is both a bit of an attention grab for the game being distributed, and a bit of an attempt to find out if distributing something in this way is even remotely viable. So, if it strikes you as a neat idea, or you like this particular introduction to tabletop roleplaying, or you just want to use it as a conversation piece, please copy this entry into your online space. The picture above is remotely located at: http://members.shaw.ca/LeviK/MicroIcon.jpg




If you’re willing to copy this meme, please use that same picture and link. If you don’t like spreading memes, fair enough; mentioning this attempt, and linking back to it, would be very much appreciated as well.

Cyberkey Switchblade

I hope you all had a happy Easter. My family spent the weekend with my parents. If I had been near my computer my intention was to post this:

In the backup story we also find out that Mussolini was the serpent in Eden.National Lampoon was the first place I ever saw a fake comic cover, and this one is by far my favorite from that venerable publication.

My folks got their grandkids some presents this weekend, as is their wont. My daughter Elizabeth got a Strawberry Shortcake tea party set with like twleve million little pieces. Meanwhile my nephew the ninja got a new Transformer. He loves those things. As a kid I had the Megatron that turned into a Walther P-38 with optional rifle stock, extended barrel, and sniper scope. That was wicked cool. I betcha they don't market that to kids anymore. But I was never into toy cars enough to think that car-based robots were any cooler than any other form of robots.

Anyway, Cameron's new Transformer is called Mudflap. His vehicle form is a crane truck.
You'll poke your eye out kid.See the crane strapped to one of his arms? With a simple push that extends out another 4 inches or so. Then if you insert the cyberkey in the right place, a neon green plastic switchblade swings out! Maybe I'd be a little less freaked out about this toy if Cameron had not invented this swell new game called Here Let Me Hold This Robot Up To Your Eyeball And Flick Out A Knife.

Friday, April 6, 2007

When one book is enough

I like supplements just as much as any other obsessive RPG enthusiast. I've got so many 3.5 books that they literally bend the shelf they sit on in my game room. Admittedly, I'm not the completist some collectors are; I still don't own several late 1st edition hardbounds. But then I don't really consider myself a collector, despite owning a vast swath of RPG books. Nor am I the kind of guy who buys a gamebook just to read it. Hell, I've never read huge portions of the text in several of my 3.5 books, mostly because I don't need someone else's D&D fluff. But new monsters, magic items, or crunchy character bits? Pile 'em on, baby!

But there are many other games where I just don't have any interest in more books. Maybe this is because I don't need another game in my life that comes a zillion supplements to absorb, but my shelf o' Traveller crap suggests otherwise. Interestingly enough I generally buy Trav books for the fluffy parts. Few mechanics outside Books 1-3 interest me. On the other hand, I would totally run a Traveller campaign using just the original books. Or Starter Traveller. (Don't let the name fool you. It's basically a sleek update of original Traveller material and probably the best incarnation of the original game.) If I didn't feel like wrestling with the vast Third Imperium setting, I'd just generate a subsector and drop the PCs somewhere near the middle of the map. No biggee.

Which is sorta my approach with a lot of games for which the supplements never interested me. I adore the original Empire of the Petal Throne, but I have no real interest in further delving the depths of Tekumel lore. If I ran an EPT campaign and the PCs went outside the scope of the original book, I'd just make some shit up. My version of Tekumel would never win the M.A.R. Barker seal of approval, but that sure as hell wouldn't stop my group from having some rocking adventures. I feel this way about a lot of good games. The Feng Shui faction splats are probably chock full of gaming fun, but do I really need them to run a game that focuses on bullet ballets and kung fu shenanigans?

It was Warhammer 40K that got me thinking about this subject. Nowadays there's all these splatbooks that tell you exactly what you can and can't do with your army. And since almost all play seems competitive league or tourney style, those restrictions are ironclad. While I'm happy that the game was successful and lotsa people play it, I can't help but think that something has been lost since the days of the original Rogue Trader hardbound. That one book was the secret key to unlocking a new universe of brutal sci-fi adventure. Without the splats and the official novels and all, it was a half-described world of amazing potentials. Everything published since then has only boxed in that creative energy.

You can see a similar story with every other successful sci-fi or fantasy property in the hobby, whether we're talking about various D&D worlds, Traveller, BattleTech, Exalted, Glorantha, or the World of Darkness. Of course you can ignore the info contained in the new Cobblers of Faerun supplement if you want. I'm not one of those guys who is always whining about someone else writing in the blank spaces within a setting. Nor am I arguing that do-it-yourself is the one true way to run a campaign, though I think I feel less creatively cramped in my own homebrew sandbox. I turn around and make campaigns that are little more than bad pastiches of my favorite geekiana, but sometimes I find that more rewarding than running someone elses bad pastiche.

But there's no right or wrong here. An armful of setting books can be a real aid in creating and maintaining an internally consistent campaign. While a homebrew allows your personal creativity a freer reign. If I have anything to say here I guess it is this: Supplement-aholics may find it refreshing to do a homebrew for a change. Homebrewers may find that letting someone else do the setting gruntwork frees up some energies to devote to other parts of the game. And while the standard model for success in the industry is to do a whole line of books for a game, there are plenty of single book games out there worth checking out. My personal favorite at the moment is Spaceship Zero, but there are plenty more out there.

Thursday, April 5, 2007

a Big Book education


Starting around 1994 or so DC published a series of maybe a dozen and half "Big Books" under the Paradox Press imprint. These books really are big. They measure around 8 1/2 inches by 11 inches with a 200+ pagecount. Every volum I've seen is sharp black and white on good quality paper, with excellent art and great writing. Basically, these books are non-fiction anthology titles covering a variety of weird or underground topics. The four pictured above sit on a bookshelf in my gameroom. I count them among Larry Gonick's Cartoon History of the Universe as some of the most fun and informative books I've ever read.

I really can't speak for the other titles in the line, such as The Big Book of the Weird West or The Big Book of Losers. Except to say that I wouldn't pass up an opportunity to pick them up cheap. I think DC stopped publishing this line around 2000 or so. As far as I can tell the last Big Book to be released was The Big Book of the '70s.

Wednesday, April 4, 2007

fortune cookie wisdom

"A day without smiling is a day wasted."

Lucky Numbers 34, 16, 31, 37, 22, 40

Odinsday Update #1

[I emailed this to the players of my new D&D campaign.]

My plan is to send all you all an email on the Wednesday that we aren't playing, as a way of outlining what is happening between sessions. If you have any master plans to pursue responding to this would be a great way we could keep track of that stuff.

Between forays to the Canyon of Chaos your hardy adventurers are staying at the wilderness keep/hamlet of Lord Beppo Rust-Axe. Lord Beppo is away on business at the moment and the keep is in the hands of his loyal castellan, Sigurd the Half-Jotun. While Beppo is known for being a pretty hospitable guy, his castellan is rather wary of ne'er-do-wells such as ye. You will have to choose between staying for free at the keep but eating, sleeping, and drinking with the lowly guards (the absolute minimal hospitality Sigurd can get away with) or whooping it up at the Traveller's Inn meadhall in the adjacent hamlet. If you choose the meadhall cut your cash on hand in half, but you generally have a better time of it. Let me know which arrangements you prefer before next session begins. You are not required to all choose the same lodgings, but we will start the next run with a little action in town, so you might prefer to stick together.

While staying at the keep you hear four rumors regarding the Caverns:

1) A wizard called Umanno the Summoner is said to reside in one of the upper caves. He hails from Hyboria but is neither Aesir nor Vanir (i.e. not a viking dude).

2) The hobgoblins of the Canyon are a mercenary unit looking for work.

3) Many centuries ago the caves were used as tombs by a prehuman civilization. On certain nights ghosts of these dead not-men still haunt the canyon.

4) "Bree-Yark!" is Goblinish for "We surrender!"

Tuesday, April 3, 2007

From the clearance shelf

One of the advantages to having tastes out of line with the rest of the world is that sometimes that world vastly undervalues what you cherish. Take, for example, this awesome DVD I got over the weekend for five and one half dollars American:
I probably don't have to tell you, but Big Trouble in Little China is one of the greatest action/adventure movies of the 80s. It's wild, over-the-top, and full of humor and heart. If I ever run another modern campaign that doesn't involve superheroes Big Trouble will be one of the big inspirations, along with The Adventures of Buckaroo Banzai Across the 8th Dimension and Remo Williams: The Adventure Begins.

Big Trouble in Little China was directed by John Carpenter. I don't think I've ever had a bad time watching one of his movies. The Thing, They Live, both Escape from... movies, Vampires. They're maybe not masterpieces of the cinematic artform, but they're a lot of fun.

morning video

Here's Mastodon's "Colony of Birchmen". Even if you don't like the music I suggest watching it all the way through for the two awesome little animation sequences near the end.

Saturday, March 31, 2007

Ten Things You Should Know About RPG Pundit

One of the great enigmas in the roleplaying hobby is the commentator known as RPG Pundit. I first encountered him years ago as Nisarg, a snarky new member at RPGnet. From which he was banned. He's been banned from many other gaming forums as well. Eventually he found a venue for expressing his ideas, his blog. It's at that little corner of the internet where I first started to really get to know the man behind the mayhem. Later, when he took over theRPGsite the Pundit asked me to be one of the admins, a gig I continue with to this day.

To the extent that I appear on anyone's radar at all, I kinda assume that I am sometimes counted among the Pundit's Proxy Army. It was Nicole Lindroos a.k.a Nikchick first added the word "proxy" to the Pundit's vocabulary. Given the events of the time I suspect she was talking in particular about me and Pundit's buddy Jong. So despite publicly disagreeing with the man several times the idea that some folks think I drank the Kool-Aid wouldn't suprise me.

Still, I've managed to have a vantage point closer to Pundit than a lot of other people who have a strong negative opinion about him. He may only be an internet friend that I've never met face-to-face, but I feel pretty certain that I know the man behind the myth a helluva a lot better than his detractors. I think if everyone knew Pundit the way I do they would feel differently. They might still disagree with him, as I sometimes do, but they wouldn't be so hard on him. To that end I've composed a list of things I know about Pundit that you probably don't.

  • When RPG Pundit put on the One Ring, the Nazgul just said, "Fuck it."
  • The last man who made eye contact with RPG Pundit was Ray Charles.
  • RPG Pundit always asks for the same Christmas gift: A box of Smurfs and a sledgehammer.
  • The popular videogame "Doom" is based loosely around the time Satan borrowed two bucks from RPG Pundit and forgot to pay him back.
  • Once a cobra bit RPG Pundit's leg. After five days of excruciating pain, the cobra died.
  • RPG Pundit doesn't read books. He stares them down until he gets the information he wants.
  • RPG Pundit's body is composed of 95% recycled material, making him earth friendly and of benefit to society. To balance himself out, RPG Pundit sets fire to one national park per year.
  • RPG Pundit has the heart of a child. He keeps it in a small box.
  • When the Boogeyman goes to sleep every night he checks his closet for RPG Pundit.
  • RPG Pundit's calendar goes straight from March 31st to April 2nd; no one fools RPG Pundit.

(This list cheerfully cribbed from here. Happy April Fools Day, all.)

That Cage is one bad mother...

In issue 38 of Luke Cage, Power Man, Bill Mantlo devotes a hefty chunk of pages to our man throwing down with a superpowered punk named Chemistro. Luke eventually wins not due to his superstrength or unbreakable skin, but because of pure willpower. He refuses to be taken down by some chump in a costume just because the dude has total control over physical matter.

That's sheer awesome in and of itself, but what happens next is even cooler. Chemistro surrenders and agrees to cooperate with Cage's investigation of criminal mastermind Big Brother.

KA-STRAM!
"Don't you ever mess with Luke Cage again! Dig??"

Holy crap, that's awesome! Not only does Cage threaten to kill this mofo, he waits until it's clear the fight is over and then wallops the poor schmuck one more time. Just to make the point that nobody messes with Luke Cage and gets away with it.

This issue has everything that makes me a Power Man fan. And then the big reveal at the end of the issue freaked me out:

My buddy Pat said it's like this guy came straight out of OMAC.
Man, I gots to get me issue 39.

Kobold Security: Tighter than expected

Here's the scene at the end of the first session of Beyond Vinland. On the right you have our intrepid heroes. On the left you have a horde of angry kobolds. That squiggly stuff inbetween the two forces? That's a pile of about 2 dozen corpses! The PCs are in phalanx formation at the entrance to the dungeon and the kobolds are in room 1 of their underground lair.

Uh, did that kobold in the red robes just throw a fireball at us?  Crap.
Despite about 3 hours of play, the party never made it past this first room. They made three separate attempts to break into the kobold's lair. The first two times they rushed in a bit sloppily. They killed all the guards but were in no shape to continue. I can't really blame them for not taking the first fight of the campaign too seriously. They're 3rd level and these are "only" kobolds. And I do have a bit of a reputation as a pushover DM in certain quarters.

And to be fair, the main problem wasn't the four or five regular kobold warrior 1 guards. It was their pets. At the beginning of each assault the guard room contained two Horrid Weasels, which are like Dire Weasels only worse. You can find the Horrid Animal template in the Eberron Campaign Sourcebook. It's pretty effin' sweet. It adds acidic saliva damage, chitinous armor, and a little bit of stat beef. None of that was the decisive factor though. The real problem was the Dire Weasel blood drain ability. When one of these critters bites you it latches on to you and starts draining 1d4 Con each round. Ouch.

So these four vikings dudes rolled into the kobold lair and thought they could roll over this encounter, but then they would end up with big gaping holes where their Constitution scores should be. The second time they tried this the party at least brought some ranged weapons. That was an improvement. But the end results were pretty much the same: all the baddies in Room 1 were dead but the good guys were in no shape to continue. On the third attempt they really had their act together and were using long spears and a tight formation, letting the foes come to them.

Unfortunately, not rushing the guards had consequences. One of the kobold guards escaped and raised the alarm. This led to every size Small miniature I own being pressed into service as a kobold. A couple more Horrid Weasels showed up too. And some kobolds with actual levels. Generally, even the higher level kobolds were pretty ineffectual against our heroes. The only real threats on the board seemed to be the weirdo weasels and the one kobold spellcaster laying down scorching rays and fireballs. Still, the raw numbers were sufficient that a few kobolds were bound to roll high enough to get some spear stabbin' done.

But then 10 o'clock rolled around and, as per my new house rule, the session was over. I think it was Doug who came up with the idea that the pile of corpses was now so big it cut off the opposing forces. That's pretty effin' cool. By my count the PCs had killed 32 kobolds and 8 Horrid Weasels. That gave them enough XP that they can start next session at level 4.

All of which went down in the first room of the dungeon.

One other cool thing about the session. Jason and I had played together before several times, but this was his first time as a player in an RPG that I was running. He was delighted and/or freaked out by some of my quirky house rules, such as my insistence on using the Arduin crit and fumble charts, and my special d30 rule. At one point in the course of the night he used the d30 to overcharge a magic missile and totally exploded a weasel. That was rad.

Friday, March 30, 2007

a linky

Levi Kornelsen is making sense today.

(That's not meant as an insult, by the way. It's me, not him. Dude's smart enough that I can't always follow him.)

Thursday, March 29, 2007

Beyond Vinland: the party

Here's what the players came up with for my new campaign.

Doug took advantage of my pantheon clerics house rule to make Erik the Conqueror, a badass Cleric with the Death and War domains. The rest of the party subscribes to the Norse pantheon as well, so he was busting out a lot of faith healing last night. That's a new spell that work's like cure light but you don't roll dice. It does a flat 8+caster level. The trick is you have to be a believer in the cleric's faith. Erik dubs himself the Conqueror because he sees the new world as a land that rightfully belongs to men, not the inhuman monsters that presently occupy it. He plans on doing something about it.

Stuart whipped up Hjorek Hafgarson, a Bardic Sage/Warblade. Bardic Sage is a brainier, slightly nerdier bard variant from Unearthed Arcana. Warblade is the hot new class from Book of 9 Swords. Hjorek's deal is that he isn't the bard his daddy (the famous bard Hafgar) tried to raise him up as, but he spent a lot of time studying the legendary feats of great heroes and gods. His nifty Warblade powers represent his ability to mimic the deeds of past heroes. Pretty cool.

Jason created Zoyd Sampson, who wins the award for the least Viking sounding name in the group. But hey, I don't really care. We're not shooting for authenticity here, but awesome-osity. Zoyd is a Battle Sorcerer, another Unearthed Arcana variant. These guys trade in some of their spells slots to get a better hit die, better BAB, and the ability to wear light armor while casting. Zoyd desparately wants to be a sword-swinging hero even though his talents naturally lean towards sorcery, so he spend much of his time using his spells to make himself a buffer fight guy.

Pat's dude is Grandfather Thorne, a dwarf Fighter/Archivist. Archivist is a sweet class from Heroes of Horror. The main deal is that it's a divine casting class that uses a wizard-like spellbook. But viking wizards in this game don't use spellbooks. They use staves covered in runes. In Thorne's case he actually carves his runes into the haft of his bigass axe. I can't tell you yet exactly what Thorne's deal is, except that he's a grumpy old dwarf.

So that's Our Gang.

work is insane right now

One line summary of the awesomeness of Beyond Vinland session 1:

They fought until the pile of kobold corpses completely blocked off the passageway.

Wednesday, March 28, 2007

it came from Jeff's harddrive

I dusted this baby off for a discussion at theRPGsite. You might find it interesting that I wrote it a couple of years before Enterprise was announced.
------------------------------------------
CAMPAIGN PROPOSAL
Star Trek: Voyages of the USS Saladin

Part I: Setting

The Federation is only five years old, with only a few dozen member-worlds.

The Romulan War ended barely two years ago. This war was the unifying event that turned the disparate navies of the Federation member-worlds into a single Star Fleet.

James Tiberius Kirk is a snot-nosed kid in Iowa. On faraway Vulcan a half-breed named Spock suffers under the taunts and torments of pureblooded Vulcan youths.

The Klingon Empire is a distant and indistinct menace, little more than a rumor.

The USS Enterprise is just a naval contract and some blueprints. The first Federation heavy cruiser is still years away from completion. However the first vessels built specifically for Star Fleet are starting to roll out of space dock.

The USS Saladin, NCC-500, is one of the very first starships christened as a Federation vessel. Built into the Saladin are the technical achievements of a dozen worlds: an advanced “space-warp” drive (cruising speed: Cochcrane Warp Factor 6!), dilithium-controled matter/anti-matter engine, energy shields, photonic torpedoes, phased plasma/laser batteries (or “phasers”), a multitronic computer,an experimental matter transporter, and the most complete sensor package ever assembled in one starship.

The newly assembled crew of the Saladin is as diverse as the Federation itself. Some of the crew may have actually fought against each other in Human/Kzin, Vulcan/Andor, and Earth/Centauri conflicts. Some earned their stripes in the recent Romulan unpleasantness. Still others are members of the first graduating class from the new Star Fleet Academy.

Part II: The Ground Rules

Assume nothing. No TV show, movie, book, or fan material will give you an insight into what has happened or what will happen in this campaign. Please don’t try to tell me I am doing something wrong because it doesn’t fit someone else’s conception of the Star Trek universe. The main inspirations for the campaign are the Original Series (particularly the 2 pilots), the Animated Series, and Franz Joseph’s original Star Fleet Technical Manual. Even these cannot be considered “canonical”, merely helpful to see where I am coming from.

I am expecting the crew of the Saladin to have a direct impact on the fate of the Federation, the galaxy, and even the universe. The campaign is a Star Trek series and the PCs are the stars of the show. You are the Kirk. Go out and grab the galaxy by the gonads.
---------------------------------------------

I never actually put this document in front of prospective players because I dither about what system would best work for rollicking velour-clad Trek fun. For a project like this Classic Traveller, Risus, and Savage Worlds all speak to me in different ways.

I'm jazzed.

My new Beyond Vinland games starts tonight. Here's where we are starting:

Tuesday, March 27, 2007

Five Links: The Next Generation

Dresdan Codak - comics with humor, wonder, science, and stuff

Necromancer of Awesome - I want to be this guy when I grow up.

A Collation of Viking Names - Note to my players: Feel free to ignore this.

Business Card CD-R - I had not seen these before.

The Theoretical Basis of Piquet - One of the most intriguing wargame articles I've ever read.

Like Bilbo, only evil

If you like stupid little dungeons with a sense of whimsy, don't pass this one up.One of my alltime favorite modules is George R. Paczolt's Rat on a Stick, a little number published in '82 by Judges Guild. While written for Tunnels & Trolls, I've run Rat for Basic D&D and converted on the fly.

The module is a multilevel dungeon full of the humor and heart so common to T&T products. Some folks think dungeoneering should always be deadly serious, but I find little romps like this to be charming and delightful. What really wins me over is the titular Rat on a Stick restaraunt located in the dungeon. Rules for opening your own franchise are provided!

Since I don't have a copy of T&T, some of the monsters in the dungeon are unfamiliar to me. Most of the baddies are Tolkienian standard, but there are slight differences. For instance, I used a balrog when a "Flame Demon" appeared on a wandering monster roll. The biggest issue when I ran the module were the Black Hobbits. Based upon the text I think these guys are regular hobbits corrupted by evil, so I simply used chaotic-aligned halfings. That led to some wacky hijinx thanks to the presence of a turncoat chaotic halfling in the PC party. If I were to run Rat on a Stick for 3.5, I'd probably use something like this:


Fiendish Halfling, 1st-Level Warrior
Small Humanoid (Halfling); CR 1/2; HD 1d8+1; hp 5;
Init +1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15; Base Atk +1; Grp -3; Atk Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20); Full Atk Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20); SA Halfling traits, smite good; SQ Halfling traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6; AL Always evil (any); SV Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1 Feats: Weapon Focus (longsword) Halfling Traits(Ex): +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe.

Putting together this stat block was absolutely effortless, thanks to YoYo Dyne Technologies' Monster 3.5 program, which takes SRD critters and adds Fiendish and Celestial templates for you. I've also used the Summon Monster statblocks available at that link. Good stuff.

Monday, March 26, 2007

Beyond Vinland: Viking PC rules

Here's the info I emailed my players for creating totally authentic pseudo-Hyborian viking types. Additional notes appear in brackets.

Viking Cultural Info

Alignments: Any

Races: Human, Elf, Dwarf, Half-Elf, Half-Giant, Troll, Half-Troll (If I can find a decent Half-Troll write-up)

[I have the half-troll from Bastion's Minions, but I'm not entirely satsified with it.]

Bloodlines allowed: Fey, Giant, Hag, Troll

Classes: No Monks, Samurai, Ninjae, Wu Jens, or Shugenjas. No psionic classes except Half-Giants may take levels in Psychic Warrior.

[The races list is pretty small, so I wanted to be wide open with the classes. But viking Ninjas and Psions is a little too wide open for even my tastes.]

Traditional Enemies: Giants, Drow, Serpent Men (Yuan Ti and such), Dragons & their kin, Trolls

Weapons of Choice: Shortbow, Shortspear, Swords, Axes

[The Traditional Enemies and Weapons of Choice fields have no mechanics attached.]

Pantheon Domains: Air, Animal, Chaos, Charm (SC), Courage (SC), Death, Destruction, Dwarf (SC, dwarves only), Elf (SC), Fire, Glory (SC), Glutton (SC), Good, Knowledge, Law, Lust (SC), Magic, Ocean (SC), Plant, Portal (SC), Retribution (SC), Rune (SC), Strength, Trickery, War (shortspear, longsword, warhammer), Water

[SC stands for Spell Compendium.]

Additional Clerical Note: Spiritual Weapon is always a hammer.

[Both the mighty Thor and tradition demand it.]

Miscellaneous: Big horned or winged helmets. Loud. Like to brag. Men wear beards and/or moustaches, often elaborately braided.

[Again, no mechanics here. Just window dressing.]

Note to PCs: The Dungeon is Dangerous

When a DM sends the PCs on a specific mission, I think you have an obligation to play fair. If Ganmerlinster sends you out to retrieve the Great MacGuffin the expectation on the part of the players is that the beardy guy won't ask you to do something you can't handle. It might be a tough gig but no DMPC should ever send the party on an unpossible quest. (And any DM that sets up a quest where only a pet NPC can finish the job ought to be tied up in a burlap bag and beaten with sticks.) To me, this issue goes straight to the trust and responsibility implicit in the DM role.

But the Dungeon is a different matter. I'm talking about the classic big, sprawling, multi-level underground complex, places like Castles Greyhawk and Blackmoor. I feel a different sense of obligation when it comes to these nightmare underworlds. For one thing, I don't feel like the DM has to be fair in the sense that all challenges are meant to be overcome by the PCs. If first level PCs take the elevator down to level 5 whatever happens next is on the players' heads. No one should ever be in a big, multi-level dungeon and say "We can take the Troll King! The DM wouldn't throw him at us if we couldn't handle him!" Sometimes in a big dungeon enviroment the right thing to do is to run away to live to fight another day, preferably after leveling up and buying some scrolls.

If I'm reading him right my Prussian homie Settembrini looks at these too different states ("Challenge but don't overpower the PCs." and "If the PCs tug on Superman's cape it's their tough luck.") and sees too different styles of play. The first he might call Tactical Gaming, which emphasizes setting up fair fights and pushing around the pieces on the game board. 3rd edition D&D really brought Tactical Gaming to the fore. The second he calls Strategic Gaming, which hinges on taking unfair situations and working to overcome those handicaps through smarter outside-the-box thinking. Earlier editions of D&D (going back to OD&D, Basic/Expert, and 1st edition Advanced) maybe weren't always clear on the importance of strategic play, but they were written implicitly with that play style in mind.

Maybe Set is right and D&D has (at least) two distinctive styles of play, but I would suggest that a hybrid approach is possible and perhaps even preferable. In my experience few players want to constantly face the challenge of strategic operations. I know personally there are many nights when I just want to the DM to line up some orcs to fight. But to know that every encounter will have the CR crafted to your party's level eventually leads to boredom. I relish occasionally finding myself in over my head. One of gaming's great thrills is to escape an untenable situation by the skin of your teeth. Even greater is the satisfaction of going back prepared and giving the bastards what for. Hey, undead dickweed! We're back and we brought wooden stakes!

I started this blog entry as a way of putting the players of Beyond Vinland on notice. Don't get cocky. There may be balrogs at the bottom of those stairs.

Sunday, March 25, 2007

my new hero

Last time I talked about heavy metal here on this blog some friends decided to hook me up with some mix CDs they had burned. Thanks, guys! Tonight I tried to listen to several of them on my X-box, as it is the only music device in my game room. I thought I'd crank some tunes while working on the Canyon of Chaos, the first dungeon for my new campaign. Think module B2, only turned up to eleven. I guess that would make it module B11, if that designation weren't already taken.

Turns out that the Box Named X does not support CD-R technology, so no Dragonforce for Jeffy today. Instead I popped in my totally legitmate (and thanks to reader horrox completely free) copy of Slough Feg's Traveller. I feel confident in declaring this disc to be the greatest Vargr-themed concept album ever created. By the way, anyone who is a fan of stuff that is awesome should consider shopping at horrox's music store Aquarius Records.

After the Slough Feg awesome-osity I decided to see if Bill Gates would allow me to play a DVD+R on my X-box. I had this disc Pat had slipped me a while back, labeled "Korgoth Hellsing Ultimate". I knew what a Hellsing was, having read a couple of the manga (also provided by Pat), but I had completely forgotten what Korgoth was supposed to be. Holy crap, but Korgoth of Barbaria is awesome.

Every once in a while I stumble across a parody so pure that the love the creators have for the subject material shines through and the parody itself becomes a grand example of the genre it is spoofing. I thinking of things like S. John Ross's Encounter Critical or the Tenacious D song "Tribute". Korgoth of Barbaria walks tall among those mighty ones as both a great parody of heavy metal sword & sorcery and one of the best S&S cartoons I have ever seen. If you're a regular reader of this here blog and haven't seen this cartoon, I give Korgoth my highest recommendation. You will laugh, you will cry, you will give the devil sign with both hands.\m/-_-\m/


Seriously, this Korgoth dude just wanders through a post-apocalyptic setting laying waste to foes in gruesome orgies of violence. When he's not slaughtering fools and monsters he spends his spare time quaffing ale and scoring with chicks. All of this is brought to you in the same wry, uncensored manner as the Venture Brothers. My head tells me Korgoth is lampooning Conan and Thundarr, but my heart tells me this guy rocks.

Friday, March 23, 2007

"Ninjas are quick and flexible."

Below you will see clear, undisputable documentary evidence that Ronald McDonald is a ninja master.

Real Ultimate Power, baby!
This clipping is from a super secret ninja training manual published by the McDonald's faceless corporate minions. They disguise these secret ninjutsu techniques by hiding them in plain sight, putting this hidden knowledge on the side panel of a Happy Meal bag promoting the new Ninja Turtles movie.

I'm still trying to figure out how the Madame Alexander Wizard of Oz dolls promo'd on the other half of the package fits in to this vast conspiracy. All I know is that we live in a world where the Clown Prince of Hamburgers is teaching kids how to unlock the warrior within. Suddenly the Glinda the Good Witch doll my daughter got seems a little sinister.

Who needs action when we've got exposition?

Today my daughter and I went to the book store. She got Green Eggs and Ham and I got Simpsons Super Spectacular #4. In the sequence below the Sciencester relates the events of 'Infinite Annihilation of Heroes' to Kid Queasy. In one fell swoop these three panels neatly illustrate both why I love superhero comics and why I loathe big crossover events.

Bongo Comics Presents Simpsons Super Spectacular #4, page 4 (Click for a larger, more legible version.)

Wednesday, March 21, 2007

Reports of my death are greatly exaggerated

I haven't been online since Monday because spending Spring break entertaining my daughter is kicking my ass. She's a little atomic fireball ready to do a million things each day with the result being that by the time her mother is home I am dead dog tired. Too tired to screw around on the internet. (Yes, you really can get that tired.)

I hope to catch up with all you all tomorrow or Friday.

Monday, March 19, 2007

It has come for our 25mm women!

Howdy, folks! I've been busy at work, catching up from last week's superfun stomach flu/headcold adventure. Now I'm off for a week with my little sweetie. She's on spring break and we've got lots of fun stuff to do. Hopefully she'll allow me a little time to stock the first dungeon of my new campaign and/or paint some more minis.

Speaking of miniatures, you have got to check out the eBay list for seller 7onestreet. Right now they'll sell you all sorts of weird vintage sci-fi figures. Like this one:

How can you not love that? I'd buy this bad boy myself but I swore I wouldn't buy any new metal until I painted all the old stuff I have lying around here. Maybe later this week I'll post pictures of the figures I've painted since I took another stab at the minis thing. I seem to have acheived a momentum I never had in previous attempts. Which is to say, I've painted more than one miniature and not grown tired of the project.

Saturday, March 17, 2007

Hey, local wrestling!

For a few months I've been aware of a new local independent wrestling outfit. New Breed Wrestling Alliance is based out of nearby Danville, IL. I have yet to get to one of their shows but I'm finally in the loop for a couple of upcoming dates. Next Sunday (the 25th) they've got an event at 3pm in their home venue in Danville. The show is 5 bucks at the door. And in April (on the 21st) they'll be crosspromoting a show with two other feds, Great American Wrestling and Supreme League of Wrestling. I have no idea who those guys are, but they'll all be slugging it out in just-down-the-road Rantoul. Admission is only 3 dollars.

Any of my local peeps want to take in one of these shows?

FASERIP update

The first draft of the Phil Reed's FASERIP ogl project is now avaible for preview here. The project has apparently been renamed Four Color Basic System. In my opinion if you're going to rename the darn thing you shouldn't pick a name even more boring than FASERIP. But hey, no one asked me.

Feedback on this draft should be directed to the dedicated subforum at Ronin Arts.

Friday, March 16, 2007

Classifying D&D adventures

I'm beginning to suspect that structurally there are only a few different kinds of D&D adventures.

Missions have clearcut goals, and are typically of relatively short duration. I think you see a lot of mission-based modules because the explicit victory condition simplifies the writing process. Classics in the genre include "rescue the princess", "find the macguffin", and "stop the evil overlord's scheme". I used mission-based adventures almost exclusively in my first 3.5 campaign, so I'm planning to go a little lighter on them in my newest venture.

Wander Around And Get Into Trouble is a good option for players who bristle at getting mission assignments from Elminister but lack the foresight to set their own mission goal. But I also think it is a viable adventure type on its own merits, at least if your DM is prepared for the players to go in directions he wasn't expecting. It has been suggested that you either ought to have everything meticulously planned out or be willing to make everything up on the fly. I find both approaches work well together. If you do a good job planning out part of the campaign world, that work will be helpful and informative when the players go off on a tangent.

Beat The Dungeon is a sadly overlooked category these days. You can have dungeon-flavored missions and you can simply wander the dungeons looking for adventure. But Beat the Dungeon is a different beast altogether, demanding that you explore every cranny, defeat every monster, and search for every gold piece. One of the greatest accomplishments of my original game group was when the players beat the Caves of Chaos. Their Expert level PCs returned to the Caves a game-month or two later, just to check for hidden treasures one more time. They were absolutely scandalized that new critters had taken up residence in areas they had cleared. Heh.

Anything I'm missing?

Thursday, March 15, 2007

Flu bad, Groo good.


I'm finally showing some signs of recovery today. I felt good enough this morning that I wanted to try to go to work but my wife stopped me. She is wise. An hour later I was absolutely miserable and would have had to come home anyway. Still, I am making some progress. I even felt good enough to read a few issues of Groo the Wanderer that I recued from a local dollar bin a couple weeks back. This stuff is golden. I got into Groo only recently but as a kid Sergio Aragones was one of my favorite Mad artists. That guy can tell the most wonderful, human stories with little or no dialogue. I'm no expert on the ins and outs of Groo, but the basic schtick is that he's a dunderheaded nincompoop who also happens to be an unstoppable killing machine. He wanders a vague pseudo-Hyborian fantasy world, getting into lots of trouble. In other words, he acts a lot like pretty much every D&D player character I've ever met. Issue 37 pictured above is pretty much a one joke story, but Aragones spends 22 pages slowly and lavishly telling it. It's glorious.

Wednesday, March 14, 2007

Steriogram, "Walkie Talkie Man"

Here's one of the few good things I caught on television. Some New Zealand kids cranking out some rock 'n' roll in a video that does with knitting what Peter Gabriel's "Sledgehammer" did with clay. Weird, but charming. I also caught the new Gnarls Barkley video, which was fantastic.

I gotta go. I'm still very sick. Stay awesome, everyone!

Tuesday, March 13, 2007

I feel like crap, but here have a map!

So I've been home sick today. So sick it wasn't even until this afternoon that I considered getting online. Too sick for the internet is pretty sick, at least for me. I spent couple hours this morning watching the second greatest movie in the history of cinema. There are parts of that flick that choke me up a little on a good day, but at a low ebb like today I just started crying my eyes out near the end.

On a totally unrelated note, here's the first draft of a map of the Five Seas region, the central area of my new campaign.

(Click to see a larger version.)

The scale is 1 hex equals 30 miles or so, I think. The settlements in the southeast corner mark the westernmost extension of Vinland. Any Vikings found west of those regions will be fellow adventurers, renegades, hardy traders, or explorers. The town on the map edge is Osvar, the largest Norse settlement this far west. The ruler there is the son of the founder of the settlement. He's a nasty little fellow whose favorite sport is troll-baiting. The tower is the domain of Randolf the Red, the greatest wizard in Vinland. He is rumored to possess both manrunes and godrunes, whatever that might mean. He's also known in wizard circles to be a bit of a perv for his fetishistic insistence on wearing pants, as opposed to the mumus, robes, and skirts so popular with normal, well-adjusted arcane masters. The village just east of the town and across the sea from the wizard's tower is called Ingvoll. It's little more than a trading post with a lawless Wild West vibe. The keep at the western terminus of the sea sits firmly on the border of Vestland, past that it's mostly unknown territory. Some sort of monster-infested cave system is rumored to be located near that keep. The village on the other side of the forest is inhabited and controlled by locals of some sort. I'm still working out the details.

I made the map with HexMapper, a little doodad you can download from here.

Monday, March 12, 2007

super bonus sixth link

Courtesy of Martin over at Treasure Tables, here's a great link that every gamer ought to check out: NearbyGamers is a new player finding service that leverages the power of GoogleMaps. Dig it!

The Five Fold Path of Inner Linkage

Steampunk Star Wars - This is making the rounds but I wanted to post it just in case you haven't seen it already.

Make Your Own Bigass Pile of Treasure

Medieval Cookery - This link is a blatant attempt to get my friend Pat to make me some medieval mustard. Or whatever else he wants to cook.

Why I'm Handing Out Free Heward's Handy Haversacks in My Next Campaign

Gorl Bonebreaker - an orc for the ages

Beyond Vinland house rules

This new campaign of mine will be run mostly with standard 3.5 D&D, but I do have a few tweaks I'm making. I'll bold the text I sent the players, with my explanation following afterwards.

Wizards' Runestaff: Instead of spellbooks wizards utilize quarterstaves with runes cut in them, one rune per spell. They function exactly like spellbooks normally do. Any book of spells found in play will be more less like Elminster's Happy Recipe Book and more like the Necronomicon. Also: Wizards wear big pointy Gandalf hats. Believe it.

I thought staffs covered in eldritch runes fit the theme much better than musty old books. Since mechanically a wizard's staff functions exactly like a standard spellbook, there is little effect on gameplay. A runestaff can also be used to thwack people or can be enchanted with other magical properties, but I don't think there's ever been a rule against doing those things with a big book. Doug notes that one big difference is that you can really pimp over a wizard by swiping his staff and breaking it across your knee. One of the reasons I like to game with Doug is that he thinks like that.

Pantheon Clerics: Cleric's are not required to pick a patron deity, but instead serve an entire pantheon. Clerics may be of any alignment and may pick any two domains available to the pantheon. (See the Viking Cultural Sheet attached.) One domain must be from the PHB.

Everybody bitches about the fact that following one patron deity to the neglect of all others is historically inaccurate, but I went and did something about it. Does widening the domain and alignment choices make clerics even more powerful? Sure. Do I care? Not really. I'm not exactly sure why I demanded one domain be from the standard list.

Ale & Wenches Rule: At any time the DM may demand payment of 'miscellaneous expenses'. Expect to pay at least 100gp times your level when visiting Viking towns.

I'm not that concerned about draining coinage from the players. I just wanted to clearly establish the default motivation for the PCs to go on adventures.

Buying stuff: The biggest Viking settlement this side of the Atlantic only supports magic item purchases of 3,000gp or less.

In my email to the players I almost wrote "this side of Atlantis" but ultimately resisted the strong temptation to name drop when it wasn't necessary. Anyway, the point of this rule is to notify the players that most awesome magic items will have to be made or found. I am going to try superhard to include more cool, flavorful magic items in this campaign. My hope is to avoid the same boring old mix of magic items that comes from a fully functional magical economy. Andy Collins discusses the problem here.

Special campaign rule #1: Unless otherwise noted by the DM, time passes between sessions at the same rate as in the real world.

Uncle Gary actually advises this in the 1st edition DMG. The big thing we're looking for is to fully address seasonal changes in the local weather. The campaign world will loosely be divided into three regions: the Five Seas (the Great Lakes region), the North, and the South. The weather in the Five Seas region will parallel whatever is happening outside the window of my game room. Unless the PCs spend summer in the North and winter in the South, they will be expected to face the wrath of the inclement weather rules in the DMG.

Special campaign rule #2: The game ends no later than 10pm, even if that means stopping in the middle of combat.

Seriously, I am tired of running late because we tried to squeeze in one more fight. The DM and/or players will devise some narrative excuse why that last battle ended prematurely, even if we have to resort to "they got away". Not only will we all get to bed at a more reasonable hour for a campaign that meets in the middle of the work week, but I hope that this rule will shake loose a couple of spontaneously recurring villains.

Special campaign rule #3: As is usual, all 3.5 D&D books I own are legal fodder for character crunchiness.

I just don't see a point in owning all these shiny books if I'm going to not let people make use of them. My special Viking cultural rules (which will be the subject of another post) do place a few restrictions on PC construction, but I also give the players an out on that. As long as they design a true weirdo, they can play a local. Like the one friendly caveman hanging out with the pulp expedition to the lost land of the dinosaurs. Or Hawk in the second season of the Buck Rogers TV show. One player is seriously investigating this option.

Unearthed Arcana exception to special campaign rule #3: I don't like the races in this book. All class options but Gestalt are allowed. Otherwise only the following sections may see play: Spelltouched Feats, Metamagic Components, Incantations, Taint. Are the players interested in Contacts, Reputation, or Honor?

I can't let all of Unearthed Arcana into the game. What is already a nearly unmanageable mess of rules would break down completely. And we're all burnt out on managing Gestalt characters. The raw power is nice, but the number crunching is a major pain in the ass.

So far none of the players have taken up my offer to discuss using Contacts, Reputation, or Honor. That sort of stuff can be handled without a dedicated subsystem, so no big deal.

Sunday, March 11, 2007

Right up my alley

Tired of the same old double damage? Wouldn’t you rather chop your opponent’s head off in one clean swing or put an arrow through his heart? Paizo Publishing presents an all-new addition to its GameMastery™ line, the GameMastery Critical Hit Deck, releasing this June.

Rolled a critical hit? Draw a card and apply the result! Each of the Critical Hit cards in this 52-card deck has four different results based on weapon type, all of which are compatible with the world’s most popular fantasy roleplaying game. Chop off a head, slice through a tendon, poke out an eye—crushing your enemy has never been this much fun. Critical Hit Deck retails for $9.99 USD.
It will be mine. I'm a sucker for both card-driven mechanics and critical hit systems.

Friday, March 9, 2007

My new D&D campaign concept

Pirates require a bit finagling to work into standard D&D. In the previous outing we had to mess around with crazy things like Defense Bonus and gunpowder weapons. Then there was the whole ship problem. How much focus does the boat get? How many skill points should PCs spend on being able-bodied hands? How much time should be wasted on crunchy boat rules? Are we really pirates if large chunks of the campaign are spent away from the ship and messing around in dungeons?

One word dispels the confusion and provides a handy answer to all these questions. And that word is vikings. I'm not talking about the historical vikings here. I'm talking about the vikings in the modern imagination, guys like Elmer Fudd in What's Opera Doc? or Marvel's Warriors Three. You know, just loud, stupid medieval dudes with horned helmets out for plundering and partying. A mythical viking can get away with wearing goofy Kirbyesque platemail. A mythical viking doesn't even need a boat. And clerics are suddenly not just playable, they're awesome.

The name of the campaign is Beyond Vinland. The basic conceit at work is that in some sort of crazy Nietzschean cyclical history of the world the Norsemen tried to explore/conquer/colonize the Americas during the Hyborian Age. They didn't find the Native American types that later expeditions encountered, because those folk hadn't yet crossed the Bering Strait land bridge. Instead, these Ur-Vikings (or whatever) discovered a continent full of shattered and dwindling prehuman and nonhuman empires. The political and cultural landscape is almost post-apocalyptic in nature, as the Americas are chock full of ruined cities abandoned by enigmatic prehuman races.

All of which is an excuse for totally retrogade D&D play. There will be unknown lands to explore, dungeons to crawl, and Norse colonies to defend. And it will go down largely outside the normal faux-European context of baseline D&D. That Tolkienesque baseline will be used to construct the PCs and their allies, but the rest of the world will be more along the lines of pulpy Lost Worlds or Sword & Planet fiction. Most of the nuts and bolts of the setting will be developed over the course of actual play. We're gonna start with a dungeon delve and the assumption that the characters are 'somewhere' in the Great Lakes region. And that they're vikings. The goal is not to build a coherent masterpiece of world construction, just a place for some people in silly helmets to have adventures.

(Doug, Pat, and I knocked this concept out over the space of an hour or two, so whatever credit or blame should be accorded these ideas must be shared.)

Reaper plastic update

TheRPGsite member Stuart provides some pricing data for the new Reaper brand prepainted plastic minis.

Prices for Reaper's new minis:

20001_____ Skeleton Swordsmen (3) $ 5.79
20002_____ Skeleton Archers (3) $ 5.79
20003_____ Skeleton Spearmen (3) $ 5.79
20004_____ Skeleton Swordsman $ 1.99
20005_____ Skeleton Archer $ 1.99
20006_____ Skeleton Spearman $ 1.99
20007_____ Orc Warriors with Scimitars (3) $ 6.99
20008_____ Orc Archers (3) $ 6.99
20009_____ Orc Spearmen (3) $ 6.99
20010_____ Orc Warrior with Scimitar $ 2.49
20011_____ Orc Archer $ 2.49
20012_____ Orc Spearman $ 2.49
20013_____ Cave Troll $ 3.99
20014_____ Ogre Chieftain $ 4.99
20015_____ Minotaur of the Maze $ 5.99

That looks like a great price point to me. Everything's low enough that if my FLGS were to stock them I'd buy in a pack or two anytime I was in the shop. Randomly packed D&D boosters were never low enough in price for me to do that.

Sky Pirates: What Went Wrong

A couple days ago some folks asked me to clarify what went so wrong with my Eberron outing that I'm prepared to nix it after just a couple sessions. It wasn't any one big sweeping problem, just a number of minor things that led to this clear feeling that the game just wasn't clicking. Let me explain. No, let me sum up.

I Thought We Were All Pirates On This Bus - Was I expecting horrible Long John Silver or Captain Jack Sparrow accents? Goblins forced to walk the plank? Betraying the Ms. Johnson in the stupid intro adventure? Interparty fisticuffs? I'm not sure, but I know that the piratey-ness was just laying there dead.

Airships? Huh! What are they good for? - I did quite a bit of searching and tinkering trying to find some way of making airshipery work to our advantage, but it never it panned out. In the end I came to the conlusion that putting any focus on the ship rather than the people was probably a bad idea from the get-go.

Crunchy Eberron vs. Fluffy Eberron - Half of the Eberron Campaign Setting is golden. New races, new classes, new feats, new items, new templates. All the crunchy stuff that my players and I love. But the fluff doesn't really do that much for me. My favorite part of the setting is Xendrik, simply because it's a big unknown. If the book had been half as big and relied on a new implied setting rather than an explicit one it would work much better for me. As it stands I feel like I'm playing in someone else's sandbox. I stopped running Greyhawk because I didn't like that sensation and with Eberron the feeling was even more intense.

So there you have it. What wasn't working in Sky Pirates of Eberron? The sky part. Also the pirates. Oh, and the Eberron part. Everything else was aces.

Stay tuned for details on my next big crazy idea. Here's a hint: it will involve both swords and orcs.

Thursday, March 8, 2007

The best cartoon intro ever

Quote of the Day

Dude, shot by a sniper on the steps of a public building? Again?

Cap died in 1969, shot to death by HYDRA in front of witnesses. Had a big funeral where people talked about his great importance. (Captain America #111)

Cap died in 1992, shot to death on the steps of the Lincoln Memorial by the Punisher, who used a sniper rifle. Had a big funeral where people talked about his great importance. (Punisher and Captain America: Blood and Glory #1)

Cap died in 1996, when his body gave out due to the deterioration of the Super Soldier Serum. Had a big funeral where people talked about his great importance. (Cap #445 or so)

Cap died in 2002, blown up by a collection of aged Nazis in New Jersey who had an ICBM. Had a big funeral where people talked about his great importance. (Cap vol. 3, #50)

Cap died in 2005, shot by a random jackass in Harlem. Got better before there was time for a funeral. (Captain America and the Falcon #13)

The character lives to be martyred so people can talk about How Tragic It Is That America Is Dead, and Woe Is Us.

Man, they need to come up with better uses for the guy. Seriously, this is embarrassing.

I love Cap. Stop killing him, fer cryin' out loud! He's died enough!
-Harvey Jerkwater posting on Kevin Church's blog

Morning Video

I'm sorry, Iggy. Could you repeat that? What did you say you are?

Wednesday, March 7, 2007

Why you should be reading Dinosaur Comics, in one panel.

(Click the pic to be taken away to a magical world were dinosaurs are even more awesome than usual.)

The day I killed two campaigns

After much consideration of recent events Doug, Pat, and I have decided to bow out of the World of Alidor. And I'm abandoning my Eberron effort, with a new project to follow on its heels.

It might be possible to misread my report of the last session and come to the conclusion that Jon is some sort of blackhearted villain. That's not the problem. I think that there was an ongoing issue of incompatible priorities. We wanted to roll around the campaign world getting into trouble and breaking shit, while Jon had some sort of epic plotline he wanted to play out. We never seemed to get those interests to sufficiently overlap, frustrating both us and the DM.

The sidetrip to Hell and the events that followed only served as the camel that broke the straw's back. Every gamer I know has one or more hotbutton issues that simply turn them off completely. Doug bristles under permanent ability drain effects. Pat loathes being told he must play a Good character. When I go to the trouble of writing an elaborate background for my PC, I absolutely hate the DM overwriting my ideas and telling me that my background story was a false memory implant. The diabolic sodomy and the events leading to it were not my idea of a good time. Nor Pat's. Nor Doug's. I can't really speak for Jason as I haven't discussed the matter with him at as great a length, but I think he agrees with us.

Has everyone else been following the most recent Marvel crossover, Civil War? It takes the old Marvel universe we all know and love and makes some pretty startling changes. Iron Man becomes a fascist in the name of national security. He gets onboard a government program to either conscript or imprison all known superheroes. He does horrible and reprehensible things in the name of public safety. Captain America (you know, the Sentinel of Liberty) leads a ragtag group of rebels against Iron Man and his crew. In the final issue of the main mini-series, Cap surrenders to government authority and Tony Stark's fascism brigade wins. It's ugly.

And that's sort of my point here. For serious storytelling, maybe Alidor and the new Marvel universe work. As venues for escapist fantasy they are simply too ugly for my tastes. The thing that sticks out in my mind about Alidor right now is that in all our globe-trotting adventures we never found one place worth fighting for. As far as Osric the Slayer can see there's no Shire, no village of Hommlet. The elves are opressive samurai racists. The halfings are cannibalistic draco-lich worshippers. The dwarves are surly and inhospitable, even moreso than usual. The humans of Jelling, where we started the campaign, are all either totalitarian thugs or bumpkins straight out of Deliverance. Can all these ideas be the grist of great stories? Hell, yes! But as the player of a fighting man, I'm completely at a loss at to what the hell I'm fighting for. I am not exaggerating when I say that I've seen Gamma World set-ups more inviting and cheery.

And then there's my game. I'm not going to lie to you. One of the reason's I'm dropping the game is because I'm a big wuss. I don't want to call Jon on the phone and tell him that I don't want him to come to the next session. Out of fairness to the other player's I wouldn't drop the game for just that one cause. But even before this present mess I got a clear vibe about this new campaign that it wasn't gelling in the way that I had hoped. Something's not quite right. In actual play Eberron isn't speaking to me the way I had hoped it would. The setting seems almost like a burden. So I'm going to look into doing something else.

So there you have it. I sincerely hope Jon finds players that are more comptible with his ideas as to how D&D is run. I don't wish the man ill. But his ideas as to what goes into a good D&D game and mine seem to be at a fork in the road, and I'm going the other way.

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