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.

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