Showing posts with label Munchkin. Show all posts
Showing posts with label Munchkin. Show all posts

Tuesday, March 8, 2016

Not What I Wanted, But It'll Have To Do

Of course, once I am home from the con, it's time for me to tell you all about the cool stuff I bought. Unfortunately, I didn't buy very much cool stuff this year. The main reason for this was a lack of core product for sale.

For example: One item that was really big this year was the Dracula Dossier, a supplement for Night's Black Agents, a game of spies versus vampires. But there were no copies of NBA to be had. After listening to Ken and Robin plug this thing all to heck on their podcast, I was looking forward to closing that gap in my collection and adding on the new hotness in one fell swoop. But it was not to be.

Supplements tend to be a tough sell with me. I either have to be running the game or sufficiently impressed with the game just by reading it to throw more money that direction. I also enjoy checking out new ideas in gaming rather than dwelling too much on the same thing.

Buying supplements also makes me feel like I'm doing a disservice to you, my dear reader. I know not all of you are tabletop gamers. Recommending a supplement to people who haven't bought the core system is like recommending DLC for a video game that other people might not have. But it seems to be what we have to work with this year.

Rifts: 3 Rifts books (and one Rifter magazine) made it into the collection this year. South America 1 and 2 written by  C.J. Carella, the one Rifts writer I've found that doesn't suck. Other Rifts fans may disagree with me, but I think his overall body of work outside of Rifts is pretty impressive and his work within the Rifts universe maintains that standard.

Men in Black: One of only 2 core rulebooks I picked up this year. It was released to tie in with the first film, so it's a pretty slim volume. It was published by West End Games using a version of their D6 System. Needless to say, I bought this one used from the Buyers Bazaar.

Doctor Who: Having picked up the Fourth Doctor sourcebook last year, I thought I would pick up some more Doctor Who supplements. So this year I got the sourcebooks for the Second and Third Doctors. The Third Doctor is pretty much my favorite Doctor, though mostly for his supporting cast rather than the specific virtues of Jon Pertwee. His era featured my favorite Master as well as my favorite companion, Sergeant Benton.

These books are something of an exception to my rule of not recommending supplements. If you are a fan of classic Doctor Who, you will find something to like in these books.

DC Universe: Another vintage buy from West End Games. I've owned the core book for some time, but this year adds the Metropolis and JLA Sourcebooks to my collection. Most of the content of these books are character write-ups with game statistics. There are interesting bits of history and setting details buried in there as well.

Licensed superhero RPGs seem to rely fairly heavily on the existing characters of the franchise. Which really sets them apart from nearly every other RPG out there. There might be a blog post in there somewhere, but for now, it's just an interesting observation.

Inner Sea Races: The wife's pick this year. I don't mean to imply that she only buys one book a year. She makes a number of game buying decisions over the course of the year. DunDraCon is just much more of a vacation and chance to play for her. Inner Sea Races is primarily a "fluff" supplement detailing racial and ethnic groups in the Inner Sea region of Golarion, the default setting for the Pathfinder RPG.

Golden Sky Stories: This is a game from Japan, translated into English and the second and last core rulebook I bought this year. It calls itself "Heartwarming Roleplaying." The characters you will create are henge, animals with magical powers, including the ability to transform into a human. The system doesn't use dice to resolve tasks, but instead gives you points to spend on your actions. These are Feelings (for mundane actions) and Wonder (to use a henge's magical abilities).

You are rewarded for helping humans with Threads and Connections to help you on later adventures. Every now and again, I'm tempted to add a more complex relationship system into AiO. But I think that exploration and discovery are major themes of the stories, so a mechanical bribe to stay in one place doesn't seem right. But for this game, it seems to work fine.

The animated films My Neighbor Totoro and Pom Poko are good inspirational material if you are going to run or play Golden Sky Stories.

Munchkin Adventure Time: Without as many RPGs to buy, I picked up a few card games. This version of Munchkin features not only monsters from the land of Ooo, but also gives you the opportunity to play as your favorite Adventure Time heroes (or their cross gender fan fiction counterparts).

The Dungeon Crawl expansion offers another new card type: Dungeon cards. These offer neat bonuses and penalties based on locations.

Fluxx: I had previously purchased the Oz version, so I decided to pick up the Zombie and Cthulhu versions of the game. The main twist here is that both of these games feature "Ungoals," which work just like Goal cards, but if their conditions are met, the bad guys win and everybody loses. However, there are also cards you can play in order to "switch sides," making a victory for the bad guys a victory for you, too.

Deck of Fate: An accessory for Fate Core. If you can't get your hands on those funky FUDGE  dice, this is an interesting alternative. The main deck can be used to simulate a roll of the dice and each card also contains a small bit of description related to how high or low you "rolled." There are 2 additional "arcana," mini-sets which are supposed to be inspirational, but I don't see much use for them at this point. Maybe when I get around to running Fate.

And yes, that is another Noteboard on the top of the stack.

 Just because my wife doesn't buy a lot of games at DDC doesn't mean she doesn't spend money. There was a nerd crafts booth, where my wife got me this: a wooden medallion with my name written in Gallifreyan burned into it.

And a new addition to my collection of Star Trek nerd shirts.

Friday, December 11, 2015

Oz In The Cards

As much as I would love to make sure all of my lovely readers (Yes, all 3 of you) pick up Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road for their loved ones this Christmas (or whatever gift-giving holidays you do celebrate), some of you might already have the game and are looking for the next big thing to give this year.

So here are a couple of standalone card games that I've found that might just scratch that Oz gifting itch. Both are expressions of existing card games, but offer a fun, Ozzy twist.

Oz Fluxx: The fun of the Fluxx card games is that the rules are always changing. While the game starts simple (draw 1 card from the deck, then play one card from your hand each turn), there are cards that describe new rules which change those basics when they are played. The object of the game is to acquire a set of 2 or 3 Keeper cards (characters and objects from The Wonderful Wizard of Oz), but which set of cards you need to win is another element that can change as the players bring out different Goal cards.

Watch out for Creepers! Creeper cards represent the villains and monsters of the Wizard of Oz. If you have a Creeper in play, you cannot win the game unless the Goal card currently in play requires it.

Most of the Oz references in this version of the game are drawn from The Wonderful Wizard of Oz, but it seems like the designers were trying to hew closely to the expectations from the film version. There are no Kalidahs, but the Fighting Trees and Winged Monkeys are present as Creeper cards. Three of Oz's four Witches make an appearance: Both Wicked Witches are Creepers, and the Good Witch of the North is a Keeper (looking much as she did when Denslow drew her), but Glinda the Good Witch of the South is not present.

There are some literary touches. For example, the Goal card that requires you to collect the Tin Woodman and the Scarecrow is titled "Future Leaders of Oz." A "Golden Cap" Action card lets a player summon and command the Winged Monkeys to rest in front of the player of their choice. Another Action card is called "Ozma's Decree," but it's the only reference to the extended canon that I found in the set.

All in all, it's a fairly simple, fun game for fans of the film version or the book. And if you want a version with a different theme, or to see what other fun games they have, check out LooneyLabs.com

Munchkin Oz: This is currently a Target exclusive, and I picked up my set at my local Target store last week.

While Oz Fluxx only had slight connections to the deeper Oz canon, Munchkin Oz is bursting with them. Not content with simple Flying Monkeys and Fighting Trees, monsters and enemies from nearly every book are present. Rigmaroles and Flutterbudgets at level 1, all the way up through Wheelers, Whimsies and Invisible Bears, with the infamous Nome King as the set's only level 20 monster.

Gameplay is the same as other Munchkin games. You start as a Level 1 nobody competing with the other players to defeat monsters and be the first to rise to Level 10. On their turn, players "kick down the door," turning over a Door card to reveal a monster to fight (though other things turn up on Door cards). If a player's Level (and all bonuses from Treasure items) is greater than the monster's Level, they've won the fight, getting a Level closer to victory and drawing more Treasures to become more powerful.

One nice addition is the inclusion of Ally cards. A wide variety of characters from the Oz stories, from Dorothy Gale to Polychrome the Rainbow's Daughter can provide you with combat bonuses
 and special abilities.

The Treasure cards also bear a distinct Oz flavor. You can get a Yellow Brick from the Yellow Brick Road, take a peek at Ozma's Magic Painting, or make a quick escape by eating a Dama-Fruit. Even the traditional weapons and armor get into the fun, with the Gillikin Guisarme, the Munchkin Morningstar and the (I kid you not!) Baumstick!


Depending on the kind of Oz fan you are, you might not go for the combat theme. But if you can get past that, the Oz references are fairly constant and add to the fun. It can also be combined with other Munchkin sets to mix genres and jokes.

Wednesday, March 13, 2013

This Year's Haul


As is my usual tradition, I'll be sharing my DunDraCon haul with you in this post. I do this for a couple of reasons. First of all, it gives me an opportunity to geek out (and who doesn't love an opportunity to geek out?). Also, since not all of my fans are gamers, I like to show them some of the options out there.

Starting from the top of the pile, we have:

Dungeon World:  This game uses the rules of another game (in this case Apocalypse World) and rebuilds them into a D&D style game. It's a pretty thick book that I haven't gotten entirely through, but the system works on the basis of "moves." Some moves are unique to a character, like a skill or power, but other moves can be made by anyone, and the GM even has moves. While it looks like a potentially fun fantasy game, I have a hard time seeing it handle the good ol' player vs. environment, dungeon crawling playstyle of old-school D&D.

Monsterhearts (not pictured): This game also uses the Apocalypse World engine. Since it's a smaller game with fewer moves, it's somewhat easier to grok. It aims to model the supernatural horror/teen drama genre made popular by shows like Buffy: The Vampire Slayer and True Blood. As it encompasses sex and violence as well as angst, you might want to be careful who you play this with.

Marvel Heroic Roleplaying: The latest licensed game from Margaret Weis Productions. It uses a modified version of the Cortex+ system originally developed for their Smallville game, then modified even further for more action-oriented drama. Like most Marvel RPGs I've seen, they presume that you will be playing an existing Marvel character. This book provides a modest set of these, as well as tips for assigning stats and powers for existing characters. There is also a free download of random tables for creating original characters. (There are currently no rules for "point-based" or designed characters, but there's nothing stopping you from simply choosing on the random tables rather than rolling.)

Arduin Eternal: This one was actually something my wife bought. Many years ago, we found the two-volume Compleat Arduin set at a used bookstore. I thought it was a neat, if slightly kludgy system, but my wife fell in love with the plethora of exotic races. When she saw that there was a new, updated edition of the system, she did an impressive impersonation of Igor from the Dork Tower comic strip (catchphrase "IT MUST BE MINE!"). It looks much cleaner than the Compleat Arduin, though I have not yet looked to see if the critical hit charts still include the possibility of losing a buttock. (Yes, I just typed "losing a buttock." Meaning the character will sit lopsided for the rest of their days.)

Five Nations: A setting sourcebook for D&D's Eberron setting.

Stormwrack: A D&D environment sourcebook giving campaign options and adventure tips when sailing the seven seas (or however many seas there are in any given fantasy world).

Pathfinder Core Rulebook: Actually, we already have one of these. And all the other hardcover books that Paizo has published. But having an extra copy is always nice. That way, it takes two people looking up rules for all of the books to be taken up rather than just one.

Amazing Adventures: This is a pulp-style RPG using the SIEGE Engine, the same rules that power the Castles & Crusades fantasy RPG. Although it is a fun read and looks like it would be fun to play, I have a a hard time grasping the idea of a "level 1 pulp hero." When I think of pulp heroes, I think of people who are already at the top of their game.

Rifter #10: Due to a number of issues with Palladium's business practices, I prefer to buy their books on the secondary market. That is, used. In previous years, the Buyer's Bazaar has offered a decent selection, but this year, I only found one Palladium product. On the up side, the GM advice from Hugh King is worth its weight in gold for any Rifts GM.

Don't Rest Your Head (not pictured): A very surreal game about insomniacs who find themselves in the Mad City, a place of Neil Gaiman-esque nightmares.

Munchkin Deluxe: I already had Munchkin, but this was just too cool to pass up. The set includes not just the cards and die (just one die) from the original game, but a playboard with a very cool dungeon-style level tracker and Munchkin shaped pawns, more cards, color illustrations on all the cards, and two-sided cards for tracking a player's gender (which can change at the drop of a hat in this game).

Saturday, April 14, 2012

M is for Munchkin

The Eastern quadrant of Oz is known as Munchkin Country. This is a rather famous section of Oz , as it's where Dorothy's house landed when she first arrived in Oz. Other than that, it's really rather boring. Munchkin Country is where many Oz adventures start, but heroes rarely stay there for long.

And now for the big question: Just how tall is a Munchkin?

In The Wonderful Wizard of Oz, the Munchkins Dorothy meets are roughly her own height. Since Dorothy is depicted as being a little girl, most people presume that Munchkins must be very small. Especially since this is how they are depicted in the film version.

My own theory is that Munchkins are only slightly shorter than normal people. While her age is not stated in Wizard, she is noted as being tall for it. I take this to mean that she is old enough to be going through puberty and in the midst of her first growth spurt. So the Munchkins may indeed be smaller than most people, but not by too very much.

There was also a narrative reason behind the size of the Munchkins in that first story. If the Munchkins thought Dorothy was a little girl, they wouldn't have allowed her to undertake any adventures. But since they're the same size as her, they presume she's fully adult and able to take care of herself.

Amusingly, the word "Munchkin" has taken on an alternate meaning in the gaming community. I took some time a while back to talk more about that bit.

Watch out for the next few entries, where I use words that have distinct meanings for my Oz readers and for my gaming readers.

Thursday, January 14, 2010

Mighty, Mighty Munchkin!

This one was inspired by a couple of Christmas gifts I got for my nephews. I had sometimes brought over my copies of Munchkin and Munchkin Impossible to family gatherings, and they seemed to get a kick out of it, so I got them their own Munchkin games: Munchkin Fu and Star Munchkin.
Wait a second! These aren't the friendly Munchkins that Dorothy meets when she first arrives in the Land of Oz. What happened here?

While L. Frank Baum did certainly invent the term, Steve Jackson is actually having fun with a use of the word as it is used by gamers. It entered gaming slang as a quick way of saying "This is a character my kid brother would play" or "This guy plays like my kid brother." Who hasn't called one of their younger relations "the little Munchkin"?

Because when you're young, there are many aspects of an RPG that are hard to get. Especially since older versions of D&D could seem like they're played on a game board (remember that D&D started life as a miniatures wargame, so a grid-based map and miniatures were very common props), younger players would often import ideas from other board games, like the need to win or compete with other players, which would conflict with the new medium, which was much more cooperative. So these "munchkin" players focused on "winning" the game, which in those days meant killing the most monsters, gathering the most loot and trying to maximize their ability to do those things.

The word grew into a general insult, as people tended to refer to anyone who played in a manner they didn't like or weren't used to as a "munchkin".

So now that there's an upcoming Oz RPG, will there be munchkins in Munchkinland? It's possible. I actually designed the fighting rules to be rather unsatisfying to that sort of player. Nobody dies in Oz, so no amount of damage will result in a kill. You can inflict permanent consequences on an opponent by cutting off body parts, but once you cut off a fellows arms and one leg, he'll be hopping away as fast as his remaining leg will carry him. He might even head to the nearest tinsmith to obtain harder-to-damage replacements.

And the way to advance in the game is not by fighting, but by helping other people and making friends. While some fights might come up, they are not the focus of play. If there is such a thing as a "power build" character it would actually be a high Presence build, probably based on the Noble template. The ability to demand a surrender before an opponent has had their Wits score reduced is significant. High Presence skill means that you're fun at parties, too.

At one time, I thought it might be fun to come up with a community in the Munchkin Country to make fun of all the gaming cliches out there, but after over 30 years, there's simply too much. To get an idea, check out the webcomics Order of the Stick, DM of the Rings and Nodwick. All very funny stuff.

Thursday, September 17, 2009

Barnstorming Oz

I recently had a chance to catch up on some reading and picked up A Barnstormer in Oz by Phillip Jose Farmer. This is actually the first time that I'd read this book, though I have read some of Farmer's other work in the past.

Farmer, being a science fiction writer, takes a shot at justifying some of the events of Wizard science-fictionally. It has a lot to do with electrical phenomena, from the space-time rip that lands Frank Stover, Dorothy's son, in Oz to the Wicked Witches.

The core idea revolves around a peculiar type of ball lightning that Farmer calls "firefoxes." Farmer's hero, Frank Stover, deduces that they are actually a form of bodiless mind. These firefoxes are what animates the curious characters of the Scarecrow and the Tin Woodman, and allows the animals of Oz to talk. Once they take on a body, they lose any memory or previous personality, so no spoiling the big surprises early

They are also used by Witches to extend their own lifespans. Unfortunately, this replaces the chemical bonds that hold them together with much weaker electrical bonds that can be disrupted by, say, a massive impact or a bucket of water.

Farmer studiously avoids tackling any other major oddities from the stories. For one thing, he has the main character dismiss the Oz stories after the first. This may have been Farmer inserting his own voice to say that Baum was a "hack", or because the other books were still under copyright with only Wizard in the public domain. It could also simply be that he focused only on those things that supported his firefox scenario. He even dismissed the China Country as something that Baum probably made up and added to the "true" story of his mother's original adventure in Oz. (You knew that was coming, didn't you?)

The story itself revolves around Frank's journey into Oz via an electrical phenomena and how he winds up fighting a war against the new Wicked Witch of the North. He also tries to keep the US Army (who have been developing the ability to manufacture the atmospheric phenomena that allows transit) out of Oz and results in the magical assassination of the President by Glinda.

It struck me as rather odd that although Farmer explains that the people of Oz originally came from Earth, they've all shrunk down to about 3 feet tall. This didn't happen all at once, but each generation was slightly shorter than the one before it.

My preferred solution is to assume that Dorothy is between 10 and 13 years old at the time of her arrival in Oz and undergoing a pubescent growth spurt (Although her age is not given in the story, Dorothy is noted as being tall for it). This would allow the Munchkins to be merely short, rather than midgets. It would also explain why some Munchkins seem to be normal-sized, or at least make the fact that the height issue was not carried into later books less jarring.

Keep voting, guys! As of this posting, Real Raw Wrestling is in the lead with 3 votes, with Beyond the Deadly Desert at second place with one vote. Only 22 days left to make your voice heard!

Thursday, November 13, 2008

The future will be Interactive!


There is now one more way to get in touch with me and let me know what you think about the game. New on the site is a "shoutbox". As soon as I figure it out, I'll have it linked here too, so whether you're a browser or a blogger, you can make your voice heard.

Also, if you help promote the game on your site, I've put together a banner ad.

And if you're thinking that I'm throwing these fancy toys your way to distract you from the fact that I haven't been working on the project, you'd be wrong. The Munchkin Country document is very nearly complete and will be going out to playtesters within the next 48 hours. Then it's off to Winkie Country.

Thursday, October 30, 2008

Happy Halloween, everyone!

In honor of Halloween, here's a pic of a spooky (or not) Scarecrow. This one's copyright Bradley K. McDevitt and used with permission.

I had a preview of the Munchkin Country ready to upload today, but somewhere in between my laptop and my desktop computer, the file got messed up. And somewhere along the line, the original file got corrupted. I'll have to take some time to reconstruct the file, but I should be able to find the time today or tomorrow. I'll post a comment with a link as soon as I get the chance.

If you've seen the old Munchkin Country document, you might remember the Invisible Country. As I'm going back and rewriting everything, I'm realizing that there's not a whole lot to it. It's interesting as a traffic hazard, but there's not a lot of story potential that I see. What do you guys think? If you want to reserve judgment until you see what I've come up with for it, that's fine.

(For those who don't remember, the Invisible Country was one of the hazards faced by the heroes of "The Tin Woodman of Oz". Slightly more memorable may be the Hyp-po-gy-raf that they met there.)

Wednesday, April 16, 2008

3 of the 4 corners of Oz

The big news today is that I uploaded overviews of Gillikin Country, Munchkin Country, and Winkie Country. For each major location in these lands, I've tried to come up with character options and adventure hooks to make each location useful in the game. I succeeded most of the time, but a few areas are in need of help. Feel free to send me your ideas either by commenting on this blog or by and email at konradthebarbarian@gmail.com. If I use them, I'll put your name on the credits page of the final book.

Quadling Country is next on my list and it's rather scary. It's one of the most developed and interesting corners of Oz, featuring the Hammerheads, the Hoppers, Bunnybury, and a host of interesting places. That document, once finished, threatens to outmass the other 3 documents on the other lands of Oz.

By next week, I should have at least some Quadling material on my site @ ozrpg.50webs.com

See you then

Wednesday, April 9, 2008

Munchkinland is boring

A few minor tweaks were made to the system this week, but the big news is the Overview of Oz that I just uploaded. It's starting fairly small, with only one location representing each of the four countries in Oz, but it will be expanded as my resources develop.

One thing I discovered is that Munchkinland is boring. All of the other lands of Oz are fairly well explored in the stories, but Munchkinland receives little attention. It's one of those places that everybody comes from, but nobody ever goes.

My target was to come up with 5 locations from each land, give options for players who wanted their character to be associated with each location, and give the Narrator some adventure hooks to lead players in exploring each area. Quadling Country was easiest, and Munchkin Country the hardest. While the other countries might merit supplements of their own, it's likely that Munchkin Country will exist primarily in the core book.

While it's true that later Oz authors did expand on all of the countries, not much of that material has fallen to the public domain. One of the benefits of this project is that it can be done on a shoestring, which is all I have at the moment.
Related Posts Plugin for WordPress, Blogger...