Tuesday, December 12, 2023

WIR 13th Age #5

 Now we're in the Monsters chapter.

The rules for monsters are deliberately simple. Again, 13th Age shows its 4e heritage with small, straightforward combat oriented stat blocks. There is an image accompanying each monster stat block, but it's more iconography than illustration. Monsters have standardized hit points and damage values, and don't usually roll for either.

The stats are simple and straightforward. The main thing to note is that many special attacks and abilities trigger on a specific roll of the dice. While I've been invoking D&D 4e a few times when discussing the designers and the overall combat focus of the game, it's important to note a significant difference between this game and that: While 4e had very crunchy, tactical, map-based combat, 13th Age's combat is very loose, simple, and geared towards "theater of the mind" play. Most of the time, the GM will be making basic attack rolls, with monster special abilities being triggered by specific rolls of the dice. Rather than the complex tactical machinations of 4e, 13th Age is able to get quite a bit of mileage out of "clickety clackety, I roll to attack-ety."

The monsters are very much the D&D standards. Orcs, zombies, trolls, and gelatinous cubes are all represented. Dragons and demons also use the categories that every D&D player has learned to expect.

There are also a few tables for quickly generating monster stats for your own creations. Overall, 50+ pages of exactly what you expect.

The next chapter is a description of the default 13th Age setting, The Dragon Empire. They make a point of reminding you that there's a lot of empty space on the map that you can freely fill outside of the landmarks that they've posted. On the one hand, that feels obvious. On the other hand, if you're accustomed to a very lore-heavy sort of setting where every building has several paragraphs of lore somewhere or the GM feels the need to lead you by the nose through the highlights of the setting, it can be good to have that reminder.

While there's a lot of information about each of the locations shown on the map, it's all very loose. There's an emphasis on plot hooks and things to do and see rather than hard details.

About 100 pages ago, we were promised magic items and this next chapter finally (claims to) deliver. The first topic is consumable magic items, like potions, oils and runes. Potions are for healing or energy resistance. Oils provide flat bonuses to certain combat stats but only for one battle. Runes provide pluses like oils, but also another sort of bonus or effect as well.

Then we get to the more typical sort of magic items: magic weapons, armor and other magical trinkets. The sort you expect from a D&D-alike or "fantasy heartbreaker."

They spend some time talking about how many items you can effectively use, which is basically "1 item per level, and no more than 1 item of each type." Also, each item carries a "quirk," a habit or personality detail that the wearer manifests which connects to the item's theme.

The items are listed by type, such as magic weapon, armor, and other categories. The descriptions, like most things in this book are terse and efficient, making it very easy to breeze over. There's one illustration per item type, which, like the monsters, feels more iconic than illustrative.

There are no prices given for any of the magic items, on the assumption that they are all too special to have fixed prices. They even discuss the idea of keeping a magic item for the length of your career rather than constantly looking out for the next higher bonus. This is refreshing, as someone who started in Third Edition D&D, where it felt like there was a constant pressure to upgrade and make sure that you had proper gear for your level or you risked falling behind.

Our next section is an adventure, so this feels like a good time to start a new post. I've been sitting on this one for long enough.

Tuesday, November 28, 2023

The Seasons Turn

Week 13

This week marks the turn of the season from Spring to Summer and offers Seth Creighton the rare week off to participate in the Sunrise Celebration in High Rannoc.

In one area, a group of druids and farmers are performing a ritual to the Ash Mother. As the ash tree is associated with healing, I decide to participate. There is a ritual bath to cleanse our outside, then a cup of ash bark tea to clear the body of residual impurities. Thankfully, the actual clearing of residual impurities is not part of the ritual, as it was more comfortable to do that in the privacy of an outhouse.

Also, my golem has completed building a Garden Plot which I can use to grow a quantity of a plant ingredient. I decide on Surgeon's Sap, which should be a useful ingredient. I now set the golem to build a Fish Tank so I can keep some useful fish around. That should take him until Autumn to complete.

Week 14

The first week of summer brings with it an Intermediate Ailment, now that my Reputation has reached that point again. It turns out that an orc from Heroes Hollow has developed Adventurer's Rash, also known as the itch to adventure. It's not a complicated cure, but I will have to hurry. There's only a Timer of 4.

The Tags are Rash* and Senses*. Pixie Fur can heal the Rash, and Sea Beast Saliva can treat the Senses, but it is a very powerful ingredient. I have a small amount of time, so I'll see if I can find a substitute.

I decide to head to Glimmerwood Grove for a Coffee Cap. One thing I didn't realize is that I can increase my Reputation more quickly if my treatment addresses only the Tags of the ailment. This is something that I hadn't previously been tracking. So my Sea Beast Saliva treats Blood, Nerves and Senses, but the Coffee Cap only treats Senses, so I'll get more Reputation if I use the Coffee Cap, which only treats Senses with the Pixie Fur that only treats Rash.

1. As I pass a fairy ring, the fairies encircle me with their dance. One of them playfully makes off with my basket. The joke's on them. I hadn't gathered anything yet. Once they leave, I make sure that I have an empty pocket to safely carry the Coffee Cap once I find it.

2. I find the Coffee Cap under an old oak tree. As I'm gathering, I hear a small, pained hoot. A young owl has fallen out of its nest and injured itself. I don't have anything to treat it on hand, but I do still have some time to forage and might be able to find some Surgeon's Sap to treat it.

3. The good news is that I was able to locate the Surgeon's Sap. The bad news is that it was on the edge of Weaver's Wood. The giant spiders were on constant guard to detect when their webs had been disturbed, so escaping required some delicate footwork. I won't have time to treat the owl before I have to get back to my patient in my cottage.

Returning to my cottage, I find the orc pacing nervously. I crush the Coffee Cap into a fine powder, then set it to brewing in my cauldron. While it's bubbling, I crush the Pixie Fir into dust and finally sprinkle it over the finished brew. A few delicate sips and then a hearty chug later, my orc visitor finally allows himself to sit down.

Since I treated only the Tags he had, I gain 2 Reputation from a successful cure. Also, an Intermediate Ailment earns 30 silver and the Coffee Cap gave it a bit of sweetness good for another 4 silver.

As he rests up, I decide to return to the injured owl on my Downtime to treat their injury with the Surgeon's Sap.

During my Downtime, I return to the injured owl with my Surgeon's Sap. As I apply the sap, the owl coughs up a pellet made almost entirely of Hair of Boar. I'm guessing that he got injured trying to fight a boar. While I hope he doesn't get injured again, that's a useful ingredient to have on hand.

Reputation:13

Silver:114

Reagents: Darkwater, Fairy Dust, Gas Weed, Sea Beast Saliva, Shadow Shark, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only), Owl (Ways: Hair of Boar)

Golem Helper: Make Fish Pond (Will be finished by the end of Summer)

Upgrades: Garden Plot (Surgeon's Sap)

Tools: Alembic, Cauldron, Mortar and Pestle, Wand

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.

Tuesday, November 21, 2023

New Apothecaria Adventures

 Before I get to Week 11 in Seth Creighton's career, I need resolve the penpal from The Strange. Write one question that Seth has for the demon, then answer it and ask a question about High Rannoc which Seth must answer.

What do demons of The Strange eat?

They eat souls. The Strange is between and around many realms and dimensions, so souls are always passing through. Now that the portal is open to Heroes Hollow, some adventurers are beginning to explore and embodied souls now sometimes find themselves on the menu.

What do the people of High Rannoc eat?

We eat the remains of living things once the soul has gone. More often than not, we remove the soul of the living thing so that we can eat the remains instead of simply waiting for the soul to leave.

Week 11

After a few weeks treating the monsters of Heroes Hollow, now it's time to treat one of the adventurers that pass through that dungeon. Karrigan the Wise has crawled to my door severely Wounded. I could leave this to the village doctor, but I really need a win after my last patient. Also, I have the necessary ingredients at hand.

First, I set the Shock Fish in my cauldron and boil out its electrical fluid. This is then allowed to cool and I add the Surgeon's Sap. The electrical fluid numbs the area as the Surgeon's Sap binds and heals the wound.

No major downtime projects this week, but we'll see how ready I am for the next patient.

Reputation:10

Silver: 60

Reagents: Darkwater, Fairy Dust, Gas Weed, Pixie Fur, Sea Beast Saliva, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Tools: Alembic, Cauldron, Mortar and Pestle, Wand

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.

 Week 12

 I haven't seen a mountain ogre in some time, but it turns out that one of them is my patient this week. Granikka seems to have come down with Magnetic Thumb. I've treated this before, so it shouldn't be too difficult. The Tags are Pain* and Blood* and I've got a Timer of 6.

While Sea Beast Saliva is good for either Tag, it's also a pretty powerful ingredient. Starting from scratch, I head out to the Deepwater Depths, where Bas Bata once stood guard.

1. Shock Fish are fairly common at these depths, but so are more dangerous predators. Once I grab my sample, I spy a large garfish which looks big enough to make quick work of me. Hiding among the crumbling stone of the underwater city, I lose 1 Timer, but I also lose the fish that was hunting me.

2. As I'm hunting for the Slime Shell I need to treat the Blood* Tag, I find a bit of graffiti carved into a giant seashell that once served as someone's home when this city was occupied. C R A K W Z HER . I couldn't make out all of the message, but it feels like I've seen that handwriting somewhere. Maybe in the notebooks left by the old apothecary in their cottage?

3. Outside the city, I found a spot that had clearly been cultivated by the old inhabitants. A small, balanced ecosystem of useful plants and animal specimens lives here. I easily find the Slime Shell I was looking for and even have the opportunity to collect some ink from a Shadow Shark, which might come in handy.

Once I'm home, I set the cauldron to boil out the fluid from the Shock Fish. Once that's cooled down a bit, the slime from the Slime Shell gets mixed in to make a slightly nauseating potion. But it does the trick and Granikka is pleased that she can put her sword down from when she wants to.

With her ailment cured, I gain another point of Reputation, which puts me back in the position to attempt more challenging ailments. The 10 silver will also help if there are additional tools that I might need. But that will have to wait until after the Sunrise Celebration that marks the beginning of summer.

Reputation:11

Silver: 80

Reagents: Darkwater, Fairy Dust, Gas Weed, Pixie Fur, Sea Beast Saliva, Shadow Shark, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Tools: Alembic, Cauldron, Mortar and Pestle, Wand

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.

Tuesday, November 14, 2023

 Week 9

Seth Creighton's apothecary practice is doing fairly well. In fact, his reputation among the monsters of Hero's Hollow has brought another patient to his door. A vampire named Frederick has come down with a terrible case of Cludgie Mouth and it's now his job to help.

This ailment has the tags Curse* and Infection*. My Dentist Crab Claw Gel can be used for the Infection component, so I just need to forage for something to clear the Curse component. Looking over my options, it looks like Fairy Dust is my best bet, so I head out to Glimmerwood Grove.

1. As I'm gathering Fairy Dust that is clinging to a spider web, I see a unicorn in the trail up ahead. It seems to sense that I'm staring at it and dashes off. One day...

The simple errand seemingly taken care of, I return home and begin preparing my cure. Distilling the essence of the Claw Gel, I add it directly to the Fairy Dust, causing it to condense into a piece of rock candy. My vampire patient places it in his mouth and begins sucking. The candy dissolves fairly quickly, along with his bad breath.

I accept my patient's fee of 20 silver and bring my Reputation up to 11.

Since I don't have a big project anymore, I think I'll be skipping downtime for this week.

Reputation:11

Silver: 140

Reagents: Gas Weed, Pixie Fur, Sea Beast Saliva, Shock Fish, Surgeon's Sap, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.


Week 10

I did not expect to see Flossie again after curing her Toad Nose nearly 2 months ago, but this time she's back with a case of Ventriloquist's Cough. It sounds terrible, but since it's someone else's cough, she shows no sign of other illness.

Now that I've developed my Reputation, the people of High Rannoc now trust me with slightly more complicated ailments. Ventriloquist's Cough has the Tags Magic* and Cough** along with a fairly short Timer of only 4.

This is a tricky one. None of my current ingredients are much good. Magic is easy enough. Fairy Dust is easy for me to find in Glimmerwood Grove. But the only ingredient powerful enough to address the Cough** is in Hero's Hollow and has a side effect of Sleep that will have to be counteracted. And the only way to do that with the tools I have is in Meltwater Loch. It will take a lot of luck, but I'll do my best.

1: It's time for me to enter the mysterious portal in Hero's Hollow and enter The Strange. I find a font of Darkwater and fill my vial. As I'm screwing on the cap, a friendly demon with a fanged smile approaches me. She notices that I'm not a demon and asks where I'm from. I tell her a little about High Rannoc which intrigues her. Since I'm in a bit of a hurry, I suggest that she writes me a letter telling me about The Strange and I'll write back telling her more about High Rannoc.

2: I spend 1 Timer traveling between The Strange and Glimmerwood Grove. My only chance of pulling this off is hoping a friendly soul can get me to my third destination with haste. Unfortunately, just as I found a mushroom heaped with Fairy Dust, I hear a roar nearby. A mother bear emerged from her den and roared again while staring me in the eye. Discretion being the better part of valor, I ran away.

With no hope of gathering the final ingredient in time, I return home in defeat. Not long after, Flossie cough is gone, as whoever was throwing it to her has recovered from their cold. I make no money this week and lose 2 points of Reputation. It looks like I'm down to treating Novice Ailments again.

Downtime

While I don't have any major projects, I do still have some things to do. I promised a demon that I would write her a letter. (This is the end of my day, so I'll come at that next time) Also, I need to buy a Wand which will allow me to collect certain magical ingredients. That will cost me 100 silver, but would have allowed me to finish the potion for this week's ailment if I'd had it before.

Reputation: 9

Silver: 40

Reagents: Darkwater, Fairy Dust, Gas Weed, Pixie Fur, Sea Beast Saliva, Shock Fish, Surgeon's Sap, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Tools: Alembic, Cauldron, Mortar and Pestle, Wand

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.

Tuesday, November 7, 2023

Another Run at Apothecaria

 Let me start off by saying that I had a lovely Halloween. I went to a good friend's Halloween party over the weekend and on Halloween night, I gave out a lot of candy. Not just candy. I also got a stash of small toys and whatsits for kids who may not have been into candy.

 A friend of mine from my hometown shared an article on Facebook about some new pumpkin color being promoted. While I'm not going to make kids single themselves out in order to get treats from me, it did get me thinking about what sorts of treats I'm offering. Some neurodivergent kids might not get the same joy from candy that others do, so something that's not strictly candy would mean a treat that they might actually be able to appreciate. So toys and stickers made it into my treat planning. They were in a bowl right next to the candy bowl.

It actually went over fairly well. I got a lot of candy, so I encouraged kids to take as much as they wanted. And some kids grabbed from the candy bowl as well as the toy bowl. Definitely something that I'll be doing next year.

I do still have the 13th Age review in progress, but I thought I would revisit my Apothecaria playthrough that I did last November and pick up where I left off. I may never do NaNoWriMo or anything of that scale, but I can definitely have fun writing during November.

When last we left Seth Creighton, the rookie apothecary of High Rannoc, he was a mere 7 weeks into his career. He had cured most, but not all of his patients and was in the process of his most potent cure yet: Treating the shattered tooth of the sea serpent Bas Bata, who lived in Meltwater Loch.

Combining Slime Shell, Liquid Fire, Shield Cap, and Vampire Venom, adding it to the cauldron of boiling Sea Beast Saliva along with the distilled essence of Giant Spider Venom, the poultice is complete.

Before Seth takes on his next patient, he takes stock of what he has accomplished in his short time as an apothecary.

Reputation: 9

Silver: 104

Reagents: Gas Weed, Pixie Fur, Surgeon's Sap, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange

 

Week 8

After the impression that I made with the Dark Ruler of the Underlands, I seem to be drawing some patients from their domain. This time, an orc seems to have acquired phodothropy, which is the curse of turning into a hamster under the full moon. I've treated this before, but I don't have the ingredients that I did last time. It looks like I'll have to visit two separate regions to get the ingredients, which will take extra time. 

1: My first stop is in Meltwater Loch to get some Mermaid's Gift, a type of seaweed that helps with the Hair Tag. I finally manage to find some in a pool where a siren is practicing her alluring song. When she sees that I am drawn to her, she stops singing and apologizes. She explains that she is simply practicing and she is not yet hungry enough to eat me alive, but she suggests that next time might be different.  (or perhaps to fatten me up for our next encounter), she gives me a Shock Fish and sends me on my way.

2: Now it's off to Hero's Hollow for some Ghost Goo to deal with the Curse Tag. As luck would have it, as I started making my way through the twisting tunnels of the Hollow, I triggered a trap door that dropped me into a cell.The barred door was held shut by a quantity of Ghost Goo, which allowed me to escape easily and gather the needed ingredient at the same time.

I return home in plenty of time to treat my orcish patient. I put the Ghost Goo and Mermaid's Gift in my cauldron to boil until it forms a thick soup, which I serve to her. Even her orcish taste buds rebel at the toxicity of the Mermaid's Gift, so I don't make all the money I could, but my reputation continues to improve. I gain 16 silver and 1 point of reputation.

Now that I've got the cure for Bas Bata, I'll take my downtime actions this week exploring Meltwater Loch to see if I can encounter it again. Even if I don't, I'll try to gather some Sea Beast Saliva, since that's a useful ingredient.

1: No Sea Beast Saliva, but I do find Grobeck the Dwarf in his fishing boat. We chat for a while and he tells me about a Dentist Crab he saw not far from his fishing spot. Once we finish our conversation, I easily find the Dentist Crab and collect some of it s Claw Gel.

2: Searching a boat that had been wrecked by a sea beast long ago, I discovered a skeleton of one of the beast's victims, huddled over a barnacle-encrusted chest. It's unlikely to be plunder or it would have been looted long ago. Since I'm on my own mission right now, I decide to leave this poor soul to guard their treasure.

3: At long last, the greatest achievement of my short career has come to pass! As I wandered through the swamps of Meltwater Loch, I heard a familiar roar. The same rage and the same pain I had heard weeks before. Its long neck comes into view first as it unleashes another roar. Then it sees me. I don't move. I am terrified, but also I don't want to miss this chance. It comes closer, extending its neck to glare at me with its pitch black eyes. A low growl echoes in its throat.

I take out my sea monster-sized poultice and hold it in front of me. It sniffs the package cautiously. I don't expect the Giant Spider Venom to make things very appetizing. As it opens its mouth for another roar, I throw the poultice into the monster's mouth. It snapped its jaws shut at the surprise of the impact, then closed its eyes as the acrid taste of the Giant Spider Venom hit its tongue. But even with that, I was sure I could see the pain it carried lessen.

Reputation:10

Silver: 120

Reagents: Dentist Crab, Gas Weed, Pixie Fur, Shock Fish, Surgeon's Sap, Wild Rose

Familiar: Spider (Magic Eye; Glimmerwood Grove only)

Golem Helper: Make Garden Plot (Will be finished by the end of Spring)

Zones: Glimmerwood Grove, Meltwater Loch, Moonbreaker Mountain, Hero's Hollow, The Strange, Dreamwater Depths.

Tuesday, September 12, 2023

WIR 13th Age #4

Though I forgot about this, did you? It's just that a lot of my writing time was taken up by RGPaDay. And now I'm back to this.

Now that all of the character details have been described, it's time for the combat rules.

Like a lot of other things in 13th Age, there's not a lot of detail, but for the most part, that's fine. It's supposed to be the "good parts" version of D&D, and obsessiveness about tactical detail is "unfun."

A couple of things that I didn't mention in the characters section do become relevant and discussed in more depth here. First of all, weapons do their damage die per level, so as you advance, even the fighter needs to worry about rolling buckets o' dice. That longsword does 1d8 damage at first level, but 5d8 once you make to 5th. Once you get to 10th level, you could be rolling 10d8 for a successful attack with an ordinary longsword. So this is where the book offers tips to manage large amounts of dice.

Also, characters have different Defenses instead of saving throws. Whoever makes the attack, whether it's a strike for damage or a mind affecting spell, rolls the dice instead of the subject of the effect rolling to resist it. I think this was a 4e innovation to make everything consistent, but 5e got overtaken by nostalgia from earlier editions and saving throws came back.

Then we get to the next big innovation of 13th Age: The escalation die. It doesn't have to be a die, just a way to track a value from 1-6. Basically, it goes up every round of combat until 6, where it stays if the bad guys aren't dead yet. The number on this escalation die is added as a bonus to PCs attack rolls, giving them a little boost even if their dice aren't on their side. There are also character and monster powers that engage when the escalation die reaches a certain point.

The GM chapter opens with advice on using the Icon relationships, which more or less demonstrates that the whole idea is really neat, but not fully baked. They suggest that GMs can use Icon relationships to add in plot twists, or allow players to add plot twists (more as a "get out of jail free" card), or even just have them manifest as cool stuff that the Icon connection gives the character access to. They then take this lack of clarity even further by openly suggesting "Once we publish this, people will figure out their own way to make this mess sort of work! Check the internet!"

We spend spend the smallest amount of time possible on some topics that the designers don't care about, dealing with skill checks and traps/ Then something that the designers care about: building battles. D&D has had encounter building rules in several editions intended to create a sense of balance or fairness into the proceedings, and this is no different. Though they do follow up their "fair fight" rules with suggestions to make things "unfair" and therefore more interesting.

Now we get to the rules for leveling up and one of the things that kinda kills my interest in this. And that is the fact that there is no XP. I understand the reasons behind this. It reduces the bean-counting in the game and the longstanding convention of XP for monster kills is not conducive to productive play. which has been known and understood pretty much since it was first implemented.

Maybe I'm spoiled on storygames, but even more traditional games will offer up some sort of Drama/Fate/Cool Point for leaning into the genre, doing cool stuff, or just making the GM laugh. While Icon Relationships can kinda sorta be that, it's also kinda sorta a lot of other things too.

Earlier in the book, it mentions that it uses alignments throughout the book as a way to define characters, but you don't have to. In fact, you can borrow the character description tools from other RPGs if you want. They mention Burning Wheel's Beliefs and Instincts, but you could also do things like character Aspects from Fate. And that's a problem, because those aren't just methods of describing your character's personality, but are also backed by those sorts of Drama Point mechanics.

It's just another point in the "Did they really think about this before writing it down?" column, really.

So the lack of XP sets up two issues for me.

1) The lack of mechanical incentives reduces player engagement/agency. While there are many ways to reward characters and get them involved in the action of the campaign, 13th Age leaves that largely in the hands of the GM rather than the rules. Not that this is necessarily bad, but it puts an extra burden on the GM, in my opinion.

2) If advancement isn't about rewarding players, it instead acts as a pacing mechanism, setting up how quickly the campaign escalates. Making the call on how quickly to advance with only 10 possible steps can be a challenge for the less experienced GM.

They do address some of this by providing for incremental advancement, breaking each level into 5 or so stages, so there are 50+ breakpoints instead of 10. They also discuss the idea of the 10-session campaign, where the party advances after each session. 

Now they get talking about treasure acquisition. And again, because it's a major source of bean-counting, they do their best to avoid it. You can get minor loot from various things, but magic items are serious business. They're not detailed here, but we are assured that they are.

Then there's a small discussion about rituals, which are basically spells that are cast out of combat. Some of the designers here worked on D&D 4e, so having the game focus on cool combats and kind of shoving everything else off to the side feels about right. So spellcasters have their combat capabilities well structured, but ritual casting is much more loosey goosey.

There are also small sections discussing the Icons and the gods of the setting. Icons are big, but also kinda vague. You can also make up your own Icons if you want, but the ones that are there make a pretty good set. The gods are just sorta there. They need to exist for the cleric and paladin classes to work, but most of their role in the setting is taken up by the Icons. If you want to use them in a story, you can.

Thursday, August 31, 2023

RPGaDay 2023 #31 FAVOURITE RPG of all time

I'm going to go ahead and say OSRIC and the OSR.

While I haven't done a lot of dedicated gaming over the last several years, as I've been thinking and planning about campaigns that I could be running, this is what I keep coming back to.

Part of it is the feeling of accessibility. You're more likely to get players if you say you're running some flavor of D&D, and it's a flavor of D&D that I've become familiar with.

Secondly, there are the storygame elements. It's a game about killing monsters and taking their stuff and that's supported by the mechanics. It can feel janky and limited if you try to treat it as a generic game, but let it exist in its element and it can sing.

Third, there's the wealth of resources. Not only could I run entire campaigns of published modules from nearly every decade, but there are also setting creation and random generator tools for every need.

There are other games that I enjoy playing and other games that I'm eager to try. But in terms of that go-to, pick up like you never left game, for me that's OSRIC.

Fiasco also hits a lot of those points, being easy to pick up and amazing at doing what it does. I think the only reason OSRIC is edging it out right now is that I've played Fiasco more recently, and it's not terribly easy to do a Fiasco campaign.

I have yet to run a campaign this year, in spite of it being one of my New Year's Resolutions.

Wednesday, August 30, 2023

RPGaDay #30 OBSCURE RPG you've played

I've mentioned The Great Ork Gods, which is probably the most obscure game I can think of. When other events brought it to mind, I had to use the Wayback Machine to track it down.

I did also manage to play in a game using the Arduin system, which was notable in its heyday, but has faded into obscurity. It was run by Mark Schynert, who was a major organizer at DunDraCon and responsible for the assembly of The Compleat Arduin, which has been on my shelf for some time. We didn't use the Arduin fantasy setting, but engaged in a bit of meta fun as we played fictional characters who were pulled from our books. I played a Wonder Woman-esque Amazon (because I am secure in my masculinity and am not threatened by taking on other gender roles), while my wife (who was also in the session) played a romance novel heroine with Mary Sue powers.

Tuesday, August 29, 2023

RPGaDay #28 SCARIEST game you've played

Posting a little out of order because this was a tough one to write.

I'm not a big horror fan, so I haven't done any real horror gaming. As much as it's a nerd staple, I've never played Call of Cthulhu.

I did have a con-friend at DunDraCon who ran "CthulhuTrek" a Star Trek/Lovecraft mashup, though he wasn't particularly looking to scare anyone, Just enjoying geeking out about his two favorite things at the same time.

Another time, I was honored to play in a one-shot of Vampire: The Masquerade run by Kris Newton that was set in our (at the time) home turf of Humboldt County. My character was the shadow owner of the Eureka Inn and our adventure took us out to an illegal marijuana grow. At the end, my character got cocky and careless and lost his daughter (and human agent) to the machinations of a big city vampire muscling in on our rural turf.

Again, not scary. It was however, a good dramatic time. It set the bar for what I want a Vampire/World of Darkness game to be like.

RPGaDay 2023 #29 Most memorable ENCOUNTER

It might not really be accurate to say Tina, but I'm going to say Tina. While our initial encounter with her was only fairly memorable, the main thing was that she became an information resource as we explored Kris' megadungeon.

Tina was a pixie, which meant that she could cause amnesia with one of her magic arrows. And that's how we encountered her. She hit our party rogue with an amnesia effect, then immediately rushed to his side and begged him to defend her from the rest of the party since she was his wife. It was a tense moment that almost went badly, but thankfully, the sorcerer reminded him of all the times that we made money together. Even if he didn't remember us, he knew that he liked making money and if we knew that too, we were clearly friends.

She escaped, since pixies also have invisibility powers. But whenever we needed some information about what's going on inside the megadungeon, we sought her out.

This amused Kris, because apparently, this fixture of the campaign was something that had started as a roll on a random encounter table.

Sunday, August 27, 2023

RPGaDay 2023 #27 Game you'd like a new EDITION of...

 D20 Modern. There have been imitators, but none of them really hit the same spot. Even the most recent successor, which claims some of the same designers isn't really what I'm after. Everyday Heroes, I think it was called.

I had heard about it while it was on Kickstarter and could have backed it, but there were a couple of things that just made me turn away.

Strongly Archetypal Character Options: One of the strengths of D20 Modern was the ability to built the sort of character that you want to (within certain limits) by multiclassing into various broadly themed classes and maybe aiming yourself towards one of the advanced classes as you leveled up. But Everyday Heroes disapproves of multiclassing, setting your character on a path from the beginning. And it's not such a long path either. The classes in D20 Modern only went to 10 levels because it was assumed you would be mixing and matching to potentially make it all the way to 20th level. Everyday Heroes classes have 10 levels and that's the top of your progression.

In it's day, it was a slightly crunchier alternative to something like Savage Worlds, but not as heavy as something like GURPS.

Lack of Cross Compatibility: While Everyday Heroes borrows the chassis from D&D 5e, it does not claim compatibility. One of the perks of D20 Modern is that it was compatible with the then-current edition of D&D, so I could potentially throw my modern day, real world heroes up against a beholder or displacer beast or sewer kobolds.

If they were to do a new version that was wholly compatible with 5e, or just gave the old game a quality of life upgrade, I think I would buy that in a heartbeat.

Saturday, August 26, 2023

RPGaDay 2023 #26 Favourite CHARACTER SHEET

It's been a long time since I ran Savage Worlds and swore "Never Again!" But one of the things that appealed to me as I was getting started with it was the character sheet.

There were a couple of things that needed to be tracked in the game, like Wounds levels, Fatigue levels and Power Points for characters with powers, and rather than go the conventional thing and expect players to scratch them out and write in a new value several times a session, they printed those things on the edges of the character sheet. This allowed the player to clip a paperclip to the side of the page and slide it up and down to track Wound levels.

My view of Savage Worlds might be softening, so it might happen that I get to use that character sheet in another game.

Friday, August 25, 2023

RPGaDay #25 UNPLAYED RPG you own

Quite a lot of them, actually.

Though I will say that the most egregiously unplayed game that I own is Star Trek Adventures by Modiphius. I've been a Trekkie for the majority of my life and once I got into RPGs, I've managed to collect all the Star Trek RPGs. But I haven't run a Star Trek campaign in quite some time. That would have been GURPS Prime Directive back when my friend Jorden was a young impressionable lad.

As much as I bemoan the size of my physical collection (at least what I have access to), I do have the Star Trek Adventures corebook at just about eye level on my shelf as I write this. And I have never played it.

Is it my white whale or an albatross hanging from my neck?

Thursday, August 24, 2023

RPGaDay 2023 #24 COMPLEX / SIMPLE RPG you play

A lot of what I've been playing for the last few years have been simple games.

Without access to much of my physical collection, I haven't been able to bring whatever big thick book to a session and say "This is what we're doing. Read up!" like I used to. Or at very least be the person who brings the rulebook to the game that I'll be running. And while I do have a number of games in PDF, it can feel like a thin line between sharing the rulebook and data piracy.

So most of what I've been doing has been fairly simple games that I can easily teach with only the PDF in my phone/tablet. InSpectres and Fiasco have been great fun, but the one that I've most recently gotten a handle on is Fate Accelerated using the "It's Not My Fault!" scenario starter cards.

Fate Accelerated has the advantage of not only being a simple game, but one with very inexpensive rulebooks. Well, the PDF is free, but even the printed rulebook is only $5. On at least one occasion, I have ended a Fate Accelerated session by gifting the rulebooks we were using to the players.

Wednesday, August 23, 2023

RPGaDay 2023 #23 COOLEST looking RPG product / book

 If I had been doing more planning of these entries, I might have held back the Dresden Files specifically for this one.

Castle Falkenstein is certainly a book full of beautiful illustrations. White Wolf and the various World/Chronicles of Darkness games devote significant space to highlighting their settings with introductory sections presented as in-world media. But only the Dresden Files RPG commits so fully to the bit.

The entire book is presented as an in-world artifact. The text is presented as a way for the novel characters to spread knowledge of the supernatural world in a sort of plausibly deniable way, so every word is potentially written from an in-universe perspective. The characters comment on Post-It notes or scribble in the margins. Some pages appear to have coffee stains and other indignities. Illustrations are seemingly included with paperclips.

It can appear busy and messy, but that's the point.

Tuesday, August 22, 2023

RPGaDay 2023 #22 Best SECONDHAND RPG purchase

I consider myself very fortunate to have located a copy of the original Deities and Demigods from a used bookstore.  It was only $10, so you know I had to buy it.

For those not in the know, the original AD&D supplement Deities and Demigods included gods from H.P. Lovecraft's Cthulhu Mythos as well as the gods from Micheal Moorcock's Melnibone. Later printings removed these pantheons due to the complexities of licensing.

Monday, August 21, 2023

RPGaDay 2023 #21 Favourite LICENSED RPG

While I am duly proud of Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road, it is not properly licensed. It's based on public domain works, so I didn't need one.

 One thing that impressed me about the Smallville RPG is how it tried to balance its characters. While much ink has been spilled about balancing Superman with Batman, the Smallville RPG was forced to something rather different: They had to balance Superman with Lois Lane. And they did a pretty good job of it.

I also though that the Dresden Files RPG was a good effort. The novels are all written in the first person, from the perspective of Harry Dresden, the only Wizard in the Chicago phone book. To leave Harry out of the game would be missing some of the essential flavor of the novels, but to make a good RPG, you need to have some room for the GM and players to make it their own. Scattering notes and comments from the novel characters throughout the book squared that circle for me, though I am aware that some people disagree with me on that.

Sunday, August 20, 2023

RPGaDay 2023 # 20 Will still play in TWENTY years time

Give me a good game and I'll be happy to play it. Doesn't matter how new or old.

 One of the things that appeals to me about the OSR is that it feels like I could run a campaign for 20 years. It feels less daunting and more easily manageable to manage a setting for 20 years than to keep writing plot and backstory for an ongoing campaign of just about anything else.

I'm sure I could find or devise tools for other games and genres. Traveler probably comes close for science fiction, and Since Nomine keeps coming out with sandbox toolkits for the genres that they cover. Maybe I'll be able to give one of those a try.

Saturday, August 19, 2023

RPGaDay 2023 #19 Favourite PUBLISHED adventure

I'm going to go ahead and shill Castle of the Mad Archmage for this one. Even though I started on the original version, before it was professionally published, I did snap up the new version as soon as it was available. It didn't hurt that it was very affordably priced.

While designed for it's companion retroclone, Adventures Dark & Deep, it can be used with any OSR game, or the original game.

It let to the longest RPG campaign I've ever run under any system at nearly 5 years of regular play and we didn't quite make it halfway through.

Friday, August 18, 2023

RPGaDay 2023 #18 Favourite game SYSTEM

I do still have a lot of affection for GURPS and would like to get back to it at some point.

I've been pretty deep in the OSR for a while and the idea of managing a sandbox campaign instead of structuring adventures and scenarios has an appeal.

But I think for right now, I'm going to say Fate. My Wednesday group sort of formed around a Fate game and if I were to clear whatever is blocking me, I think I would do something with Fate. Probably sci-fi. I've been impressed with Diaspora ever since I bought it, though it is pre-Core Fate and might want an adjustment or two.

We'll see.

Thursday, August 17, 2023

RPGaDay 2023 # 17 FUNNIEST game you've played

Fiasco is a game that has a lot of comedy potential. Most of it is dark comedy, but one group I played it with went straight for the guffaws. My friend Jorden usually ran a variety of games using GURPS (which makes sense, since it was what I used a lot when I taught him how to game all those years ago). But after we lost touch and then reconnected, I was a slightly different person who liked to play games like Fiasco.

And one time, he let me break out Fiasco with his regular group. They had a blast, mostly because they treated it as an excuse to freeform roleplay. Which is fine. But Fiasco is something of a winnable game, with your performance over the course of play determining the final fate of your character in the Aftermath phase, which can be good or it can be absolutely horrible.

Then I invited my friend Alex to play and I finally met someone who plays Fiasco to win. On the one hand, this was pretty easy because everyone else was goofing off. On the other hand, it still requires the other players to buy into the BS that you're laying out. I think I only picked up on it because I've played Fiasco before in other contexts.

It did result in some gut-busting comedy such as a plan to put someone's "nethers to flame!" But there was also something of a secret joke between the two of us who understood the game.

Wednesday, August 16, 2023

RPGaDay 2023 #16 Game you WISH you owned

 Most of the items on my gaming wishlist have ultimately found their way to me, wither by hook, by crook, or by Bundle of Holding.

I think the main thing missing from my collection at this point would GURPS 4e Prime Directive.

I am a big fan of Star Trek, so I try to pick up all fo the Star Trek RPGs, including the AU/spinoff Prime Directive. I am also a long time GURPS guy, so GURPS Prime Directive was an instant buy for me. The only issue was that it came out not long before the Fourth Edition of GURPS came out.

They did respond with a 4e conversion, but it was still early days and therefore less than great. The main thing that suffered was starship combat. They had put a lot of work into meshing their Star Fleet Universe assumptions with the GURPS 3e starship combat system, but that all went away when GURPS 4e came out without the depth that 3e had developed over the years. There were cursory vehicle rules in the main 4e books, and it would be a while until 4e got that developed, so they sorta limped along with one of their main draws (big ships like the Enterprise) sadly missing.

In the intervening years, it looks like they have found some degree of their footing. There's a new core book for GURPS Prime Directive 4e that's a two volume set. There are more mature starship rules for core GURPS 4e, and it looks like they have made their way into the Prime Directive Universe/

Now I just need to develop the disposable cash to pay for it,. And then maybe get a group to play it.

Tuesday, August 15, 2023

RPGaDay 2023 #15 Favourite Con MODULE / ONE-SHOT

When I was a regular con-goer (a state of affairs I dearly miss), I ran games and played games and I've discussed just about everything on this blog.

I think the thing I want to talk about this time was the session that Kris Newton ran of The Great Ork Gods. It didn't happen at a con, which means that I haven't written about it here, so this is a new story whether you're just joining us or not.

Kris, my future wife, and our friends David and Jordan were a pretty regular gaming group for a while. I kept trying to run Exalted, and we had some fun with short campaigns, but if I didn't have anything to run that week, Kris often had stuff that he wanted to try and we would play lots of little one-shots here and there.

One of the games was The Great Ork Gods. The mechanics are based on the idea that the Gods that rule every aspect of Ork life hate the Orks. The game's stats are based on how much each Ork God hates each individual Ork and players will also take on the role of the Ork Gods, setting difficulties for various tasks.

This session opened with a fairly standard "Orks raid human village" scenario and we had some fin being Orky for a while.

Then the tarrasque appeared. For those not in the know, the tarrasque was a D&D monster that is supposed to be the most powerful, scary and mythic monster in the whole Monster Manual. Sort of a D&D version of Godzilla.

At one point in this conflict, an elf shows up to face the monster. But it's not just any elf. It bears the trademark halo of a Player Character! (We had something of a running joke about the "Halo of PC-ness" that lets other PCs identify who is a fellow PC and therefore implicitly trustworthy, even on first meeting.)

While even the might of a Player Character and a couple of Orks couldn't truly defeat the terrasque, we did manage to drive it off. Though David's Ork had a spoon as a signature weapon and he managed to use it to scoop out the creature's enormous testicles.

I've thought about running a game of it recently, but with all of the discussions in the time in-between now and then about the presentation of orcs in gaming, I would want to do some rethinking. One idea would be to have the Orks want and try to be nice, but since the Great Ork Gods hate them, every effort at niceness is thwarted.

Monday, August 14, 2023

RPGaDay 2023 #14 Favourite CONVENTION purchase

 DunDraCon was my supplier of just about everything for a good long time. Picking one thing out is a challenge.

At this specific moment, I will go ahead and say Blades in the Dark. If only because I am looking forward to playing a game of it tomorrow night. I've actually scored something of a regular Wednesday group. I played Fiasco with them last week and this week one of the other players volunteered to run Blades in the Dark.

We've done it a few times before, and it's been fun. The real treat would be to admit that we're doing it and build a campaign out of these one-shots and get into the long-term stuff that we've been avoiding.

Sunday, August 13, 2023

RPGaDay 2023 #13 Most memorable character DEMISE

I've got a couple of these.

The first is the one that happened to me.

Kyle was a cleric in a D&D 3.5 megadungeon campaign run by my friend Kris. I was determined to "old school" it by describing my interactions with the dungeon rather than relying on dice rolls. This proved to be Kyle's undoing the session when the party rogue didn't show up/

Kyle took it upon himself to do any searching and whatnot that needed doing. So when we came to a door and we asked Kris "Is it locked?"  he asked me "How are you searching?" I tell him that I'm trying the knob to see if it moved.

The door was not locked, but my rattling had alerted the hydra (with some white dragon ancestry. There was a white dragon somewhere that got around quite a bit on that level of the dungeon as I recall) on the other side, so when Kyle opened the door, he was immediately blasted with ice breath.

I took my lumps with grace and rolled up a new character for the next session.

Both of these next stories were character deaths that I oversaw in campaigns that I ran.

The first character death in a campaign I ran would have been Scout. The funny thing is that I was running Cartoon Action Hour as the system, and death is not typically on the table in that game.

But it was the last session of this campaign and we were going for the big finish. The premise of the setting is that in the distant past, a technomagical civilization (similar to a mythic Atlantis) had been invaded by insectoid psychic aliens (Good old invader from Mars). There was an uneasy peace in the setting, but there was trade and other things making all-out war undesirable.

The villain of the campaign was a psychically preserved general who had been revived and sent from the Homeworld to reignite the war and ultimately win it. He had a crystalline body that he was able to operate and inhabit, as well as new war machines. Among these were flying saucers that were piloted by telekinesis.

One of the party members was Scout, who was actually one of the psychic aliens who had grown up on this planet and his Queen didn't want the war to restart, so he teamed up with the rest of the party to stop the General's plans.

Since Scout was an alien, he did have the ability to pilot the flying saucers. So during the big climax, he sneaks aboard one of the flying saucers and commandeers it. I assume he's going to use the craft's weapons (telekinetic force rays, I think) on the general, but he declares that he is 100% crashing the flying saucer into the General.

I decided that was suitably dramatic that it made a good death for a game that didn't normally include death and also cued up my CD of the soundtrack to Transformers: The Movie (the good Transformers movie) and played The Touch by Stan Bush.

Some time after that, I started my Castle of the Mad Archmage campaign, having no idea how long it was going to go.

Fairly early in, I had invited Scout's player. a friend of mine named Mike, to join us. He rolled up a gnome thief/illusionist named Bentley, who went into the dungeons under the castle with Ashlee's ranger who everyone just called Boots/

The reason the character was called Boots was because of her Strength score. It was 18/76, which put her in the second highest possible bracket for Strength. Her chance to kick down doors in the dungeon was nigh legendary.

One of the doors that Boots kicked down had a small room full of animated skeletons behind it. Battle ensued and Bentley got himself into the fray quickly. Boots had a tougher time, since there were so many skeletons to fight. Ashlee asked me if I would let Boots get into the room where the skeletons were, so she could fight them properly. I told her that if she could defeat one of the skeletons, I would allow her to move into its space immediately. This should have been pretty routine, since her Strength also boosted her ability to hit and damage enemies.

But then she rolled a 1. The worst possible result! To make things interesting, I said "Ouch! That means that you have a chance to accidentally hit Bentley instead of a skeleton. Make another roll to hit."

Natural 20. Best possible result. Double damage and a free toaster! (Well, maybe not the toaster) Even just doubling the flat bonuses from her Strength score was more than enough to put Bentley below 0 hit points. Allowing her to roll the damage from her weapon would have been overkill.

It was such a surprising and unexpected turn of events that even though Mike had just lost a character, he was laughing in surprise with the rest of us.

Saturday, August 12, 2023

RPGaDay 2023 #12 Old game you STILL play

Well, I could talk about the OSR again, but I think I'll hold off for now.

I think this might be time to talk about my strange fondness for D20 Modern.

It's funny because I will kvetch all day about D&D like it needs to get off my lawn, but D20 Modern gets a pass.

There are three major factors that really work for me over other iterations of the same rules.

1) The treasure treadmill is gone. At least in the 3.x era of D&D, there was an assumption that, in order to be "properly balanced" at each level, the characters had to have a requisite amount of treasure, gear and magic items. This is not present in D20 Modern, taking an extra layer of planning off of my mind.

2) Magic is optional. While D&D magic has always felt artificial, it's fine if it's happening in a fantasy world. Bringing that into something that's supposed to feel like the real world doesn't work for me. But D20 Modern has set the magic system aside as an optional feature, so that's just fine.

3) Cross compatibility. Probably one of the big things that I like about D20 Modern is the cross compatibility with the then-current edition of D&D. While I'm not a big fan, it does mean that there's a whole trove of material that I can use if I want.

One of my favorite things to do was to use it for a "Tabloid World" style campaign, where the magical, mythical and weird stuff from D&D was lurking somewhere just outside the everyday.

I ran a one-shot in this vein within the last year or so, so I think it counts as a game I still play.

Friday, August 11, 2023

RPGaDay 2023 #11 WEIRDEST game you've played

I think the weirdest game that I've played would have to be the Spaceballs one-shot that I played at DunDraCon one year. Not just for the wacky hijinks (It's not every day that you get to hit someone over the head with Spaceballs the Frying Pan), but the fact that the system they used was derived from Burning Wheel. To be clear, they did a fair bit of hacking with it, so it wasn't the deep, intense roleplaying experience that fascinates and intimidates me about Burning Wheel. Mostly, it was just the dice rolling mechanic and the notion of scripting combat moves.

Either that or the system behind Heckin Good Doggos. That took a lot of handling. Once you get your dice, you then get a pool of points to manipulate your rolls based on the relevant stat, with options for before and after you actually roll the dice. And then opposed actions don't use dice at all, but cards. And since I got the quickstart version of the rules for Free RPG Day, it wasn't clear how to determine difficulties for either the dice or cards and how to decide which mechanic to use outside the activities set out in the scenario (which was not very good).

Thursday, August 10, 2023

RPGaDay 2023 #10 Favourite tie-in FICTION

For the most part, I've never been a fan of game fiction. A portion of it is that most if it is fantasy, which I am not a major fan of. Another part is the fear (which may be completely irrational) that they will read like transcripts of a gaming session, to the point that I can hear the dice clattering in my head as I read.

I tried reading the Avatar Cycle, a trilogy of novels set in the Forgotten Realms, but couldn't make it through the first book. It was dry and dense and just didn't do it for me.

Then I found a novel set in the world of the Pathfinder RPG written by Robin D. Laws called The Worldwound Gambit. I had been listening to his podcast for some time, and enjoyed his game writing, so I decided to take a chance. It was very satisfying. You could clearly understand how the characters fit into the structure of the game (who was a sorcerer, who was a rogue, etc.) without having it be defining and without hearing the clatter of dice as they did their schtick.


Wednesday, August 9, 2023

RPGaDay 2023 #9 Favourite DICE

Probably my favorite dice came in a giant box a number of years ago.

This was before I moved down to San Diego, and my brother was visiting. We spent some time catching up, but it turns out that since he lives right in the Seattle area, he attended the PAX convention that year. While he's more of a computer/video gamer, PAX has something for everyone, including stuff for tabletop gamers like me.

On the last day of the convention, he told me, he was touring the dealer's room and noticed the dice booth. Along with neat little plastic boxes with dice sets, and silly loose dice, there was also a bin of scoopable dice. For a certain fee, you could scoop a coffee cup and walk away with all of the dice you catch. A slightly higher fee would let you do the same with a beer pitcher.

Being the last day of PAX, the bin was running pretty low. Thinking of me, he said to the person running the booth "I know you don't want to carry those extra loose dice home with you. What would it take to sell me just the remainder of the dice in that bin?" Since it was the last day of the con, and the vendor didn't want to carry that home with them, they worked out an equitable arrangement that left him with a box full of nerd dice.

While his company was the most valuable present, the box full of nerd dice was a very nice bonus.

Over the last year, I've been bringing the box to my Meetup group meetings and sharing them with the people who come. I think helps new people feel welcome, and definitely makes the dice goblins happy.

Tuesday, August 8, 2023

RPGaDay 2023 #8 Favourite CHARACTER

I don't get the chance to play many characters, since I'm so often the GM. But I think my favorite character was the one I played the longest, in Dan's D&D game that I mentioned earlier this month.

Konrad was a barbarian. I wasn't going to the "X the Barbarian" naming thing. I just didn't give him a last name, so people just kept saying "Konrad the Barbarian." I stopped fighting it eventually.

Dan did a very cool thing as a DM. He would give characters a random magic item when they started out. For Konrad, he rolled a +1 undead bane warhammer. It was very cool and gave him a cool focus.

That went off the rails once Dan started running the original Ravenloft module. There's a fortune-telling scene at the beginning and one of the things determined in this scene is that one of the heroes is actually carrying the fabled Sunsword that can defeat the evil vampire Strahd, and it turns out that it's Konrad.

Konrad points out "But I don't have a sword. I have a hammer!"

The fortune teller takes Konrad's hammer, flips this, pops that and suddenly, it's a blazing magic sword.

I am so proud of Konrad's response and I love telling this story to this day.

"You broke it! Now it doesn't hammer anymore! Stupid broken hammer!"

Monday, August 7, 2023

RPGaDay 2023 #7 SMARTEST RPG you've played

 This would have to be GURPS.

Not only are the rules designed to relate to the real world as much as possible, using physics and real-world measures as much as possible, but they are also renowned for their historical sourcebooks that lean on historical research first and fictional tropes second. Their Cyberpunk sourcebook was based on research and consultations with hackers of the time, which got the company raided by the US Secret Service.

 Even their original settings focus on solid, realistic-feeling world-building. Their flagship fantasy setting includes not only elves and orcs, but also Christians and Muslims. Their Technomancer modern-magic setting tries to explore what would happen if magic had replaced atomic energy as the fuel of the latter half of the 20th century, while still keeping things somewhat familiar.

And the variety of sourcebooks is also impressive. There are even online tools that generate campaign ideas by making random selections of the available works. I've even run a campaign that was inspired by that process.

Sunday, August 6, 2023

RPGaDay 2023 #6 Favourite game you NEVER get to play

There are a number of games that I've been excited about but maybe only played once or twice, or not for a very long time. I was big on GURPS for a very long time, and still have my collection, but I haven't played or run GURPS in the longest time. I still have a strange affection for d20 Modern, even though I've only run it a few times. Over the last year or so, I've gotten to give Fate a serious try, so it doesn't really count.

I think the game that has excited me the most that I still haven't given a serious shot would be Burning Wheel. I got the book years ago on the recommendation of Ken Hite and was impressed by the sheer density of it. But ironically, that's the thing that keeps me from playing it. It's so dense and you have to take it so seriously that I can't really see it as something that I could run for a one-shor, or for a group of strangers. I feel like i would need a stable group who were all on board for what the game has to offer. Especially after I moved, I didn't feel that I had that.

Things are looking up, but not there yet.

Saturday, August 5, 2023

RPGaDay 3023 # 5 OLDEST game you've played

Advanced Dungeons & Dragons

While most of my Old School gaming has been via retroclones, I did manage to become a player in a game run by an unreformed AD&D DM who ran from his books that he's had since he was a teenager.

I had been running my megadungeon game for a while, when one of my co-workers mentioned the D&D game that she was playing in. Since I was using OSRIC, I was pretty sure that she was not playing D&D the way that I was,so I asked a few questions. I don't know if 5e was out at the time, so I figured that they were either playing 3e/Pathfinder or 4e (or maybe something else, since a lot of people say that they're playing "D&D" when they're actually playing some other game. No shame. I do that too.). But the answers to my questions did support the notion that it was indeed another Old School campaign.

So the DM of that campaign wound up playing in my game and I got an invitation to his and it was great fun. The only reason I stopped is that I was moving to San Diego.

Friday, August 4, 2023

RPGaDay 2023 #4 Most RECENT game bought

The most recent game I bought was Fate Condensed.

I've had an investment in Fate for quite some time. It may not have been the new hotness when I finally bought it, but Spirit of the Century was still pretty hot. I've had a copy of Fate Core since I picked it up at DunDraCon the year it was released. I've been picking up copies of Fate Accelerated left and right and giving them as gifts.

While I've been aware of Fate Condensed for some time, I hadn't gotten around to picking up my own copy. Finally, I got a chance to play in a Fate game run by San Diego local gamer/novelist Tone Milazzo and his primary reference for the game was Fate Condensed.

That did it. I finally went to Bards & Cards, my Friendly Local Gaming Store and requested that they order a copy of Fate Condensed so I could buy it from them. And so I did.

Thursday, August 3, 2023

RPGaDay 2023 #3 First RPG BOUGHT (this year)

 I've been pretty sparse on my RPG buying the last few years.

Since my wife and I moved to San Diego, we've been living in her in-laws' house. It was supposed to be a temporary situation while we got jobs and got ourselves established. That was 4 years ago. Admittedly, at least one of those years was 2020. So between the financial issues and the assurance that we'll be in our own place "soon," taking on piles of new stuff has not been a real priority.

Not to say that I haven't bought anything. And I do wish that I was buying more.

I backed a couple of Kickstarters last year, and they finally arrived this year, so I don't know if they count. Notably the Avatar: The Last Airbender RPG Kickstarter. It's got so much stuff, including a pile of tchotchkes and feelies that I'm still afraid to open the box for fear of losing some small collectible item.

I also got my print copy of the Atlas of the Latter Earth, a setting supplement for Worlds Without Number, the fantasy version of Worlds Without Number.

I have also picked up my share of free stuff. I got a good dose of Free RPG Day swag. When the local RPG Meetup holds their swap meet meetings, I'm usually open to taking home whatever people don't want to bring home once they've sold what they could.

Wednesday, August 2, 2023

RPGaDay 2023 #2 First RPG GAMEMASTER

My first gamemaster was a guy that I'm pretty sure was named Chris who lived in Culver City when I was living in LA. While I found him on the internet due to his interest in GURPS, when I reached out to him, he was starting a Rolemaster (affectionately known as "Chartmaster") campaign. My future wife and I only made it to a couple of sessions before transportation logistics just got too stressful to keep up with.

 My first long term GM was Dan, who ran a 3rd edition D&D campaign right when the books came out and there was a lot of interest. I'm sure I've told tales of Konrad the Barbarian before. The only reason I stopped playing in that campaign was because my future wife and I were having a rough patch, so the DM disinvited me to minimize table drama. We did eventually reconcile (and get married), so things did work out.

I want to say that my favorite GM was Kris Newton. Before he was a pretty awesome podcaster, and now a father, he was just a local gamer that I knew. He was usually up for whatever I wanted to run, but also ran some pretty good and interesting stuff of his own. I'm sure I've told the story of the time that our D&D party got pwned by a bard. That's the sort of thing that he excelled at.

Tuesday, August 1, 2023

RPGaDay 2023 # 1 FIRST RPG played (this year)

The first game I played this year was at the January general Meetup of the San Diego Roleplaying Association.

As is typical, there's a period of hanging out and catching up with everyone, meeting the new faces and grabbing some lunch. Although the prices have gone up in the past year, the location still has a very reasonable lunch menu.

But then, it's time to game. Prospective GMs are encouraged to come up in front of the gathering and pitch the game they would like to run. I think I had tried to pitch my "All Outta Candy Canes" one last time. (I should have it ready for this Christmas season, I'm sure), but got no takers.

So I went with one of the other games that was on offer. One of the other regular GMs, named John, was offering a one shot using GeneSys, the generic version of the system underlying the current Star Wars RPGs, set in the setting of the Dragon Prince animated series. (There is an officially licensed Dragin Prince RPG that uses the Cortex Prime system.) 

I recall that my character was a human sorcerer using Dark Magic.Mostly because the Dark Magic spells are English words and phrases spoken backwards, Zatanna-style.

I wasn't expecting to play a GeneSys game, so I didn't bring my GeneSys dice. But there is a convenient dice rolling app, which I grabbed for my phone (I still have it installed, though I haven't used it since).

It was actually my first time playing a GeneSys game since I played that Star Wars demo game back at DunDraCon all those years ago. Back then it felt like the dice were putting out too much information for the GM to handle, but John was a bit more into it, letting us add details as our dice gave us differing amounts of successes, advantages and threats.

Maybe a little too into it. Or maybe it was just a one shot and he wanted to make sure we got to have a complete story. But it felt like we were playing on easy mode. Maybe one day, I'll get to play (or run) a campaign using GenSys.

Monday, June 26, 2023

Free RPG Day 2023

 I actually put myself out in front of other people on Saturday supporting my FLGS for Free RPG Day. I volunteered to run one of the free games for people at the shop. Hoping to avoid the horror show that was my Starfinder game last year, I thought I would try something that sounded simple and fun. Heckin Good Doggos, a game where your character is a dog.

I was allowed to pick up the module the night before the event so I could read up and get prepared. While the system was simpler and I was able to get up to speed on how everything worked, the provided scenario simply didn't hold up.

The major sin is that it didn't open with the hook. It's a little bit forgivable if you're meeting in the tavern and you have a scene of interaction or interest before you see the robed figure in the corner with your mission, or something bursts in the door that kickstarts the action. But the hook was actually hidden and had to be found to start off the story proper. Without that hook, the players spent most of the time just dogging around. One of them finally met the "questgiver" but by this time, they were all doing their own thing.

The other sin is that the scenario didn't lean into its themes. While each character sheet lists details about each dog's owner (or Best Friend in the game's terminology) and their neighborhood, both of those things are strikingly absent from the scenario. It's set in a separate place and may not even be there with their Best Friends. On the one hand, a "generic" adventure can be forgiven because the designer may not know what any individual player group. On the other hand, the characters are pregens, so that gives you a powerful tool to insert as much specificity as you want.

I think if I'm going to do this next year, I would run the system of a free game being offered, but not the adventure. Just so I have time to be properly familiar with the system and scenario and to address any problems I have with either.

Tuesday, June 20, 2023

WIR 13th Age #3

 Now we get into the classes proper.

Quickly looking over the classes, there's a lot of repeated content. Each class advancement chart lists how many feats the character gets, when they get ability boosts and weapon damage bonuses, which appear to be consistent across all classes. There's even a little "action stat block" for melee and ranged attacks, though there does appear to be some variation. Most classes use Strength for melee attacks, a few classes have the option to use Dexterity, and the rogue class uses Dexterity for all attacks.

This is probably carried over from D&D 4e, which a couple of the developers worked on before.this project. Rather than design for efficiency, repeating rules only when necessary, they've opted for ease of reference, repeating rules whenever they feel it would be most helpful.

It doesn't always stick the landing, though. Because the chart is full of repeated information, unique information isn't always included. Like the barbarian and their Barbarian Rage class feature. That seems a shoo-in for appearing on the class progression chart. But it's the only class feature they get, with everything else being feats and class talents, so it would be a lonely entry on the chart, with no follow up. 

What is on the chart is an enumeration of the classes' hit points, their total feats, how many class talents they get, the points at which they get ability score boosts and the multiplier to their ability score to damage. A lot of repeated stuff that only differs a little between the character classes. It also does nothing to sell the individual classes. Not to knock the art and descriptive text, which do a lot of the heavy lifting here.

The bard is next and as our first spellcaster, we see another oddity in this system. While it matches the D&Dism of 1st through 9th level spells, it only includes spells of the odd numbered levels. Though it does better than D&D in that character level and spell level line up pretty neatly. You get 1st level spells at 1st level and 3rd level spells and 3rd level and so on.

But the big oddity is that you only get access to the top tier of spells that you can cast. While it's sort of customary that a D&D style spellcaster focuses on their big gun spells, they do have a train of lesser spells that they have acquired over their career. The good news is that even though you are forced to advance to bigger and better spells, you can keep and upgrade spells that are already in your repertoire if you like them. Each spell starts at a particular level and has rules for upgrading it to any higher level so you can keep it for your entire career if you want.

I think D&D 5e does something similar with "upcasting," increasing a spell's power by using a higher level spell slot. Both solutions streamline the rule from prior editions where a spell became more effective as your caster level rose, but since each spell used caster level in different formulas, it had to be managed on a per-spell basis.

Bards also get battle cries, which are given names that are clearly intended to be called out. They are used as part of a melee attack. Depending on what you roll on the die, often regardless of whether the attack roll hits your foe, you can trigger different effects.

Just like in other flavors of D&D, the cleric gets various domain to choose from, reflecting their divine inspiration. But unlike other versions, this doesn't do a whole lot. You don't get a set of themed spells and the powers that you get don''t go too far away from the cleric's core competencies. Also, since the game leans heavily into its Icons to provide the same sort of flavor that gods would in a more conventional D&D setting, 13th Age clerics don't really fill the same setting role, even as they fill the same game role.

This is exacerbated by the fact that there are relatively few options. For example, there are 7 1st level spells that your character can learn. You will start with 4 of them and gain a 5th before you branch out to 2nd level spells.

The cleric class description with all of its repeated rules and limited class options, is only 10 pages. The fighter class is even shorter, with only 8 pages, one of them taken up by a full page illustration. There's a decent selection of class talents. It's would actually be possible to meet two 10th level fighters who do not share any talents, which is pretty good after the last few classes.

On top of that, they also get maneuvers, which use the same mechanics as the bard's battle cries. On certain rolls of the dice, you have the option to trigger one of your maneuver effects, some extra damage, a bonus to hit on your next attack or whatever. It feels a little weird that the class is so heavily based on randomness. You can strategize a little by taking maneuvers that trigger on different results, or lean heavily on a certain type of outcome and have a choice of effects whenever that result comes up.

The paladin class is even lighter than the fighter. Their main class ability is called "Smite Evil," but since the game doesn't really do alignment, that's kinda meaningless. There are no special rules, like spells or maneuvers for the paladin, just a modest set of class talents to choose from. It's mostly what you'd expect. Lay on hands, and a couple of abilities that let you dip into cleric slightly.

The ranger is likewise fairly simple. You can be cool archery ranger, cool double weapon ranger and/or get an animal companion. The animal companion rules are fairly simple, with a standard stat block for each level of play, so your pet scales with you, and a small selection of abilities to customize to feel like different animals.

The rogue is an odd duck in that it actually has something of a role outside of direct combat. But as is emblematic of this game, the rules are deliberately loosey goosey. The "Swashbuckle" talent is basically a license to do crazy stunts without requiring a roll of any kind.

On top of the normal mix of class talents, rogues also get what are called "powers." There's a lot of variety here. Some powers are variant attack abilities with different special rules or effects, a couple of them are special actions of other types, and some rely on a resource called momentum that only rogues get. I would have really liked to see the fighter get some of these moves, or at least a similar system.

The last two classes are the sorcerer and the wizard and it's always interesting to see how people view the difference between them. In this case, sorcerers are generally blasters, with lots of damaging spells, including a variety of breath weapon effects.They also lean into the "magic in the blood" with talents that imply heritage from one of the magical Icons.

Wizards are more "cerebral." While they do have their share of damage effects, they also get status effects and utility spells that sorcerers generally don't.

Now that I've gone through all of the classes, next up is the combat rules.

Tuesday, May 30, 2023

WIR 13th Age #2

 Picking up where I left off, it's away from skills ... I mean backgrounds, and into feats.

You get a new feat at every level. In your early levels, these are adventurer tier feats, then champion feats and finally epic feats. This is our first sign that the scale of this game is super-compressed. I might get more into this later, but there are only 10 levels in the game. To someone coming in from D&D 3.x or 5e which have 20 levels, or D&D 4e with its 30 levels, this feels very small. The feats generally feel pretty significant, so it's likely that each level will represent a significant bump in ability.

The downside of this section is its brevity. There are only a handful of feats listed here, with the majority of the space taken up by lists of feats elsewhere in the book. Since feats are intended to be significant, they often work to enhance the specific powers of the various classes and need the context of being in the class description in order to make sense, I guess.

Some feats list benefits for multiple tiers and I'm not 100% sure what happens with those. Like if a feat has an adventurer and a champion entry, what happens when my character hits champion tier? Do they automatically get the champion benefit? Do I have to take the feat again, this time at champion tier, to get the benefit?

There are a couple of references in the text to re-speccing your character as they advance, so I'm guessing that you can have a feat at adventurer tier, then once you become a champion, you can spend your champion feat slot to upgrade the feat to champion, but then you are left with an empty adventurer tier feat slot so you can fill that with a another adventurer tier feat. It feels complicated, but it's probably fairly simple once you actually get in to it.

The gear section is unimpressive, but that's probably more feature then bug. "This is supposed to be the indie-style, story-telling game of heroic fantasy, not a bean counting simulation" I imagine someone saying, though it doesn't appear in the text of this book. No information is given other than an item's name and its price. No weights, because "encumbrance rules are stupid." and no other details because "that would just restrict the possibilities of the story." Again imagined quotes. But they do spend some time on what the coins used in the setting look like, which does hit the "style over substance" vibe that they seem to be going for.

Now we get into the races section. This was published before "races" became problematic enough that publishers started exploring other terminology. I'm going to use "race" here just because they use it.

They are divided between major races and optional races. The major races are human, dwarf, 3 kinds of elf, half-elf, gnome, half-elf, half-orc and halfling. The optional races are dragonspawn, Holy One, Forgeborn, and Demon Touched.

The optional races are versions of the various races that were made core in 4e that got backlash. The Holy Ones are Aasimars and the Demon-Touches are tieflings. Dragonspawn correspond to D&D's dragonborn and the Forgeborn are intended to be the warforged. 

The rules surrounding any of them are very simple. They get a +2 bonus to any one stat (most races have a few defined options, but humans get "Any")  and a power that they can enhance with a champion tier feat.

The class section begins with a listing of the game's classes in order of ease of play. Not only is that sort of refreshing, but the fact that the fighter class isn't the highest on the list is a pleasant change as well. Both D&D and Pathfinder have positioned the fighter as the "I hit it with my axe" class, where the rookie player can just roll to hit when called upon in combat and basically do fine. But in this case, the barbarian is the "roll and shout" class. Fighter is actually in 4th place behind the barbarian, ranger and paladin.

Tuesday, May 23, 2023

WIR 13th Age #1

 We'll see how long this lasts. One thing that's been keeping me down is that I haven't been doing much reading to go into my writing. So I decided to take my writing club time and dedicate it to doing some reading. And now, book report style, I get to tell you what I read.

I decided to start alphabetically with 13 Age, because numbers come before letters apparently. While this is something I've read before, having purchased the core book at DunDraCon a number of years ago, I do have some supplements for it that I might get to as well.

The elevator pitch for 13th Age is pretty much: D&D, but cool, modern, and hip, like those indie games kids are playing these days.

The first chapter of the book introduces us to the setting via the Icons, the major iconic figures of the game. I just want to say that I appreciate this. Rather than bury you in history and detail, you're given these very evocative figures that you can have a relationship with. And I do mean that. One of the things you will write on your character sheet is your relationship with at least one of these Icons. That's not to say that the Lich King is your buddy or that there are embarrassing photos of you and the High Druid from that holiday party, but you're on each others' radar.

The next chapter is focused on character creation, and it mostly glosses over the tedious, mechanically necessary details like AC and hit points, while spending significant time on their big indie-style innovations: The One Unique Thing and Backgrounds.

Evey character has One Unique Thing that sets them apart. While this Thing can have some utility, they spend a lot of page space telling you that it shouldn't necessarily be a power that your character has and that it should have some story consequences, either positive or negative.

Backgrounds are more or less skills as they appear in D&D, but you're encouraged to make them up. And rather than describing one narrowly focused ability, a Background can be used for anything you can justify.

Less of a fan of this sort of thing. Not that it's bad. It's mostly with my limitations. I don't really do that whole "just make stuff up" bit. If I were to play this, I would probably just port over the skills and rename them to sound like a Background. "I'll take the History skill, but then I'll just call it the Historian Background and call it good."

Only about 40 pages in, but that's actually more reading than I do in a week, so I'm going to call that progress.

Tuesday, May 9, 2023

What's in the Box?

 The San Diego RPG Meetup group has recently been doing monthly GM Meetups as well as the monthly general Meetups. And a couple of interesting topics emerged.

One of the roundtable questions that every GM was asked was "What is your white whale? What is the game or campaign that you've always wanted to run but never thought you could get the players or other resources together for?"

I somewhat misspoke when I answered "Star Trek." I did run a roughly 5 month campaign of GURPS Prime Directive when I was a member of the Fantasy Gamer's Guild at Humboldt State (now Humboldt Polytechnic). Perhaps the reason that it had slipped my mind is that it was from a period where I didn't have the confidence to create my own adventures, so I leaned on published scenarios. So while I did run a Star Trek campaign, I have yet to create my own Star Trek adventures. I still want to/hope to.

Though I did also have a backup answer: A 20-year OSR campaign.

I'm sure I've posted here about my perspective on running such a long term campaign. Rather than focusing in taking the players through a single, large story arc like a (It's hard to believe that this is) traditional "Adventure Path"-style campaign. For something intended to be that long-running, the goal is actually to be much less plot-oriented. The GM's task becomes, in large part, managing and presenting the setting rather than writing ever-expanding scripts. And that's what a lot of the tools in the early D&D game were there to facilitate.

But the big thing that I took away from that session was during the freeform discussion near the end. Someone was talking about making house rules and how they don't like to be "trapped in the box" of an overly restrictive rule system. I commented that I actually liked the various "boxes" of limitations that games create.

 This clearly surprised him, especially as he knew I was an OSR guy and one of the mantras that goes around there is "rulings, not rules."

But my own take on the OSR is that it's very much a "storygame," just like something more modern and "indie."

To demonstrate my point about the joys of restrictions, I picked an example of a game that everyone at the table was familiar with: Monsterhearts. It's a game of supernatural drama, somewhere between Buffy the Vampire Slayer and True Blood. One of the premises of the game is that the characters are all in high school, so logically, the GM should be able to make a story about a math test, or a history report or other sort of school assignment. But the rules of the game don't include anything about how good the characters are in their schoolwork. There's no "Intelligence" stat on the character sheet, or anything remotely close. (For the record, the character stats in Monsterhearts are: hot, cold, volatile, and dark)

It's perfectly possible to house rule something to represent a characters' studiousness, but if we just let ourselves spend time in that box that is Monsterhearts, another solution presents itself. There are no rules for getting good grades, but there are lots of rules for manipulating and controlling others. So the way to run a "big math test" scenario for Monsterhearts would be to focus on what the game already does. It becomes a question of finding the right study buddy, getting leverage on the teacher to let you pass regardless of the quality of your work, or perhaps engaging in skullduggery to get the answer key to the test. All of these require no extra design work on the part of the GM and leave everything focused exactly where the game wants us to be focused.

Likewise, running a dungeon-focused OSR game allows the game to focus on what it's good at instead of trying to force it into a broadly useful generic game engine. I actually prefer the retroclones that give the fiddly stat adjustments, like % chance to Bend Bars/Lift Gates rather than the more broadly applicable Strength Modifier because I think that specificity and the "box" it creates is more interesting.

Tuesday, May 2, 2023

I had a second session of the "one-shot" at Lestat's, and am looking forward to part 3, which I have been assured is the conclusion. I'm looking forward to running something there. Probably a Fiasco to start with, but maybe something more intensive later on.

I do still want to run an OSR campaign, but I'm continuing to rethink what it's going to look like. As much as I love the OSR, i'm not a fantasy fan in general, so the prospect of building a setting is hard to get excited about. At the same time, ever since my Castle of the Mad Archmage campaign fell apart, I've wanted to do it better. Which in part means presenting a coherent setting outside of the dungeon.

I might just select a handful of modules from my collection and place the various dungeons on a larger overland map and let the various names and places form the basis of the setting and just go from there.

Tuesday, April 18, 2023

 Overall, good news to report this week. 

I finally found the perfect gaming spot in San Diego. Ever since Young Hickory shut down, The ideal spot is a place that is open late, has inexpensive food (or just coffee) and is only 1 bus away. The game store downtown is inexpensive if you're just getting snacks, is only one bus away, but isn't always open late. Tea N More, where the Meetup holds most of their meetings, has inexpensive meal options and is open late, but it's a hassle to get to.

A friend of mine used to run a game at a place called Lestat's, which was inexpensive, open late, and only slightly more than 1 bus away. The downside there is that it was loud. Not raucous loud. Just everyone having their own conversation so you have to listen closely to yours sort of loud. I then found out that their location on University Avenue was one of 3 locations, which I had been meaning to check out.

Well, that chance came last Wednesday.  One of the Metup memebers was running a game at the Lestat's on Adams Ave. A short walk from the bus stop and off the beaten path enough that it didn't have the steady murmur of conversation that threatened to drown out  your own. It very strongly reminded me of Old Town Coffee and Chocolates, where I enjoyed some casual gaing in my hometown before I moved to San Diego,

Which means I now have one less excuse as to why I'm not gaming very much.

Another positive update: I am writing this from my lunchbox laptop.

It's been a long time since I've done anything serious with it. I might have posted something on this blog at some point from this lunchbox, but it's been in a holding pattern for a while. The main issue is that I have a "real" laptop as well, which is a more powerful computer and uses a more popular operating system, so circumstances where the lunchbox is more useful tend to be rare. It's mostly a novelty, and I'm okay with that.

The other issue was power output. While other people who deal with Raspberry Pi single board computers have all kinds of other skills, I really don't. Rather than kitbash and solder hings together, I prefer to use standard  cable connections to assemble my projects (There's an amusing story about a project where I substituted a hammer for delicate soldering work, but that was not lunchbox related). So my power source for the lunchbox laptop has been those cell-phone charger battery packs

Which worked great when the core computer was a Raspberry Pi Zero, but once I upgraded to a Model 3B, it wasn't delivering enough power to make it happy. It would boot up and run what I wanted to, but there was a constant "low power" notification. 

So I've kept my eyes open for when power technology was going to get to the point that a battery pack would be able to deliver that much juice without breaking the bank and it finally happened.  I got rid of the "low power" notifications and am now considering what I need to do to make it a properly "finished" project. Right now that means trying to get the interior of the lunchbox organized. For a long time, the lunchbox was very much just a container for all of the various parts, which just sort of hung out inside.

Tuesday, April 11, 2023

 I went to the gaming Meetup that I was planning to and ran the same adventure I ran last month, though with new players this time. Very new players, in fact. Not only new to the Meetup group, but 2 of my players were completely new to RPGs as a whole.

Which makes me glad that they came to my table. Not that the other games that were being offered weren't good games run by good people. They absolutely were. But when players are coming from a history of board games, as these two were, a nice Old School dungeon crawl is perhaps the perfect introduction.

Old School D&D was an evolution of tabletop wargaming, so comparison to a board game is not far off. But it is also a step beyond. Especially in a basic dungeon crawl like the adventure that I was running, the idea of "This is the map/board and this is my character/playing piece" is pretty easy to get across.

One of my older pieces of gaming advice, before I started pitching a lot of big ideas and even designing my own stuff, is "dungeons are fine." Especially when you're starting out, don't sweat the big stuff. It's not about the 10 page character backstories or 10,000 years of history that you have to make up for your fantasy world. It's about playing. And simple dungeon crawl adventures let you get into the play experience quickly. Everything else can come later as it emerges organically from that play experience.

So I hope I gave them the baby step that will prepare them for the quantum leap into other roleplaying games.

It's also getting me more motivated to turn the whole thing into a proper campaign. Now that I've decided to stop overthinking and underthinking, I just need to figure out what the right level of thinking is. Right now, that feels like running modules from my collection and creating a loose continuity and geography around it.

Another issue is figuring out the location. I'm sure I've brought this up my issues with the lack of late night coffee shops in easy reach. Because cost is one of my concerns and my ability to hang out in a space for not much more than the cost of a cup of coffee is very important to me. There's also the local game store, which I am fond of.

It's largely a matter of getting my rear in gear at this point.

Tuesday, April 4, 2023

 Not too much to report.

I tried getting in touch with the players from my one-shot, but nobody responded, I've still got the notes for everything, so I could very easily either pick up with those players if they come to the next meetup next week, or just run it again for new players.

I'm trying to keep myself busy by building up a space sector for Stars Without Number. It lets me start with random results that let my analytical brain to do its job since my creative brain doesn't come out too often. While one of the things I love about the OSR is that ability to lean on random results, I've never been a strong fantasy buff. So a sci-fi game that comes with random tools for setting and scenario generation is a great thing. I'd still like to do Star Trek at some point, but SWN and Traveller-style games might be what I get.

Tuesday, March 21, 2023

 Well, it was a little bit of good news. The local RPG group I belong to had their monthly meeting and I offered to run an OSRIC one-shot which managed to get a couple of players. But even though I chose the simplest module that I could locate in my collection, we weren't able to finish it. It also didn't help that a couple of the players were sleep deprived and had a hard time concentrating. That's when someone suggested that we pick it up again later.

On the one hand, that meant that they were having enough fun that even if now was a bad time, later might be better. On the other hand, it would mean making a commitment to another session. This is what I've been wanting, but at my current level of anxiety, it feels almost overwhelming. Needless to say, I have not made an announcement of the follow-up session. Maybe getting this of my chest on this blog will help.

Tuesday, March 7, 2023

Overthinking my Underthinking

 I've been doing my writing group every week, but I haven't always been carving out time to blog.

I'm sure I've mentioned my idea of doing a blank map/sandbox/hexcrawl campaign. The reason for the "blank map" part of the idea is simply because I don't enjoy mapping out all of the details of a fantasy setting, so my plan was to have the setting mapped and detailed as it's explored by the characters.

The problem is that I got so dedicated to underthinking (putting everything into the hands of the players and their characters) that I wound up overthinking (trying to find or create systems for this to happen). Just something like a setting building questionnaire or session of Microscope might be all it takes.

Taking a step back, I think I should take a moment to reassess my goals. A big part of it is treating the OSR as a storygame. By which I mean using the incentives and structures of Old School D&D and letting the story come from that, instead of trying to impose a story structure onto it.

GP=XP: This is to be the main driver of game play. If you want to level up, you do it by chasing gold. Monsters are minor to moderate sources of XP, but the big one is treasure.

Resource management: One of the things that sets Old School D&D apart from later editions is how tight the resource management is. A magic-user with 1 spell per day. Handfuls of hit points. Encumbrance determining how much you can bring into the dungeon. Necessity is the mother of invention and the goal here is to create those necessities.

Reaction rolls and Morale: These rules will keep every encounter from being a simply slugfest to the death.

Procedural generation: This is something that I realized that I really liked as I was working on other games. First of all, since I'm terrible at coming up with ideas, elements from a random table can be a big spur to my creativity. Secondly, by not having a strong attachment to the outcome of an event or encounter. since it's not part of my big, deep plot, I let myself be surprised by the players' responses, which makes me something of a player at the table as well, even if I'm the GM.

The big thing that I'm not completely decided on is the history of the world. While I don't intend to generate a big elaborate timeline, So what I'm trying to decide is whether the world is new (as it was in my initial "blank map" concept) or if it had a history that I just haven't detailed, but might be created as details are filled in.

As I did game prep for my "zero-history" version of this, I wound up trying to roll up certain details, such as background elements for an intelligent NPC and rejecting a lot of results because they assumed that the world existed for longer than it had. So details that addressed the NPCs parents, for example, couldn't be used, because the world hadn't been around long enough for anyone to have children.

If I were to go with a world with history, it would be as simple as letting those sorts of historical details back in. Once enough events get nailed down, maybe they turn into a timeline and eventually, coupled with the actions of the PCs themselves, into a vast and interconnected history

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