Showing posts with label Boardgames. Show all posts
Showing posts with label Boardgames. Show all posts

Saturday, February 24, 2018

Names are the Hardest Part of DM-ing


Coming up with effective names is a challenge for any narrative medium, and this is no less true when it comes to running entertaining role playing game campaigns. Names can make or break a game session. Unlike other media, the challenge in role playing games doesn't solely stem from a need for verisimilitude. Not every game requires realistic names, and some games are better with silly names. It all depends upon the group you are with.

The real challenge comes in coming up with names on the spot that are both serviceable and memorable. You can create as many write ups for NPCs as you want in your game master prep time, but I can guarantee you that your players will often ignore the NPCs you've given deep backstories in favor of interrogating "random street urchin 6" or "Kobold number 5" for hours of entertaining game time. Entertaining game time...if you get the name right. Otherwise, the session might spiral into metagaming or groans. You have to both know what kinds of names fit with your group's temperament, and be quick on your feet. No one wants to wait 5 minutes while you look through Gygax's Book of Names or as you hit generate on a random name generator until you get the right name.

I'm not saying that I'm a master at this particular skill, but I do have one piece of advice for game masters both novice and experienced. Feel free to include your players in the name creation process. Don't feel that you have to do this work alone. If your players want to interrogate "random street urchin 6," as them to come up with a couple of names. These names won't always be great, but they will usually fit with your group's desires and are frequently memorable.

I am currently running a campaign entitled "Tinker, Tailor, Dwarf, and Spy" that takes place within the D&D Known World setting's (aka Mystara's) Grand Duchy of Karameikos. The fact that I am calling it the Grand Duchy will give grognards some hint as to the timeline I've set the campaign in. The Known World setting is a wonderful mashup of various cultures that might not seem to fit on the surface, but which work as a sandbox for freeform gaming. Sure, there's a society with peak Roman Empire governance placed between a proxy for the Eastern Empire and a Feudal society inspired by medieval Poland, the Grand Duchy of Lithuania, and a dash of the Holy Roman Empire. To the north is a country based on Naples, to the far north are the Germanic and Viking states. To the south is fantasy Hawaiistralia Reality TV island. It's a chaotic place, but if you buy in it can be wonderful. My players' characters haven't discovered it yet, but the "reason" why the countries are so chaotic in makeup in "my Mystara" is because one of the Immortals is preserving the dying cultures of our Earth and placing them on Mystara's surface, must as he places Mystara's dying cultures in it's Hollow World.

Anyway, one of the freedoms that a world like this provides is that almost any name is fair game, and here is a list of the names we use in my game with their alignment, race, and class. Some are canon names from the sourcebooks, but others are just ours.

Duke Stephen Karameikos (LG, Human, Fighter (Cavalier)) -- Ruler of Karameikos and the founder of the "Duke's Tinkers" who are Karameiko's secret police, the organization the player characters work for.

Duchess Olivia Karameikos (NG, Human, Thief (Mastermind)) -- Stephen's wife and the actual Chief of the Duke's Tinkers, she is known only as "The Weaver" to all but the most trusted Tinkers.

Kraeyg Lyste (NG, ??, Thief(??)) -- The publicly known head of the Tinkers about whom very little is actually known. They appear to have the ability to change shape and are careful to cover their tracks. They keep detailed documentation of all members, and potential members, of the Tinkers and rival organizations.

Festival Master Quarch (N, Human, ??) -- He runs the King's Festival in the northern town of Stallanford. Stallanford has no mayor, so Quarch is the nearest thing.

Alaric (CG(E), Human, Cleric) -- A priest of the Church of Traladara who has forsaken his oaths to serve The Iron Ring and who has become a priest of Orcus. (Deceased?)

Dinae (LE, Bugbear, Ranger) -- Dinae was once a tracker and wrangler for the Iron Ring who captured slaves for the organization and answered to Alaric. He has recently been turned into an asset in the service of the player characters.

Sharaen Vlatovski (N, Human, ??) -- A human woman who was married to a Kobold named (xxx) who had been forced into service to the Iron Ring by Alaric. She infiltrated Alaric's hideout by allowing herself to be captured, she was about to assassinate one of Alaric's lieutenants and free her husband when the PCs arrived. The PCs know that she is married to the kobold, but are unaware of her skill set. When the PCs return to Specularum, she will find Kraeyg and enter into service in the Tinkers.

Bukie Bimblebritches (N, Halfling, ??) -- He and his brother Howie own the Inn, Stables, and Gambling Hall in Stallanford. They are quite wealthy.

Felix Fentsworthy (N, Human, Thief(???)) -- He is the local fence in Stallanford and the head of its "band" of thieves. After all, you can't call 6 people a guild.

As you can see from the list above, my players can be a little punny, but not too punny.

Sunday, December 17, 2017

A Return to Shadow of the Krampus -- A Holiday Themed Shadow of the Demon Lord Adventure

I posted this last year, a little late, and am reposting it this year for those of you who want to add a little of the Season into your gaming.

I am a big fan of running seasonal adventures for my regular gaming group. Though my group hasn't played as regularly this year as they have in the past, I was inspired by Robert J. Schwalb's dark fantasy roleplaying game Shadow of the Demon Lord to write an adventure for this season. For the past few years, I've written and reshared adventures featuring Cthulhu Claus (based on my wife Jody Lindke's illustrations for an old Kickstarter) or the V'sori (evil aliens in the Necessary Evil setting for Savage Worlds), but this year I decided to feature Krampus -- that most devilish of Santa's helpers. While Krampus might be a bit played out for some, having gained mainstream notoriety, I'm still a big fan of the character and I have the pleasure of knowing an artist who has been participating in Krampuslaufen long before it was trendy to do so and Bill Rude's Krampus costume is amazing as is the fact that he can get even small children to pose with his horrifying costume.


Bill Rude is a talented artist and you can look at a variety of his projects over at his 7 Hells: The Retro Art of Bill Rude website.

Illustration Copyright Jody Lindke 2016
In this mini-adventure, the PCs are passing through the town of Nesbitt-Hill during one of their other adventures. You can use the map below to represent the portion of the foothills of the Iron Peaks immediately south of the Zauberspitz with Nesbitt-Hill being the northern-most community on the map and Tower number 3 representing the once great Beacon Fortress.



Shadow of the Krampus is a Novice (though not a "just now Novice") adventure for Shadow of the Demon Lord with a post-Christmas theme. 

The town of Nesbitt-Hill is a vital stop for wanderers and miners who brave the dangers of the Iron Peaks in search of adventure or riches. For years the town has been a peaceful refuge, seemingly immune from the spread of the Demon Lord's Shadow. For even as the Shadow has spread, the town of Nesbitt-Hill remains a spark of light an happiness in an otherwise dark and desperate world.

But that changed last night. Historically, the Winter Solstice has been a time of celebration when the townsfolk of Nesbitt-Hill memorialize the the Solstice King and his champion Krampus. For it is this duo who has protected the town since the Battle of Zauberspitz where the Solstice King and Krampus defeated a horde of the Demon Lord's servants, or at least that is what the stories say. The stories also say that Krampus steals children who misbehave and returns them at the Spring Equinox after the darkness has been purged from the children's souls. If it is true that Krampus takes children and eventually brings them back, why is it that Krampus has taken no children for twenty years? Why does Mistress Oetzel swear she saw Krampus take adults this Winter Solstice? And why were these adults among the most generous citizens of Nesbitt-Hill? Has Krampus returned, but as a servant of the Demon Lord? Or is something else afoot?

https://www.dropbox.com/s/rxemivrin1vvt34/Shadow%20of%20the%20Krampus.pdf?dl=0



With the exception of the map depicting the area of the Iron Peaks I refer to as the Gronwald, an area that lies in the shadow of the Zauberspitz, all of the maps were drawn by Dyson Logos and were taken from his Commercial Maps webpage. According to the page, Dyson has released these images under the Creative Commons Attribution 4.0 International License. If I have used any images that are not covered by this license, I will be happy to remove them.

The cover image of "Shadow of the Krampus?" was illustrated by Bill Rude, who was kind enough to give me permission to use it. Please visit his website and consider purchasing some of his art.

The other image is the "survival map" from Robert J Schwalb's playing aids page for Shadow of the Demon Lord. I am using it with the intention of it being fair use, but if Mr. Schwalb deems my use inappropriate I will be happy to remove it. This adventure requires the use of the Shadow of the Demon Lord rule book since all monster statistics, with the exception of Krampus, are located within the pages of that "vile" tome. Krampus was designed using rules from the Of Monstrous Mien supplement. It is highly recommended that you also own Hunger in the Void and Terrible Beauty to add details around the edges of this adventure.

The cartoon illustrations in the module are the work of my talented wife Jody Lindke. I included "rpg humor" cartoons because they remind me of the cartoons in the old AD&D Dungeon Masters Guide.

I hope you enjoy the adventure.

Tuesday, October 10, 2017

D&D Adventures in Karameikos: Tinkers, Tailor, Dwarf, and Spy

A campaign beginning.

Just ran the second session of a new 5th Edition D&D campaign. The campaign takes place in the Grand Duchy of Karameikos where the player characters are members of a secret police force that investigates threats against Duke Stefan Karameikos. The secret police force is called The Tinkers and they answer to a secretive mastermind named The Weaver. This combination of factors led the players to name the campaign "Tinkers, Tailor, Dwarf, and Spy."



The Grand Duchy is one of the main "starting" kingdoms of the Mystara game setting. I've long been a fan of the Mystara Setting for Dungeons & Dragons. One big reason for this is that it was the setting used in the Moldvay/Cook Basic/Expert and BECMI editions of D&D. The biggest reason though, is that I love the bizarre anachronistic mashup of cultures in the game. You have a culture based on the Roman Empire that is doing trade with a culture based on renaissance Venice. It's got a touch of everything.

Having a bit of everything does take away from the verisimilitude, but when you add the reasons for the Hollow World setting inside the world the setting actually makes sense. The world of Mystara is hollow because the god Ka the Preserver, the first dinosaur to attain sentience and eventually immortality, sought to create a refuge for the societies that collapsed on the surface of the world. One could induct from this that Ka's sponsor builds the surface world from the collapsed cultures of other worlds.

At least that's how it works in my mind-canon, not that it will affect the campaign that all of the kingdoms are actually rescued cultures from other worlds. Though that will allow me to bring in some of the material from Freeport more fluidly.

The campaign begins with The Weaver sending the characters to the town of Stallanford to investigate whether the annual King's Festival is being used as recruiting grounds for the Cult of Halav. After the PCs have been given time to do initial investigations and get a night's rest, Orcs attack the town and kidnap the town's cleric who is also the man the PCs are supposed to spy upon.

I'm using the King's Festival module as the launching point for the campaign, with the following open threads added.

1) Depending on what happens, the surviving Orcs may seek to have the PCs put to trial for murder/wrongful death.
2) Is the cleric a part of the Cult of Halav? Is that cult a threat to Duke Stefan?
3) Is the big bad a part of the Iron Circle? Are visitors to the Orc Caves also members of the Iron Circle?
4) Who is the Weaver?
5) Who is Bargle the Infamous?




Friday, October 06, 2017

Steve Jackson's Classic OGRE is Available on Steam!!!

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE. The game was so successful that it not only launched a fad, it formed the basis for the early financial success of two companies. Metagaming first, and then Steve Jackson Games. 

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. One might even credit OGRE with Steve Jackson Games' recent non-Munchkin revival. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now a newly released video game on Steam. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

I'll be playing and reviewing OGRE this weekend, but you can buy it on Steam today.








Wednesday, September 06, 2017

Tom Lommel's #Ironkeep Chronicles and Disorganized Play Are a Masterclass in Game Mastering.



I've been a fan of the team at the Saving Throw Show for quite some time. I didn't jump on the Saving Throw Show bandwagon as early as their Kickstarter, but I did become an ardent fan soon afterward. One of the key reasons I jumped on the Saving Throw Show bandwagon was that they brought on The Dungeon Bastard and Lady Vorpal, Tom Lommel and Amy Vorpahl, as two of their recurring castmembers. This appreciation has only increased over the past few months as I've been watching Tom Lommel run the #Ironkeep Chronicles on Wednesday nights. On that show, Tom has managed to do something that isn't replicated by any other online streaming role playing game show. He's managed to both replicate the home game play experience and fused that with a series of interactive tutorials on Game Mastering where the audience helps shape the campaign.

What Makes #Ironkeep Chonicles Work

While there are many great live play rpg streams on the internet, the primary thing that sets #Ironkeep Chronicles apart is that it replicates the average home play experience. Many of the professional rpg-streams feel more like you are watching a television show or listening to a radio audio drama than they feel like the game play around your tables at home. While Tom has fantastic players, which like many rpg-streams includes actors/Twitch streamers/YouTubers, the show never loses the home game feeling. One great example of this phenomenon is the character creation episode of #Ironkeep Chronicles when Tom incorporated elements of John Harper's proto-rpg The Wildlings into the character design session to facilitate character creation.



 Unlike Wil Wheaton's excellent Fantasy Age run on Tabletop, which used a very scripted adventure and where the character creation was focused on elements native to Fantasy Age, Tom did what many Game Masters do and mashed up game mechanics from multiple games right from the start. This trend of bringing in elements from outside of D&D, and not as original game design content, demonstrates to players and Game Masters how they can incorporate their large gaming libraries even when they don't get the chance to play anything other than D&D. Tom runs #Ironkeep like a home campaign and not as an IP generator. He's not trying to create new rules from scratch that will be sold by Saving Throw Show at a later date, though he probably should be, instead he is showing what busy but good GMs do. Busy but good GMs incorporate and improvise.

Speaking of improvisation, that's another part of what Tom does that mirrors the home gaming experience. Like many online shows, #Ironkeep Chronicles uses pre-published materials as its gaming foundation. In this case, the players are playing through Tales of the Yawning Portal, but due to time constraints and player tastes the actual adventure content wanders away from the written page. Take a change he made to White Plume Mountain as an example. In some ways, the classic deathtraps of the adventure don't make narrative sense. So Tom makes a significant change to the environment and turns it into a sort of amusement park prison that has Blackrazor as its key.



This is a significant change to the narrative of this classic dungeon, but it is the kind of change that one frequently sees in a home game. I've used The Veiled Society as the starting point for my D&D campaigns several times. I love the urban setting and the politics of Specularum society. It has yet to run the same way twice. Not just because the players make different decisions each time, but also because I change who the real villains are each time in response to the players' actions and preferred style of play. Are my players "democrats" who want to see the end of feudalism and see Duke Stefan as a threat to free peoples? If so, then one of the old families might be heroic. Is the Veiled Society the actual threat? These things and more change in my game and by the time I'm done, the many changes I've made are often so significant that even rerunning the adventure for the same group, the players don't notice. They only notice they are in the same setting. This is the kind of thing that happens in all of our games, and that is what Tom shows the world.

The Secret Engine Behind #Ironkeep Chronicles is Disorganized Play

As good as #Ironkeep Chronicles is, the real secret to its charm and benefit to Game Masters is Tom's supplementary show Disorganized Play. This show is filled with tips on how to prepare for role playing game sessions with minimal prep time. Tom goes over all aspect of preparation including: crafting of NPCs and combat encounters, designing battlemaps that provide interesting challenges for players, and how to use Kanban style Plot Radar charts to improve your ability to script a campaign . It's a simple method of note taking that will help keep your games on track, especially if you are like me and only play once a month. Additionally, Disorganized Play is also a place where you can interact with Tom in real time as he brainstorms the campaign and answers questions from viewers. You have to be watching the Live Stream on Twitch to get the full benefit, but I highly recommend it. It's a perfect place for experienced and novice GMs to go to learn. In fact, his episode with Vana preparing her to run her first session is a great example of how fantastic an advocate for our hobby Tom is.



Friday, August 25, 2017

Printable Minis are an Underappreciated RPG Resource. #RPGaDay 23, 24, and 25



Another day, another couple of days missed #RPGaDay and a catch up post.

Day 23 -- Which RPG has the Most Jaw Dropping Layout?

I know that this is going to be a really controversial opinion, especially with how beautiful the new Starfinder book looks and how amazing every book Monte Cook has been putting out lately looks, but in my opinion the D&D Essentials Player's Books had the most jaw dropping layout.

No, they weren't as artistically beautiful as the books I just mentioned or Symbaroum, DC Adventures, or Tales from the Loop. Those books are all stunningly beautiful works of art, but jaw dropping layout isn't about the illustrations (though they matter). For me, what matters most about layout is how it leads the user through the information. It's a matter of design and not art and when it comes to design, the D&D Essentials duo are stunning.

These two books break the rules down into consumable chunks that are clear and concise, must like the Moldvay/Cook B/X D&D rules, but their real beauty is in how they guide players through the character advancement process. If you open up to the Fighter: Slayer section, it is broken up by level and tells you what choices you need to make at every level. You don't have to flip between sections of the book, the options are clearly articulated there and presented in a manner that aids the learner through the process.


Day 24 -- Share a PWYW Publisher Who Should be Charging More.


There are a lot of great publishers offering Pay What You Want (PWYW) products on RPGNow/DriveThruRPG and I have more than taken advantage of the products available. Sometimes I pay more than the "recommended price," and other times I'll pay as low as $0. I usually feel very guilty when I don't pay any money because the truth is that what I want to pay is more than that. We all have limited funds and it's great that some publishers are able to offer some of their products as PWYW as loss leaders for their other products. A lot of other people have promoted pro-groups like Evil Hat Productions, and they are a big PWYW publisher with professional quality books, but I'm going to focus on a small segment of the hobby that can make all of our games better at very low cost. That segment is the printable miniatures segment and it features some great PWYW publishers.

One of the publishers I really like is Kev's Lounge which has a really nice balance of PWYW and pay a small fee for miniatures bundles. There are some very strong illustrations in the series and they print out very nicely. Marshall Short, who runs the excellent Patreon Printable Heroes, uses patronage to fund some fantastic miniatures. I'll add one last publisher, who's work isn't free but is wonderful, with Jess Jennings. Jess' line of Trash Mob Minis are perfect for gaming with grownups and kids. The cartoony style is fantastic and the characterizations are really fun.

Day 25 -- What is the Best Way to Thank Your DM?

Single malt scotch.

Okay, as great as single malt scotch is, there is one better way to thank your DM. It's actually pretty simple. Come to your sessions on a regular basis, come prepared to play and without looking at your phone every five minutes, and be respectful of your DM's time and energy. We put a lot of work into DM-ing and some of us really like to do it. We can only do it if you show up, and we want you to show up because we really like having you as players.



Tuesday, August 22, 2017

The Marvel SAGA RPG is the Easiest Game in the World to Run and Play! #RPGaDay 22


Image Source Wayne's Books

I love super hero role playing games. There was a time, before the digital explosion, that I could claim that I owned every super hero rpg that had been published. They run the gamut from highly complex games like Champions to abstract and indie games like With Great Power. You might think that my love of these games stems from the fact that I'm a HUGE comic book geek, and that's true, but I also love them for another reason. It's a reason that also answers today's #RPGaDay question.

Day 22 -- Which RPGs are the Easiest for You to Run?

Super hero role playing games are the easiest of any role playing game for me to run for a wide variety of reasons. First and foremost among these reasons is that they are the most accessible games for people to play. "Accessible," you say, "but aren't Champions and Mutants and Masterminds tremendously complex when it comes to character creation?" Yes, they can be mechanically complex, but all superhero games are more accessible than fantasy role playing games because they have more shared qualities.

When I run a fantasy role playing game set in a fantasy world, there is always a learning curve regarding the nature of the setting. If I play in an Eberron campaign I need to know certain things about the setting that are completely different than if I'm in Dark Sun, Oerth, Mystara, Westeros, or a million other worlds. But it most superhero campaigns, all I need to say is "you will be playing a superhero team based in Los Angeles" and everyone is in a similar imaginary landscape. While I need to worry that the "magic system" of a fantasy setting fits the setting, comic books don't care about such things. Doctor Fate's cosmic scale mysticism stands side by side with John Constantine's arcane rituals, Amethyst's crystal magic, and Arion's Atlantean magic.

The stories also fall into place. How do the characters get together as a team? I'll just borrow the classic get the team together through misunderstanding and melee that made me fall in love with Marvel's The Champions or the first issue of The Avengers. This misunderstanding melee meetup provides a perfect opportunity to teach the players the rules of the game, build personalities, and introduce villains who will be used throughout the campaign.

One of the absolute best super hero games is TSR's Marvel Superheroes Adventure Game. It's simple card-driven system and game balance allow for every player in a combat to matter. Captain America is always an important contributor, and unlike in the new Defenders TV series, so is Iron Fist. The character sheets are easy to read. And my favorite part? The cards have enough information on them that by drawing about 5 from the deck, you can come up with an adventure on the fly with location, motivation, and villain determined at a quick glance.




Sunday, August 20, 2017

Tom Moldvay Basic: Why It's Great and Where to Find it. #RPGaDay 2017

It's time to catch up on my #RPGaDay writing again. This time the questions seemed initially unrelated, but once I found my answer to the first question it became clear that they should be combined into one post. The role playing game that I believe features the best writing in long out of print and therefore someone interested in finding it might need advice on a good source for out-of-print RPGs.

Day 19 -- Which RPG Features the Best Writing?

I can imagine a lot of bloggers answering this question by waxing poetic on how this or that meta-narrative game has the best writing. I can almost see them typing away to praise Vampire the Masquerade for its evocative text, or Pendragon for its ability to capture the tone of courtly love. Both these statements are true, but neither of these games captures the best writing I've read in a role playing game. That honor falls squarely on Tom Moldvay's Basic Dungeons and Dragons.


Never before, and never since, has there been a role playing game rule book as well written as this edition of D&D. It was the first edition of the rules that the average person could pick up, read in an hour or two, and play the game. Holmes' first Basic set was a huge step in this direction, and was the first edition of D&D that was actually written with playable rules that didn't require too much interpretation, but it didn't quite capture it. Steve Perrin and Ray Turney's Runequest is very well written and clear, but isn't quite as approachable to the new gamer as Tom Moldvay's work.

Tom Moldvay did something quite challenging. He addressed not only how to play D&D mechanically, but how to play it socially as well. By including an "example of play" and answering questions as simple as how to read a four-sided die when you roll it, he made role playing more accessible than it had been up until that time. Later writers focused on getting more evocative in their world descriptions and providing interstitial prose that seemed straight out of a novel or short story, often very well written, but they forgot that they were writing a game too. Or at least they seemed to forget they were writing a game. Many "storytelling" and "less crunchy" games have rules far more sophisticated than D&D, and when they have even simpler rules - as is the case with Cortex+, FATE, or Apocalypse World - they often get too caught up in their jargon and end up obscuring what are wonderful gems.

Well written role playing game rule book doesn't require you to "see it played to learn it." A well written role playing game is playable out of the box, and Moldvay's is a perfect example of how do to it.


Day 20 -- What is the best source for out-of-print RPGs?

No long answer here. The best places to find out-of-print RPGs Noble Knight Games, Board Game Geek, and eBay. That's it. The important thing isn't the "source," it's your level of patience. You have to be willing to pass by offers that are too expensive on eBay or Noble Knight and wait for the right offering. You also need to decide whether you are collecting to collect as artifacts, or whether you are collecting to play. I collect to play, so I don't buy the most expensive copies. I am not collecting to resell as an investment. I want to play and to have future generations play. To that end, I peruse these sites for deals.


Friday, August 18, 2017

The Game I've Longed to Play and the Game I've Played the Most #RPGaDAY

So far, I've been able to keep up with all the necessary #RPGaDAY posts without getting so far behind that I quit due to the dread of having to write 10 or more posts at once. One of the reasons for that is that this year's set of questions have been good prompts, and the other is that I've decided to make a concerted effort to post more often.

I missed yesterday's prompt, but it and today's are very much related in them and I'll be combining them into one post.
 
Day 17 - Which RPG have you owned the longest and not played?

I own a lot of role playing games. I'm not saying I own "the most" role playing games, as that claim would be absurd, but I own a lot. Over 500 a lot. Probably more than that. I own more role playing games that I've cared to enter on RPG Geek because it just takes too long. I should update them on a database, but I've got work and research etc. and I just don't have the will to do it. Besides, a lot of my games are in a storage unit I've converted into a gaming library. Needless to say, it's a lot of games.
Some of those games I bought just to read and see how they did things. Cosmic Enforcers comes to mind as one of these kinds of games. It's a super hero role playing game and given that I've already got my favorites in that category it was doomed to be mere reference material. But there are some games that I bought because I really want to play them, even if most of my friends probably won't. I buy them in the hopes that one day I'll be able to experience at least a one-shot of the game. I bought Scion: Hero and Tour of Darkness for this reason. 


The game that I own the longest and have not played falls into the "I really want to play it" category. Back in the days before the "Sweet Pickles Bus Wars" a friend of mine got a copy of Star Frontiers. I loved the illustrations and I loved the setting. I desperately wanted to play and I soon got my own copy. I read through the rules and made up several Basic and Advanced characters. I talked about the game with my friends and we planned a sleepover gaming night...then the "Sweet Pickles Bus Wars" began and I had to put off playing it. Years later, another of my friends expressed an interest in playing and had even written up a campaign to run us through, but that was never to happen.

I've owned the game a very long time and have not played it once. It's a game from a different era of play and I would love to get a chance to play it some day, even if only for one session that is followed by a campaign in the Federation using Savage Worlds rules.

Day 18 - Which RPG have you played the most in your life?



When the Dungeons and Dragons 3rd Edition Player's Handbook came out, I hadn't gamed for a few years. I'd spent the couple of years before the release finishing my undergraduate education and didn't have much time for RPGs. My wife and I had just moved to Los Angeles and didn't know a lot of people. I'm the kind of person who needs a circle of friends to help me recharge from the stresses of day to day toil and struggle, and gaming is the perfect hobby for that. It didn't take long for me to find a group of players, most of whom are still my good friends today, and kick up a campaign.

That 3.x campaign ran from 2000 to 2008 and we played almost weekly for a good chunk of that time. I saw characters go from first level adventurers struggling to survive in the Sunless Citadel to 20+ level paragons who battled against a living fragment of Tharizdun that was was destroying the Feywild, the Elven Pantheon, and all the Elves on Oerth. After years of adventure, the campaign came to an end and the world of Oerth was changed forever as many of the old gods (not Old Gods) perished in Tharizdun's wake and were replaced by a new Pantheon. Oerth's elven population was significantly reduced as the corruption of Tharizdun's influence in the Feywild manifested as a wasting disease that killed 90% of that world's elves.

It was a blast...and it exhausted me. I was ready for a new game system and that's around when 4e came out. It was too early for many, but it was at exactly the right time for me.


Wednesday, August 16, 2017

Steve Jackson's OGRE is Coming. Can You Protect the Command Center?

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE.

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now an upcoming video game release on October 5th. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

Here is a look at what Auroch will be bringing us this October.


Sunday, August 13, 2017

Castle Falkenstein is Among the Most Inspiring RPGs Ever. #RPGaDay2017 Day 12




Day 12: Which RPG has the most inspiring interior art?

During the early 90s and 00s, there was no game designer who constantly managed to be on the cutting edge of gaming ideas more than Michael Pondsmith. He pioneered several role playing game genres. His Cyberpunk role playing game captured the cool and gritty scifi genre of the same name with a game that managed to capture the feel of the genre in a way that made it accessible and fun even as it retained the realism of the inspirational media. His Mekton games and Teenagers from Outerspace brought Gundam, Ranma 1/2, and Tenchi Muyo! inspired gaming to tabletops. The Dream Park role playing game is underrated, but for my money, the best and most inspirational is Castle Falkenstein.



Quite simply, Castle Falkenstein changed the way I thought about gaming. It had a strong focus on storytelling and used CARDS...PLAYING CARDS as its game system. It wasn't the first rpg to do so, but it was the first rpg in my experience to do so. And it had style. The book was beautiful and evocative and captured the genre so perfectly. It wasn't just a Steampunk game, it was a Steampunk game that felt "of its era." It was Prisoner of Zenda meets Jules Verne meets The Wild Wild West meets Sherlock Holmes meets Spenser's Fairie Queene. 



And the art perfectly captured that feeling and has inspired almost all of my subsequent gaming experiences. Whether I'm running a Superhero game or a Fantasy game, I've always got a little Castle Falkenstein inspired spice in the mix.



Friday, August 11, 2017

Four #RPGaDAY Questions in One Blow! #RPGaDay -- Days 8 to 11

Sorry I missed a couple of days, but the prospectus for my dissertation took priority. Writing everyday, either here or on something else, keeps my brain working in a way that helps my prospectus, but I still have to write the prospectus too. As a reward for completing a draft, though I already know some areas I'll be improving this weekend, I'm ready to answer the questions I missed.

Question #8: What is a good RPG to play for sessions of 2 hours or less?

There are quite a few RPGs that fall into this category, including CHILL which I talked about earlier, but I'm going to focus on one that's a little controversial here. The single best game for short sessions that I've ever played is D&D 4th Edition Essentials. With the Essentials rulebooks, and the Gamma World boxed set, Wizards of the Coast took what was a well designed but poorly executed and confusingly written game and turned it into one of the best introductory role playing games ever published. The Essentials editions accomplished what Wizards of the Coast was trying to do with their Red Box reproduction for 4e and created a new "Basic" edition of the game. The character classes in the Essentials edition were "pre-optimized" and the feats offered in the books were just enough to add flavor.

And don't give me any of that "4e is a great tactical game, but terrible role playing game guff." <Insert Cranky Old Man Voice>If you didn't get good role playing out of 4e, that's all on you and not the rules. Because role playing is about your actions and has nothing to do with rules sets. I ran 4th Edition, and especially Essentials, for two years at my Friendly Local Game Store (Emerald Knights in Burbank) with a mix of experienced and new gamers. The rules in the Essentials books were simple enough for the new players to understand and some of the best ROLE playing I've ever engaged in was with that group.<Exit Cranky Old Man Voice>

The Lost Crown of Neverwinter adventure for D&D Encounters is second only to The Veiled Society in my mind as the adventure most likely to go off the rails into it's own magnificent story line fit for launching a campaign.





Question #9: What is a good RPG to play for about 10 sessions?

The quick and easy answer, also the cheap and lame one, is to say any role playing game. When you own as many rpgs as I do, the likelihood that you'll ever get to play them all is remote. Given the monolithic dominance of the D&D and Pathfinder brands in players' minds and interests, it's hard to get to game in other rule sets some times. Add to that a limitation of only being able to game once a month, and playing 10 sessions become 10 WHOLE SESSIONS! To me that's a mini-campaign. I've seen some great answers to this question online, ranging from Savage Worlds to Shadow of the Demon Lord. Since I love those games, and the Fantasy AGE game too, I'm going to keep those as D&D alternative recommendations for games to play for years when you are tired of D&D.


For the 10 session rule, I'm going to recommend Symbaroum. My reason for recommending Symbaroum for a short campaign isn't that I don't think the game can handle a long campaign, rather it's that they've written a great short campaign for the game that fits perfectly in 10 sessions or so. Symbaroum is a deeply evocative game with excellent art work. It also has a rich setting and easy to PLAY rules. The presentation of the rules in the book aren't the most intuitive, as you have to skip around a bit to get to the rules since they put a lot of the rich background in the front and put character creation just before the background section and the rules in the middle and back of the book. Yes, that's a complaint. The translation is clear and playable, but I'd have liked a more logical order to the rule book especially given how easy the game is to play. It's a fantastic system that is close enough to D&D that players can pick it up on the spot, but different enough that it has its own feel.



Speaking of "feel," Symbaroum is also that rare game that captures the feeling of fantasy literature. D&D is a great game to play, but I never feel like I'm playing a novel. There are just too many options, in part because D&D is trying to capture the feel of a genre (for the most part) and not a particular setting. In focusing strongly on setting, Symbaroum adventures feel like collaborative novels. I mean this as a very high complement. This is one of the best RPGs I've read and watching the folks at Saving Throw Show play the intro adventure is a perfect demonstration of how great this game is because they learn and play in the same session.




Day 10: Where do you go for RPG reviews?

Where do I go for reviews? Where do I go for reviews? C'mon man. I write a blog about gaming with my kids and friends and write my own damn reviews (okay, I don't do it often enough). I've even written for The Robot's Voice man...I've been paid to review stuff...(ed. note: Stop the Gamer Rage!)

Okay, snide gamer rage aside, I do have a couple of places I go. I'm friends with a TON of gamers on the Book of Faces, so I'm constantly checking out what they have to say in their posts. I read Tenkar's Tavern, and he sometimes reviews things, I also read some of the reviews on DriveThruRPG/RPGNow. Nerdist is a good place to read reviews, though they should hire ME to write for them (ed. note: I told you to STOP that.). I listen to Kenneth Hite and Robin Laws' podcast. For the most part though, I love the diversity of product offerings in the hobby so much that I'm kind of review immune. I buy a lot of RPGs and bad reviews don't stop me from buying and I often own them before a good review comes out. I wish I wrote more frequently about the games I think are great. Reviews play an important role in promoting products in this very small market and I feel guilty when I don't promote games enough.

Day 11: Which "dead game" would you like to see reborn?

Whew! All caught up. Man, this is a tough one. There are some great games out there that have been abandoned or gone out of print because they never caught on. People I follow have already mentioned James Bond 007 by Victory Games/Avalon Hill and Dream Park. A very good retroclone of James Bond 007 called Classified is available and you should track down Dream Park if you can. For my money though, I'd really like to see the Good Guys Finish Last and Villains Finish First superhero role playing games by Better Games be reborn with a new and beautiful edition with updated artwork.


The designers at Better Games were ahead of their time with their "Free Style Role Play" games. These games used descriptors to both describe what characters could do and to determine how much damage they could take. A "robust" character would have more physical damage boxes than a "smart" character, but the "smart" character would be able to take more mental damage. Those aren't actual descriptors, at least I don't think they are, but it gets the point across. The game system used a very simple 2d8 system where the difficulty of using the power and the roll needed in order for it to be successful were related. Additionally, and this is pretty genius. This particular game wasn't just a superhero role playing game. It was also an emulation of running a comic book title. As you did better, and achieved ignobles (goals in the game), you got more powerful and your comic book reading audience increased. With an increased audience came more difficult challenges, but also better art etc. I only wish that the good folks at Better Games hadn't been so tied to artists who were emulating the IMAGE style. It dated the game, even then, and I think dissuaded people from picking up a great product. I'd love to see it relaunched with high quality and thematic art.



Monday, August 07, 2017

The Half-Elf Who Carried Hemp Rope -- #RPGaDAY Day 7

"What was your most impactful RPG session?"

I'm not quite sure what Autocratik means by "impactful" in today's question, but I'm going to answer it as if he asked what my most memorable RPG session was since impactful could be interpreted a number of ways.

I've gamed long enough that I have several memorable gaming sessions, and I've written about one of the negative ones in The Munchkin Book and on this blog in the past, but I'm going to write about one of my favorite memorable gaming sessions. Like many of my favorite gaming memories, this one included my friends Sean McPhail, Ron Peck, and Robert Faust (author of Osprey's Scrappers game). It was the first session of a new D&D campaign (2nd Edition) and Robert and I had decided that my half-elf and his elf were brothers who cared deeply for one another.

Robert's elf was slight of build and the community we were in was heavily bigoted against elves and other races. My half-elf was more human in appearance and was extra-ordinarily strong (somewhere in the 18/60s to 18//70s). Some humans were harassing Rob's character and he eventually told some of them that if they continued to harass them they would have to face the consequences and repeat what they said (or something of that nature, it is many years ago) to his very strong brother.

They asked him with great skepticism just how strong his brother was.

"How strong?" Rob's character responded, "He carries Hemp rope."

Cut to a shot of my character wearing 2 crossed loops of 100ft of Hemp rope each, Banded Mail, and a two-handed sword. Note that in 2nd edition 50ft of Hemp rope weighed 20lbs. My character was walking around with 80lbs of rope. Why? It wasn't for flexibility, it was purely to show off his strength.



The response of the NPCs was a resigned "Oh" sound that will be familiar to anyone who has seen John Wick.

I may have some of the specific details of the encounter wrong, but I'll never forget "He carries Hemp rope."


Sunday, August 06, 2017

A Game a Day, for a Week?! What is this Madness?! #RPGaDAY Day 6

While all of the #RPGaDAY prompts are thought provoking, most of them fall into the realm of "realistic." Today's prompt is the rare exception. Autocratik's question of the day is, "You can game every day for a week. Describe what you'd do." First, that's a wonderful fantasy. I wish I had the time to game every day for a week, RPG game that is. I'm pretty sure that I could find a way to fit in a game a day if I really tried. It's just that the gaming would include things like Solitaire/Patience and a couple of quick Dice based games from Reiner Knizia's essential book of dice games. As for role playing games, that would be impossible...or would it?


I'd have the friends/family I gamed with rotate the GM role when it's needed.

Here's what I imagine I'd be playing during this mythical week of a game a day.

1) The Prince Valiant Role Playing Game.


Have 10 minutes and a small pile of quarters? Then you can learn to play this game and get playing.



The Pokemon Jr. Adventure Game is a fantastic starter RPG and it's one that I'd like to play a little bit more. The "Pokemon Emergency" box set comes with a complete mini-campaign.

3) Chill




Quick and easy, this game can be played straight out of the box and the very simple introductory adventure allows for a lot of role playing while also making it easy for the novice game master to run.

4) Home by Jim Pinto


The rule book is 32 short pages, all it requires is a deck of regular playing cards, and it's the first in Jim Pinto's very thematic and dramatic Protocol series of games. I'd love to play a few of these with my group, and a game fest like this would be the perfect opportunity. Oh, and I'd have the US version published with the Spanish cover.

5) Arena of Khazan by Ken St. Andre


C'mon, there is no way I'm getting a group of gamers over every day to play and Ken St. Andre's Arena of Khazan is one of the best, and most replayable, solo dungeons ever written.

6) DC Heroes by Mayfair Games


In order to expedite play, and get straight to the action, I'd use the "Exposed" starter adventure included in the 2nd edition boxed set. It's a commentary on reality tv culture, in the case of the adventure of Geraldo Rivera, but it is surprisingly topical. It's also funny, has a great mix of heroes, and ends up with a smashingly fun free for all.

7) Tails of Equestria 


A family friendly role playing game designed by the creator of the Mordheim skirmish miniature game? Yes please! This game is wonderfully easy to pick up and play and has a core mechanic that inspires creative thinking. It's also a great first game to GM.




Saturday, August 05, 2017

CHILL 1st Edition is an Underrated RPG. #RPGaDAY2017 -- Day 5


You are about to enter the world of CHILL, where unknown things sneak, and crawl, and creep, and slither in the darkness of a moonless night. This is the world of horror, the world of the vampire, ghost, and ghoul, the world of things not know, and best not dreamt of. CHILL is a role-playing game of adventure into the Unknown and your first adventure is about to begin -- CHILL Introductory Folder

 "What RPG Cover Best Captures the Spirit of the Game?"



For me, the answer to that question has always been CHILL by Pacesetter. It's a highly underrated game that captures the tone of my favorite horror films, those of Hammer Studios.

In 1984 a group of former TSR Employees -- including Mark Acres, Troy Denning, and Stephen Sullivan -- formed Pacesetter Ltd. Games and released the Chill role playing game. Chill wasn't the first horror role playing game, nor was it the best, but it has long held a place as a "cult" favorite in the role playing game world. Where other horror role playing games sought to capture the dark nihilistic material horror of H.P. Lovecraft, or the gruesome horror of many films, Chill tried to capture the tone of Hammer and AIP productions.

Because of its focus, and because its creators were former TSR employees, Rick Swan reviewed the game quite negatively in Dragon magazine and in his Complete Guide to Role-Playing Games. He described the game as, "A horror game for the easily frightened...While most of Chill's vampires, werewolves, and other B-movie refugees wouldn't scare a ten-year-old, they're appropriate to the modest ambitions of the game...Chill is too shallow for extended campaigns, and lacks the depth to please anyone but the most undemanding players. For beginners only."

Swan was correct that the game was simple, and appropriate for beginners, but he was far from the mark when he claimed that it lacked depth that could appeal to demanding players who want extended campaigns. The game has solid underlying mechanics that encourage a loose style of play that encourages storytelling over combat and reduces the dependency on die rolls that so many role playing games often overly promote. Like many Pacesetter games, Chill is innovative and slightly ahead of its time -- nowhere is this more the case than with their Chill: Black Morn Manor board game -- but like many things ahead of their time there are some flaws to the mechanics. Nothing too big, but definitely things that might make some gamers reject it out of hand. The game is simple enough that a group of players can pick up the rules and start to play within 15 minutes...from scratch.

Let me repeat that. This game, made in 1984, is easy enough to learn that a group can open the box and begin playing within fifteen minutes. Given how complex rpgs seem to the non-gamer, this is quite a marvelous achievement in and of itself.

The most comprehensive review of Chill -- during its era -- was the review in Space Gamer 75 by Warren Spector. In the article, Spector provided a balanced review -- not all of it positive -- but described the game as follows:

You won't find better, more consistently entertaining writing in any set of game rules...
Chill is the first to include an introductory folder advising players to begin playing that adventure before they've read the rules of the game! To begin, players have only to read a four page READ-ME-FIRST! introduction to the rules, pick up the 16-page adventure booklet and begin playing! And, sure enough, the cockamamie scheme works!

Spector's final word on the game is that it "falls somewhat short of the mark," but his analysis is clear and he seems to understand that he is looking at something new here.

There are many games from the 80s that -- mechanically and tonally -- seem extremely dated by modern gaming standards. Chill -- the first Pacesetter edition -- isn't one of them. It has a kind of classic feel to it, just like all the Hammer and AIP movies it was inspired by. It isn't a dark and serious horror game, but it is an adventurous one. If you want to experience existential horror, you can do no better than Call of Cthulhu, but if you want to pretend to be Peter Cushing's Van Helsing hunting Christopher Lee's Dracula you want Chill.

A hand touched his face, but he felt no warmth of human reassurance in that other hand, no sense of comradeship against the dark foes of the night. Boulton shrank from the touch. Then scrambled back. Then shouted. For now he could see the hand, rising like a pale, icy plant, from the churning soil of a grave. -- Chill Campaign Book


Friday, August 04, 2017

What RPG Have I Played Most Since August 2016? #RPGaDAY2017 -- Day 4

 
Today's answer will be short and sweet, which is similar to the reason this has been the game I've played the most this past year. Because of its easy ability to accommodate one and done gaming sessions, I've been playing a lot of Dungeon Crawl Classics by Goodman Games. It's a great adaptation of the 3.x system with a lot of twists that give it a feeling all its own.