Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, June 25, 2007

The Great Mong



I played a barb, the Great Mong, again thick of head and muscle, who favored large pointy objects, and I was in a party of stout heroes as always, looting a dungeon crawl. We were of midling level, and proud. Anywho, we were in a catacomb looking for a vampiric evil doer, of some sort, most assuredly magic wielding.


We came upon a door unlike most others, and being the Great Mong I tried the kick the door open and fell short. Hideous laughter rang out from behind the door. We were taunted, and our manhood called into question. The Great Mong could not abide being called a coward, and soon, the door exploded in splinters of oak.


I raged inside arms and eyes bulging. 'No villian could be seen" our GM (mike) stated. Ah Ha! The Great Mong could not be fooled. Our villian had become invisible to the naked eye. I shouted a warning and whirled into the room. I attacked nearly everything, the wooden table, the large throne- like chair, the bed, the tapestries, only to be met with more laughter and taunting.


Whilst I chopped the furniture into kindling, my compatriots made more logical plans. Silverthorn the Elf wanted to sprinkle elf dust and check for footprints. The enigmatic Log wanted to use oil and fireball the room so we might see our foe ablaze. Our rear guard Hjognir the Axe and our thief, Philo, belayed their instincts to help.


Needless to say we exhausted several strategies and about an hour of game time, chasing carefully hidden magic mouth spells around a room, rather than any villian. The Vampire did surprize the rear guard with some silent moving undead before we used all of our spells attacking inanimate objects, and despite losing two party members, we were victorious.


We limped out of the dungeon nearly dead, and having lost our priest, ran away at great speed from any potentially life threatening encounter. The Great Mong was vigilant in his quest for fortune and glory, and was indeed dubbed the Great Mong Sword Slashing Shitstorm of Death by the townsfolk. I later partied with barbarianesses that looked like this, telling them tales of lost commrades, and bespelled peices of furniture, as the Great Mong fought off the very Right Hand of Doom.



And it was good. Conan was confused as to what was best in life.

Friday, June 15, 2007

Fear the Boot


I got on this little site, where a bunch of guys, nerdy like me, have weekly round tables about pen and paper games and rpg fare of many genres. They even talk about the digital era, and World of Warcraft among others. It is aptly named Fear the Boot.


I think you can learn something from everyone, much like Jeff's Gameblog (see links), other game fans can give me lots of unique crunchies for my future games, campaigns, and what not. It is a shared world of ideas, and I do give credit where it is do. These guys do like the hobby.


However, and yes there is always a however, I am still at a loss, as to why I have to continually hear the "touchy feely" that dislike the combat, and the strategy of the game as it was originally intended.These hippy gamers constantly badger the rolling of the game, the piles of dice, (and oh how I love my piles), killing the monster, and looting its treasure. I mean they actually want to role-play the nondescript guards, and examine their motivations, and the fact that they too have the human element, and families and such.


I used to be a puncher of men, and never in any of my fights, especially if I am giving up 30 lbs or more, did I think, wait, maybe this guy has a mean wife, and that's why he wants pull my liver out by reaching down my throat, or if I do indeed hurt him, will he miss work, and wont have any money to feed his kids? I am more worried about broken bones, mostly my own, and trying to keep all my blood inside my skin. Maybe they have never been in a fight. In most of my scrapes rarely has there been a human element. Imagine that scenario with pointy objects. Scary.


They claim combat bores them, but they really dig WoW. And although they admit there is little role playing in the game, they claim they dig the social aspect of the game, and the fun of multiplaying. The wierd thing about my groups I have played with over the years, we do game just like WoW, lots of combat, role playing where it needs it, and lots of witty banter, the nuts and bolts that build legend. But with dice. Lots of dice. Dice. Some people had "dice envy" when they saw my big pile. Their piles shriveled once they saw its girth.


If combat makes you sleepy after a round or two as they say, find a system that makes the combat quicker, since the system is pointless to the "role-player" because its all about character anyway. Hey, even I have played the Al Pacino dwarf character, min -maxed or not. But it is a game. There will be dice. We role-play mostly in towns, and cities, and when there needs NPC interaction.


Not wanting to Bill O'Reilly these guys, they do have some interesting views on lots of games and are worth the listen. Yes they Podcast! Have thicker skin than me, and give em a listen. http://feartheboot.libsyn.com/. It is just nice to know that people are still playing, and love the hobby even if they are goblin huggers.
There aint nothing wrong with a crawl.

Thursday, March 15, 2007

Campaign Part III



Part three of the ongoing campaign of no name, should involve, depending on what was resolved or unresolved in part II, a river run. I lives the river locale, similar to the Games Workshop river supplement, which is in the attic, and I cant recall the name, and am too tired to go get it. It could be Nuln, and or Altdorf thing, but you will know it when you see it.




Anywho, let the PCs wander about the wilderness, and stumble onto a ferry, or some type of river transport, kind of a Inn of Intrige on the water. A common threat amongst strangers, and an inability to escape said strife, that is no doubt leathal, works well in story for Hollywood, like Aliens, Jaws, Night of the Living Dead, and many others, and it will work here. (maybe a vampire cloistered away on board).


Or something... maybe the assasin shows up on board, lizardish tail- whipping in all his/her reptilian glory, or maybe the guild has a member or two , with an offer few can, or have refused. Maybe a impish like demon thing is causing the deaths among crew or passengers, invisible and deadly, or maybe a 'ganger posing as such and getting new victims. Its a chance to get new contacts and colorful NPCs, good and bad, and its a different culture and locale that usual, complete with its own language and customs to incorporate into play. PCs give great cues so watch for em.



Anywho, next is the Big City, full of tons of NPCs and interesting people, hooks, adventures, and so on. Pcs should be of decent level 5-6 or so, so they should have plenty of fun, since hits, and skills, and feats should be semi substantial, unless players have fallen, and are new characters that have launched off the crew or passengers, and fellow adventurers from the Inn of Intrigue.


Main plot should move forward thanks to the mobbish guild members, or the emissary of the benefactor paying for the gizmo, or the wizard it was stolen from, and or sect members, or maybe, just maybe, there is a goodie type ready to kill all to destroy it. A knightly sappy guy, that has a big pointy sword or spear.


Anything else that happens is up to the players and or GM. The City Books give good idears for what can be done, but feel free to tweek as you go. I list about 50 or so hooks and idears for the city gear, and it helps to have a list of names and one or two word descriptions so you can add a hook to your characters... like balding pate, stammering, or twitchy.... something that marks him or her memorable to the players. I like the gnomish hookers, who can forget them?

Sunday, March 11, 2007

South Korea strikes back







I dont have a console type game, for if I did dare, my wife would kill me, bury me in the backyard. I am only allowed the PC variety, and to be honest I dont have the time to grind some gameplay out, mores the pity.




Anywho, I have come across the Lineage series by mostly South Korean artists, as well as Magna Carta, also drawn by some of South Korea's finest. These games have lots of supplemental material to pilfer, as well as pics, maps, monster idears, plots, campaigns, and what not for the pen and paper, tabletop rpg players.


I borrow from these type of games, for my players dont know thing one about the game, and I come off like the GM genius everyone thinks I am. The art here is visually stunning, and it leaves a lasting impression.


I like it anyway.




















I think it helps a bit when tweeking a new campaign, new art never fails to impress, and or maybe a new race or monster, perhaps a spin on an old race... who knows.


Evidently South Koreans artists like big breasted female types. I likes em too.

Monday, February 19, 2007

Electric Angel Rock and Roller






My mother recently passed away, and while sifting through the train wreck at the homestead, I stumbled upon the old DC RPG Mayfair style. Inside the pages were some sample heroes, forged in the twisted mind of yours truly. Electric Angel Rock and Roller is by far the coolest and most embarrasing installment. I am thinking its an homage to the Cars, and the character description resembles Ric Ocasek with wings. I know it's not my best work.




Also in my spellunking I came across the Teenage Mutant Ninja Turtle comics I had back when it was an independent, color on the cover only, and black and white goodness in between. It's a first printing and probably worth a buck three ninety eight or so. That is 1985 to you and me, and purchased at Journey Comics in Macomb Illinois, home to the fighting leathernecks of WIU.

I am sure there is more in the trove, books I will be surprized that I still have in one condition or another. I did the whole X-people thing then, and got on board before #200, and went back near #180. My brother, the Human Parasite, uses everything as a coaster, so some will not be mint.


Anywho, the Cars till jam, if that is still a hip word, and I was digging on their greatest hits recently. And a friend of mine I hadnt seen in years came back for the funeral, almost twenty years, and come to find out when he played in Harsh, Chaka Khan opened for him. The Chaka Kahn. Wow. Who knew?


Life is full of suprizes.



Thursday, February 01, 2007

Some Praises




I want to give a shout out to the Lodoss War and all its cartoony genuis.


It also has dwarves and elves and all the things that make sword and sorcery great, witches, swordsmen, and dragons.


And yes the elf chicks are just as I imagine them to be, busty more than one would think, yet still attractive to pubescent boys, and dirty old men.


The dark elf(Pirotess) in thigh highs is a taste treat. Anywho, I digress. It is a decent saga and can be purchased almost anywhere, maybe even rented from netflix. Some of the names did not translate well, like Woodchuck and Deed, but others fit the genre fine.

I also have a soft spot for Escaflowne. Not so much the big mecka, but it is tolerable, and with the impending invasion of the Zaibach Empire, sibling rivalry, a dragon, lots of intrigue, sprouting wings, mechanical limbs, cat girls, you name it. I caught the series version rather than the film, which I hear is edited, but it's all good.




Still geeking over the Ghost Rider thing.













Saturday, January 27, 2007

Art defines genre




Like most visual media, the art work contained both within and without can boost or cost you sales. Like most gamers I, as well as you, the friendly reader, have entertained the notion, or endeavored to create a game yourself either a loose adaptation of a game staple, be it d20, or its ilk, or conversely, perhaps a game unlike no other, a game unto itself.

I think some games achieved a success and or audience in their release largely because of the art was new, cartoony, or what have you. My biggest concern in my attempt would be of course, start up capital, but besides the obvious, of a small game in an ocean of games flooding the market, I would focus on solid artwork that would define my game, its genre, and gameplay.

Marketing the game as an "old school" throwback would be a technique to capture a section of gamers, already familar with old school games, and bring back some of the original artists famous to the genre. However, I would go another route if I had fat money cash.

I would go with Walt. Yes that's right. Walt Simonson. No other man does it better. If are not as believer start on Thor #337, and read the rest of his run, or the star slammers issues he did for Dark Horse or the graphic novel of the same name.

No one does it any better, and he writes most of the books he is an artist on. His unique take on the brainy Reed Richards, and his manner of eggheaded speak, rivaling a nonsensical stream of blathering consciousness is one not to miss. I think he adjusts the "positronic existentialators" on the Rosebud to no avail. He could help with the visual side of the game, as well as helping to shape its stage and players. IF he made a game I would buy it regardless of content. I wouldnt care if starting characters were insurance salesmen at a seminar.

Monday, January 22, 2007

Campaign Part One


Ok, I will help you get started because its so easy. Having a general idea and or guideline is the way to go, because players will give you great ideas for plotting and or subplotting as the nights pile up and the story begins to mature.

I am not one for" game theory" and its gamespeak, I just like to play a little, roll some dice, have some fun. Anywho here it is fast and furious: the setting is a remote inn between two towns, and inclimate weather forces the newbies indoors. Easy enough. Enroute to said destination, as it can be seen in dark silhouette against the flashes of lighting, the players get a dying delivery.
A man in black explodes from the darkness, maybe they kill him cause he is armed, maybe he just croaks. He does mutter a word before the reaper comes to claim him. This adds mystery... is it a name, a place, a group, a codeword... I dont know 'cause it will work out in the end.

Anywho, he has on his person an item of interest, a small rod looking thing, maybe two and a half feet long, and having a crown like head, pointy an such. It is magical in nature for sure, but its uses are as yet unknown. The dead man worked for a thieves guild, and pilferred it from someone. (It's wrong to steal from wizards). So at the inn, the guild member should meet up with him for payment once a secret sign is flashed, and returned. Also unknown to the PCs, is its primary function, a key mechanism, so a secret society wants it for their ceremony to unleash some fogotten god, demon nasty, snot golem, whatever. I like the Elder Spider God from the prior post so lets go with it.

So ... as far as plot goes, the guild wants it, the spider clan wants it, the victim of the pilferring wants it back, and when and if, the guild doesnt get it, their benefactor who paid for the robbery, will get the PCs names and desriptions. Lots to do here, posturing and threatening and what not.


And now for the patrons of the establishment that are riding the storm out. A gambler is always an option and possible contact for the players as gamblers frequently leave areas after they have worn out their welcome. Perhaps a bard, or a bard with a pet monkey, cause I like monkeys... they work the same. Anywho, a merchant is there with some secret cargo, maybe a wounded manticore he plans to sell to a menagerie, that might or might not get loose, some nobles from fueding houses that could pull the players into the mix, the list is endless. I dont use a lot of demis, but a elf could be here, or a gnome or some wizard that had magic gone wrong like the wizard from the dungeons and dragons cartoon. This locale makes it a nice meeting place for the less than savory elements of society.


I like the mistaken identity ploy so sue me. I also like an assasin character that harasses the characters like a lizardman girl, so I can tail whip/trip attack while the melee goes my way. No one expects the assasin to be a lizard, let alone a hot chick lizardman if lizardman chicks can be hot and sexy which I think they can.It is a good idea for a reoccuring evil type character rather than the factoid giving monkey wielding bard, or sarcastic gambler.


Friday, January 19, 2007

Locales in 3-D




I like an island on the big lake. Seems simple enough. A party of five has to sail/oar/ build a boat to seek its loot and legendary treasures. Remember Conan and the mirror wizard, from Conan the Barbarian... "Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there was an age undreamed of. And onto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!"

Yes, I see you do remember your Conan. Anywho, its easy to incorporate a lost tribe of something that protects the dark smelly forest from intruders, and the players can battle/ sneak by them in order to get their booty. It's remote so single creatures, and or originals work well in this enviorment. The lake itself provides other creatues, and or race of fishy men that also protect the tomb. Moreover the fishy men could control marine life, and or a lake monster, a smaller, fresh water Kraken- like monster maybe. After getting shot with arrows, and wet from being captized, the soggy adventures should hit the island. The ruins should also provide some adventures, before finding the entrance for the lost tomb.

Then its a standard crawl in the tomb. Maybe the dead guy really isnt dead. Maybe he is there, and really enjoys his privacy. And or he is CRAZY and really enjoys his privacy. Perhaps he could be half vampire, or mummy lord, or half man-half carrot. I dunno. Maybe he is making alchemic constructs like the Goo Golems, or something. Maybe he talks like this...

"If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One!" "Oh, Benson... Dear Benson, you are so mercifully free of the ravages of intelligence. God isn't interested in technology. He cares nothing for the microchip or the silicon revolution. Look how he spends his time, forty-three species of parrots! Nipples for men! "


I really love time bandits. You just cant beat it as far as far out goes. And David Warner has never been better as the heavy. I hope he destroys me first.





"If you're wrong, Benson, my revenge will be slow and unpleasant. I will turn you inside out over a very long period of time."

Thank you Master... thank you

Saturday, January 13, 2007

Locales Part Two





Here's another locale I run on occassion, especially in new groups. It works as a stand alone, non-campiagn oriented crawl, but can be worked into a campaign, depending on plot.


I like a trek to a different climate, for the spot, which can also include a jump point of different cultures and strange customs, etc. In my story, it involves a remote tower, in a jungle setting. This allows for some jungle beasts, possible races (jungle elves) or monkeys, I love monkeys, and creatures of your own design. Players would complain if they had not heard of such animals in their region, (their happy place), so bust em up with the viscous frog/ape combination creature, or something similar. Constructs, and or Undead, are good in any region, since they do not roam about, and the secrets of their existence can be explained by them being locked underground.



My villians here are spider priests of some ancient, almost forgotten, God. The tower possesses no stairs, so players will have to do their best to go upwards or downwards. Tower guards are spiders of every design, and some are downright nasty. Some rare breeds actually speak, which means spells, and or spell like abilities. Drider type Priests and lackeys are also present, some ride the beasts, while they jump, and shoot webs, while others have taken on some of the creature physical features. Priests granted powers may include jumping, and webbing, and spider climbing. Big bugs are also included in the jungle package, and maybe the occasional dinosaur.



Why are they there? Who knows? Perhaps trying to free an avatar of the Spider God, The Destroyer of All. Or maybe searching for a lost magick, maybe needed for said ceremony, quite possible the Cube of Mehmuijt. I like the cube cause I dig the Cosmic Cube and Thanos, and its not something you would normally run across. My cube always has a variety of powers, but always has a variety of detrimental attributes that are stumbled upon by the player.



On another note, since I have spawned, I am forced to endure family movie night every Friday, and this weeks installment was The Ant Bully. However great character actor with a big chin, Bruce Campbell, lends his voice talent to the character of Fugax (FOO-Gax) with outstanding results. Good to see him back in action, beside doing the Old Spice thing. Check his site http://www.bruce-campbell.com/ for all the info on his whereabouts, and happenings, and such. He has a new film in the works in partnership with Dark Horse, where he does action as the star and director and co producer. Looking forward to it.


Monday, January 08, 2007

Locales



Needless to say I like desert spots, hot, arid, and no need for that annoying platemail. Heat Stroke will kill you first long before the stroke of the sword. Anywho, I try to get the PC's into the region, on one pretext our another, usually their idea not mine, and I get the "fish out of water" beverly hillbillies' experience of the mostly EURO laden PC's trying to fit into a different culture. The more they do not know, the more they worry of death, and anticipate wonders they have only read about in books. It gives me a chance to throw out new concepts of monsters and such, but stay within the frame of the "rules we all live by".

Sometimes there is even a language barrier. Sometimes there are monkeys. Sometimes, but not often, but sometimes, there are dancing girls, harems, sultans, long wickedly curved swords, masked assasins, dark sorcery, and creatures from the very depths of hell.

I have some ideas to use hopefully once I get back on track and the group can sort out schedules, wives, etc. But I set the south up as City States, each a kingdom unto itself, surrounded by a sea of sand. Some magically calamity has caused the sands to act as the sea... some duel of wizards, or war between gods perhaps. Underneath this sand that swirls and blows, and has swells that cause rough travel for the dune runners that sail between ports, are the remnants of a lost era, its spires clawing through the sand, welcoming explorers brave enough for a quick search before they are lost again.

Lost races, buried treasure, dune runner pirates for some ship to ship action, spells adventure on any level. I am partial to the Jackalmen type of race akin to Egyptians, but nastier, I guess I am still a fan of the Wolfen from Paladium, and or, I use reptilian villians that are not bothered by the heat. They control lands near the center where the ground is stable, and worship eld gods, and are an enigma to the world of man. Rackham provides some imagery...

Anywho... you get the idea. I like the change of venue, and it keeps players guessing even after years of playing, and allows me to set enviroments that they interact with, and help drive the plot.

I dig the Bazaars, where everything is for sale, the thieves, the loot, etc.

Thursday, January 04, 2007

Remembering the First Time



First time playing the game was way back when even before the boxed basic set, when things where not packaged for mass consumption. Steve ran Into the Unknown, B1, I think, if memory serves, shortly before the leap to the Hardcovers.

It was the easy version, long before feats and such, just a guy and his sword, some monsters, loot, and general mayhem. We even had the dice sets you had to color with chalk. Anyone remember that far back? I think it is circa man just discovering fire, and or the Cubs winning the series

I can recall the first character I played. Kargnot the Slayer. I think the name came from a list of names in the back of the book that helped spur the imagination of slow starters. Tall, and long of limb, just like me, and a gait just short of swagger, Kargnot exploded onto the scene. Note that is "Karg-not", and not "Karg-no" cause who wants to be French and a swordsman.

Anywho, we were all there, stumbling about, eating green slime, accidently mind you, and attacking Koblods and monsters of all kinds cause the gods give glory to the bold, and the screaming red itchies to the weak. Darin was there too, he was also a fighter type, like Lumpy to my Beaver, we soon realized talking to things like "fleshy headed mutant are you friendly?", was usually answered with "no way eh, radiation has made me a mutant of civilization." Talking made you food for something else, and we soon adopteded a shoot first and the gods be damned approach to encounters. This technique coupled with "RUN AWAY!" worked wonders on survivabilty and morale. It also gave life to the "I follow, cowering in fear" style of play.




What fun though. Every encounter we worried about death, so we were not so foolhardy as to think we could survive every sword stroke, but the idea of loot and better gear, would erase any ideas of mortality.


On another note the pics come from privateer press again (see links), and the mage hunter is a cool concept. In my Big Idea, there was a magic purge, where all manner of magicker, or magical creature were put to the sword. So the demis are rare, magikcers, maybe rarer still, and there are those that still seek them out. It was a way to make sense of the Ranger class for me, but its a work in progress.

Saturday, December 23, 2006

More on Rackham




If this doesnt look cool to you, then you are the Potsie to my Fonzie.

I think its from their confrontation line, and they are pretty cool even if they are European.

But look for them at a retailer near you.

Friday, December 22, 2006

More is More

On one occasion, Mike did the unthinkable. Long before 3e, and long before epic level gear, he would say" ok, campaign starts at 8th level, and you can bring any three magic items, no artifacts please." One might think he was Monty Hall. Or Wink Martindale. But to those scoffers I would say, you were not there, you would not know the levels of horrors real or imagined we faced.

It also gave us a chance to play characters, races, classes, and use magicks that we would not normally have tried, or do not play due to lack of survivability, and or party needs and make-up.
The party itself cooperated more in creation stages hoping to have an answer for the demons and or Big Nasties we might face, from level draining, to vorpal lopping, you name it.

It really didnt help much, in the long run, some of us did perish, regardless of how we thought we covered every base, but we did enjoy the game for as long as it lasted. The sphere of annihilation, and the staff of the magi not withstanding, our players tried to tackle the the ups and downs of all the magical goodness, charges, anti-magic, spell turning and spell storing.

We fought monsters mostly unheard of and or rarely seen. Soon all of GM-FU masters were calling down the thunder for high level adventures, yours truly included. I am more of a mid level guy, were PCs are still vulnerable, but can do many things, and you can dip into monsters above or below level that do not kill in one blow. I like 4-8, and usually start play at two, much in the face of traditionalists.

Our game became more war gaming at that point, a party of five against one in terms of trying to outsmart the other, come up with new applications like polymorphing into a bat so we could see in magical darkness with the use of sonar. Outside the box thinking here, and nothing is as it seems.

Sometimes we are just the smash and grab, hack and slash players, who love their piles of dice like everyone else, killing monsters looting their treasures, going there and back again, with nary a campaign, just non connected adventure arcs that take glory in the killing of the wicked, and reward the righteous.

But this way and every way, I think it puts the players centerstage. Its a simple analogy really. The director (GM) has cues for what bounds on stage, the coming of acts, the climax, and so on. He remains offstage as it should be, and the needs of his players (actors) challenge him with improvisation, and "going off script", but he is only playing with himself if he has no cast.
He has a loose idea of where he is going, a couple of scenes that move his plot, but like Altman, he lets them fabricate the story as much as he does. The story writes itself.

I do the same, a couple of set encounters, some subplots here and there, and I build on what happens in gameplay, and more often than not, a player does or says something I can spin into something cool, or he whispers his greatest fear about a villian, monster or plot complication, and I incorporate it on the fly, and hopefully with some success.


I like the Rackham concept art for their minis. I also love their minis, and always have. I have used these pics to describe monsters like goblins, and what have you. It gives the PC's something to think about when battling little things, cause sometimes they do more than just nip at your heels. Creepy. A shout out to Rackham minis here at http://www.rackham-store.com

Thursday, December 21, 2006

Players Vs. GM


I am somewhat aware that occassionally players and GMs battle, on issues, on gameplay, on metaphorically and or literal applications of player speech and action, and so on. We used to think our GM was arbitrary, since two of us would die, two would get permanent limps, and the rest would reap the spoils with nary a scratch. He GMed alot "off the top of his head", which was good from a player standpoint and lateral thinkers, but if you are frequently singled out or the human target... you suspect the worst.

We did raise the question often, and changed our methods of play, to avoid the Ultimate Dagger of Doom, but to no avail. It became a one-upmanship, with us trying to get his best of him, as he was of us.

Anywho... we did try to list equipment and or buy items, so he could not prepare for what we were going to do, and in his mind spoil his campaign. We frequently made potions that we mixed innocuous ingredients together like milk and brandy and lime. We would take captives and give them the "truth serum". Our characters would argue that it "killed the last one", and we should use half the regular dose, because he must have been thinking about lying and that is why he died without even speaking.
Soon our relationship blossomed as he looked forward to what we would do with ten foot poles, and how he could keep the adventure going with as much vigor as we. What could have split the group later became the hook that drug us back for more. Everyone got involved, as more players began to think in other less obvious terms. Very fun times it was.
Gm styles vary, as do the way they dole out the magic. Recently I have seen the arguments on this topic that sound like blah blah blah. None of it really matters in the long run as long as players and GM are happy. Players get what they want in a campaign, and the GM gets what he wants. I dont crap on anyone's idea of a good time. Who am I to judge?

Wednesday, December 20, 2006

What Price is Too High



Well, I work currently in an industry where I am aware of the price of metal, especially since I have scrap that I can dispose of readily. However, I did not think in any way that this metal surge would translate to the geekiness of tabletop gaming.


Even my favorite folks, at http://www.privateerpress.com/, have also duly noted their struggles with keeping their prices competitive, as metal pricing soars. Resin perhaps could be the wave of the future, or plastic could be in the mix (ewww!).


No I am in no means able to spend money, ( yes I am married), willy-nilly on things my wife deems too frivolous and or nerdy. And since I am only gaming it seems every other groundhog/flag day she is monitoring me suspiciously during the holiday season. Although her shoe collection far outweighs and numbers my miniature collection, she usually wins the arguments with "I at least use/wear the shoes."


And my painting skills do not rival Picasso. I am more of the Jackson Pollack of mini painting. But look at the Dire Troll above, and note the humany guy for scale/lunch. I would pay as much as I paid for my first motorcycle for the likes of him. Well, maybe if someone else painted him.


Am I not a man? Who else out there spends money on things they never/rarely use?


I would love to buy this Khador Battle Group, to incorporate into my campaign, and wow my characters with the shading and vivid color. My good friend Mike spends alot of his disposable income, (and some non) on books, minis, toys and the like, (no kids), and his wife does lecture him on the "use" of his piles that became bookcases, that begat rooms full of nerdy fare, from Mars Attacks toys to genuine Star Trek Phaser replicas, and yes complete with sound effects. I can confirm there is no setting that is "to annoy" on the Phaser.

Our hobby is farely cheap. There are no dues, or fees, green or otherwise. We need no equipment really, and sometimes our manuals are also unnecessary. We never get rained out, postponed, or have injuries. These circumstances should be applauded.

I know one guy that only bought a bag of dice, and one mini in the 15 years he played. He would buy the Troll. Even if he does not play much anymore. Just because it's cool.

Tuesday, December 12, 2006

The Big Idea





"I want the world. I want the whole world. I want to lock it all up in my pocket. It's my bar of chocolate. Give it to me now. "

I have been world a'building intermittently for quite a spell, and things are coming around nicley. My pantheon sits proudly atop their mountain, except for the Dead God, and my races , both created by holy notion, and those of sorcerous means, are dwelling and doing what they can for themselves. Wars have been fought, kingdoms, heavens, and magics won and lost. But lo...what is that? That is the campaign; the catalyst of world subjugation; the breaking of a world.



Anywho, my system is how I/we had envisioned it to be, more low magic, high on the riddle of steel, where hit points are based on class and size, and armor provides protection from damage. Magik when applied in this system is lethal, if not devastating, when in use. Firepower aplenty. Classes are a necessary evil, perhaps so you can say I am a whatever, but its basically the core four, but with added perkiness. Man at arms have the variations, accordingly, as the campaign sees fit.

I/we wanted the system to be familiar, and easy to retain. It is more simplistic than it reads, but I think I will be at the "kill or be killed" level of the game, where, whomever acts first will kill, or severely maim, their opponent, especially the Big Nasties, dragons and colossal creatures like this big boy before I should be.





We wanted a realistic feel, but did not want to be bogged down in minutia, and who the hell does.
I like the rolling of dice and game interaction that requires the shiny dice and more rolling, but with hits at a low, I will have issues. I think Arduin did the modifiers based on size also, but I dont think the Intergallactic Dragon, and or Nuetronium variety, will fit in my campaign.

Anywho I think I have a nice take on things, with curves here and there, and have incorporated most of the base of d20 so anyone can grasp the system. I just have to do the final approach, and polish off the rust, and give it a playtest, and spellcheck, oh how we hate spellcheck.

Monday, December 11, 2006

Rpg Settings and Campaign Ideas














Comic fandom aside, I read a book ages ago, called Warlands. Pat Lee and his brother put together a fantasy type series entailing the threat of impending invasion by Vampiric Legions that would most assurdley lead to world oppression and subjugation. Anywho there was a troop of good doers gathered together to stop them including the elfy chick. Its a decent read, sometimes sparse, but possible for a RPG setting. It's the beginning of the Midnight Campaign if you will, before the Tyrant lays waste to the planet. Cool Idea this Midnight... never been done, and wouldn't mind trying it, but the goons I play with are not good at "the downlow", or espionage like scenarios, for they are noisy, like beating pots and pans together and they would become unwilling thralls to the vile overlord.










Battle Chasers was a book that came out about the same time, and was done by Joe Mad. Better story here with Gulley, Garrison the swordsman, the obligatory old crotchety wizard, and the steam jack, war forged, battle golem, Edgar. Maybe his name wasnt Edgar. There was a red haired vixen in the mix named Red Monika who was up to no good mostly, but she had ample curves to the point of back breaking goodness. I lost these too along the way, and I think my brother is using them as coasters right now anyway.

Anywho... either could be a decent setting, and I was wondering if anyone had afanboy site, before the legals served the papers like what happened to the Lodoss War site.
I still have my pirated copies somewhere...






Friday, December 08, 2006

Comicbookdom and Movies




Duncan Rouleau, actor, writer, artist, fellow Illinoisan, and a whole lot more, is back to work drawing for DC's Metal Men. Duncan's style has been labelled unique, but I think it is more ..."liquid" or "volatile". I like it anyway. It's fast. It's fun. It's got it all. He has done alot of work for the big two, doing Supes, and the X-people. He, Joe Kelly, and Steve Seagle are in manofaction, a conglomeration of art, film, and animation with alot in development. I think they are responsible for the Ben Ten show. Here is a quick hit...http://manofaction.comicraft.com/.

On another note, Marvel is rehashing the Hulk due out some time next summer... I cant imagine it doing any more suckage then the last one. I couldnt even stomach the whole flick. I have not exactly been a fan of Marvel's or DC's attempts at bringing heroes to the silver screen, but they are getting better. Hulk image provided by nomichs as seen on Deviant Art. Mad props and golf clap for him. Awesome springs to mind. He got picked up by Bowen Designs.

Ghost Rider, Hulk, the Fantastic Four sequel, Luke Cage, Iron Man, Sub Mariner, Wolverine, and Deathlok are in production in one form or another. Maybe they can get... I dont know, maybe Bill Goldman to do a little doctoring, and or maybe turn in an original script. Its got to be more than just action. I like the first Matrix film. It really only had a few action sequences, the dojo, the oracle departure, and the rescue/escape of Morpheus. The story tied you emotionally to the characters. Too much action and everyone seems like Emilio Estevez . To little and I am sleepy. Conflict fuels the plot.

If someone made the Transformers, maybe the Micronauts are sure to follow. I always loved Bug. I wouldnt mind a Hellboy sequel which is forthcoming. Maybe I will add a list of comics that should be movies.
Feel free to give me some idears. Dont be scared.

Thursday, December 07, 2006

Privateer and Big Idea





I am giving a shout out to Privateer Press here. I love the look of their minis, and the Monsternomicon. I have waited eons for the campaign book, since they were re-working it to coincide with the launch of 3.5. I have not seen it as yet, but I am sure it will not disappoint.

I love the spin on monster types, cause I love the confusion on the PC's faces when they cant guess the hit points, AC, and the like. Hehehe.

But anywho, I am thinking about incorporating their gear into my new big IDEA, and I can take what I like and leave the rest like at the salad bar. I am working on the whole thing, system, campaign, milieu, the whole she-bang.

Wish me luck. System is the least of my worries, since I think PC's care about it the least, but everything else is their meat and taters, and I am doing what I do.