Showing posts with label advanced dungeons and dragons. Show all posts
Showing posts with label advanced dungeons and dragons. Show all posts

Monday, October 4, 2010

Comic Dork Monday: Prez












I’d like to talk today about my Night Below session from last week, where a character in the party ultimately betrayed their trust and turned on them when that characters evil ex-boyfriend showed up with his gang of slavers. But it is just too deep and exciting to have time to post that on a Monday morn, so I’ll have that later in the week. For now, let’s enjoy some comedy filler (or an attempt at comedy anyway) to cheer up our hectic Monday (where it is raining here in Southern California after two week of brutal, record setting heat).

You young punks! You don’t know how good ya got things nowadays! Why, when I was a lad, we had a teenage president! You think Dubbya Bush screwed up this country? You shouda seen what President Prez was up to. Talkin’ to animals instead of balancing the budget. Fightin’ legless vampires instead o’ making peace in the Middle East. Yeah, Prez was what set up on this path of doom.

I’ll get to the Prez comic in a second, but let me admit right off the bat that at one point in my futuristic Champions game world New Haven (based on the setting in Superhero 2044). In the early 80’s, I briefly toyed with the idea of a teenage president getting elected and the ramifications of that (luckily it never happened, keeping me from having to retcon an entire period of time in my game world when I got older and smarter). Of course I was inspired by Prez, one of DC Comics greatest Morts (Mort = in retrospect embarrassing and poorly conceived comic book character) of the early 70’s.

Although admittedly set in an America that was alternate to the ongoing DC comics continuity (even though Prez appeared in an issue of Supergirl at some point), it still seemed like an idea out of the worst fever dreams of a hacky comic book writer. But no hacks worked on this; no less than Jack Kirby collaborator and co-creator of Captain America Joe Simon created this ode to an idiotic decade.

Through some sketchy political wrangling, the age of American President Candidates is lowered to 18 years old. Why not? We knew everything there was to know at 18, right? “Prez Rickard,” called Prez in infancy by his mom who obviously wanted him to be president one day, bust onto the political scene (in his origin story he got all the clocks in his town of “Steadfast” to run on time, making him a hometown hero) and took those unhip, fuddy duddy Washington fat cats by storm, winning the election hands down. Groovy, baby! Do it for the kicks!
A firm believer in nepotism, Prez put both his mommy and his hot teen queen sister in high profile White House positions. Also into this already weird mix came Eagle Free, a sort of a native American Doctor Doolittle. No suit and tie for Eagle Free, please. Even after the sweater and jeans teen president makes Eagle the head of the CIA (!??), ol’ Eagle still runs around with feathers and leathers and no shirt. Even in the white house at press debriefings. No damn shirt.

Eagle Free teaches Prez the ins and outs of animal fighting abilities (which, I shit you not, Eagle Free apparently learned himself from a library of animal books in his humble cave home). So now Prez can fight like…a…bear. And…a…horse. Or…an…elephant. Or…ok, look, for the most part a human who fights like a bear or an elephant is going to be fairly piss poor in your average bar fight and get his ass brutally kicked. His teeth are gonna be flying like popcorn. So for the sake of sanity, let’s just say Prez somehow is bestowed supernatural animal powers by Eagle (although it is clear in the comic Prez is “taught” these techniques as one would learn karate) and call it a beautiful day.

Prez only managed 4 issues. The most interesting storyline featured our Presidential hero battling handicapped, legless vampires. No shit. Let me just say that the truncated undead were about as scary and deadly as you would expect. Which is not at all.

Many yeas later Neil Gaiman would give Prez and appearance in an issue of the acclaimed Sandman series, but otherwise DC has not often thrown him a bone. He didn’t even show up in that multiple realities warping 80’s series Crisis on Infinite Earths.

Although my own “Prez” didn’t happen (thankfully) in my Champions game world, we at least have the original and the best to look back on fondly. Kidding aside, it is a fun idea from a kooky 70’s perspective. But c’mon, legless vampires?

Tuesday, September 28, 2010

The Deck of Many Things and Me




OK, last week the group actually got back to my Night Below campaign. It had been 4 months and change since the last session of it (we just could not get everybody together and had to do alternates), so it was kind of a big deal. I would have posted this sooner, but besides a little bit of mindless kerfuffling the last couple days I spent the weekend at the Northern Ren Faire as the area sweltered under 112 degree heat. Can you imagine? It was like some kind of post-apocalyptic steam punk Elizabethan England. The platemail dudes seemed to be taking the worst of it, and believe it or not there was a pudgy guy in head to toe black ninja gear walking around (hmmm…wonder if he plays D&D, I said wryly). How he didn’t just burst into flames I’ll never know.


Anyway, before the weekend we played the main AD&D campaign, and I finally sprung the Deck of Many Things on the group. That’s right, an artifact I described as “…the ultimate and impenetrable object of true balance; reward and punishment.


I had printed out some decent graphics of the cards from some old Dragon Magazine pdf, and they turned out pretty nifty. Nothing to write home about, but much better than just using a deck of playing cards.

I know the deck can be a big game changer, and even affect the campaign in a major way. But I thought "why the heck not shake things up a bit?" I feel I was just as brave/foolish by introducing the deck as anyone who would pick from it.


All six players picked (I was kind of thinking nobody would), with Paul, the player of dirty girl Lily, declaring she would pull three! Blew my mind. Lily got all good things, including a fighter who appeared to join up with her, and the Moon. She rolled the max of 4 wishes!


The other female character, Terry’s fighter Helena, chose and also got the Moon - and also rolled for 4 wishes! At this point I was numb; my mind reeling with the possibilities that could pretty much end this campaign (which is getting close to the City of the Glass Pool in book 2).


Another character got a keep and an 18 charisma (Vaidno the bard, so handy for him). The Gnome Illusionist Ormac, run by the returning player Ben 1.0 (little Ben, who took several months off because of his job) nabbed a couple of intelligence points in his pick.


The high elf lawful good party MU Lumarin, run by big Ben, got the Idiot and lost 3 Int points! Yikes! Chose again, and had to radically change alignment (I deemed that to be C/E). Poor Ben. I take back everything I said about him. Mostly.


Oh, but the wishes the wishes. Here was where I feared having to “wing it”. You never know what my players are capable of. But no, nothing was done to affect the main campaign. They could not wish the evil city away, but with 8 wishes total I thought they could call upon earthquakes and floods in the main cavern, or maybe wish for a hoard of vermin to attack it or whatever. But no, it was almost all used for personal stuff. Helena made all of hers in secret (mostly ones to improve her own life, in fairly humble ways.


Lily offered a wish to Krysantha the drow if that character would promise to leave her alone in her thieving and other less savory practices (Krys had been giving her a hard time in some games for selfish thievery and bad attitude). Krysantha used the wish to combine two +2 scimitar swords into one +4 sword (on Krysantha’s own draw she got “the Key”, rolled on the sword table, and got a nice “+ 5 defender” sword which made it three swords total, so she turned the former ones into two. Nice, eh?).


Then MU/Thief girl Lily, much as Helena had done, used the rest of her wishes on a couple of personal things that the party doesn't know what they were (and I won't blab here). Oh, she also used one wish to turn Lumarin back into a lawful good dude (albeit one with only a 13 intelligence).


Phew. This ended up being most of the session, and was big time fun and exciting. Really a high energy night with very little combat. Great role playing by my gang. I was maybe a little easy going with the wishes, but seeing as they weren't being used to nerf my campaign, I was feeling a little generous, even letting a couple of stats get mildly raised.


I had wanted to spring the deck on the group for awhile, and finding those printable cards really got my juices flowing. Still reeling about how lucky the party was in these picks, and thanking God really because I didn't want to end this campaign if some smart strategic wishes were made against my challenges. But in the end, personal greed was sated with most of the wishes.


Just FYI, here was my approach. I had the 22 card deck, and a max of 12 cards could be drawn before it went away (if not for other reasons). I let the magic-users in the group (Lumarin and Lily the MU/TH) and also Vaidno (with his bardic lore ability) know all about the deck because it was a famous artifact. I even went so far as to let them look at the DM Guide entry, which did not seem to take away from the fun and mystery of it. After all the picks, 3 picks still remain. And some bad cards just dying to be picked after all those lucky hits.


This night was maybe one of my top 10 DMing experiences! So much fun to wing it on the draws, and to negotiate Lily and Helena’s dreams with them. I have to admit, it could have turned out quite the opposite. This magic item could bring a campaign to a halt. Especially if they have 8 wishes…Jeez. Dodged some real bullets there.



I'm a man of many wishes
I hope my premonition misses
But what I really feel my eyes won't let me hide
‘Cause they always start to cry
‘Cause this time could mean goodbye
- Lately by Stevie Wonder

Thursday, September 2, 2010

Call of Cthulhu Friday: Boss Cthulhu





Phew! What a week! Work work work. Made it hard to post! Looking forward the the long Labor Day weekend. Actually grabbing me a couple of days worth of Super 8 motel near Disneyland, and running some OD&D sessions at a game convention. I'm hoping it'll get my mind off the grind for a bit. Good old fashioned escapism.

OK, this has nothing to do with Cthulhu, but I hope this funny pic gives you a laugh, especially if you toil in a cubicle for "The Man" like I do. OK, my boss is cooler than Cthulhu, but you know what I mean...

Best part it, he sleeps pretty much every day of the year, so he's not seen much. Cthulhu, not my boss.

Friday, August 27, 2010

Goatees and Black Trench coats




I never put much thought to gamer fashion. At least here in California, it tends to be the same stuff you see anywhere on the streets – t-shirts and jeans or shorts.

Sometime in the late 90’s I noticed a strange fashion trend in gamers. Around 1998 or so I had gone to a handful of GURPS sessions in West LA. This was a rare move for me; for most of the 90’s I had decent sized groups and consider it the heydays of my D&D, Call of Cthulhu, and Champions campaigns. But my group was slowly petering out towards the end of the decade, and a couple of strong players had moved away or got married or whatever. So I will admit that I looked for some local groups to game with and maybe troll for and cull some decent players for my own group. What was I to do? I still wanted a large group, and I didn’t go to cons or hang out at game stores. At the time I had no idea of what was going on in the gaming world outside my circle, besides the occasional trip out to Long Beach to The Warhouse (for some of the reasons I would not set foot in the more local Aero Hobbies of Santa Monica, look at this old experimental post).

So there I was sitting in on sessions of some kind of GURPS games, run by a dude who used no notebook and made it up as he went along. And not in any kind of good way. It was some kind of science fiction thing where all science fiction things existed at the same time. Sounds like a great idea (which I think the dude stole from Nexus Comics, but he denied it), but the execution was pretty poor. You would go out and do something, and he would brainstorm on what to have happen to you. The host of the games thought this GM was “imaginative,” but I did not agree. Over a couple of games my guy would go out jogging or out to a bar, and the only thing the guy could think of was “a predator from the Predator movies is jogging there too,” or “a predator from the Predator movies is on the barstool next to you. “ I guess Predator was on HBO the night before or something.

Ugh. Horrible. But here is the rub, the guy wore a black trench coat. Not bad you say? It’s fucking summer here in So Cal, dude. Really? A black trench on a warm summer night? OK, not that big a deal. Columbine was still a year or two away, and the black trench was yet to be thought of nationwide as the gear of pathetic loser geeks who got picked on and went batshit instead of lifting weights or taking karate or whatever. it struck me as weird. But hey, I’m a lifelong beach dude, so what do I know of trench coats?

I did not last long in that little group. My gaming life with my own group continued on.

Sometime around 2001 or 2002 I went for a couple of hours to the Gateway convention over at LAX to do a little shopping for miniatures or what not. I parked a few blocks away, and I noticed groups of the pretty much all-male convention goers heading back and forth to the Jack in the Box across the street. Of the 20 or 30 guys I saw in that few minutes, 90% of them (I’m not kidding) were wearing black trenches. OK, so I don’t recall what time of year it was, but this is Southern California. In deepest winter it is often 75 degrees. Jeez.

Now, keep in mind this was not all that long after columbine. Granted, Columbine had nothing to do with goatees. The Columbine jack-offs were pretty clean cut and studly compared to the squirrely dorked-out trenchers I saw around that con hotel. And at the time I did notice a lot of goatees in various fandom gatherings in general, especially at Renaissance Faires. So I guess that is neither here nor there (outside of the fact that combined with the coats it made the con dudes look like a bunch of clones).

Not long after Columbine I was partying at the So Cal Ren Faire one night and saw the head of security giving a hard time to a pair of black trench donning teenagers for being so stupid as to adopt the fashion of a pair of losers who shot up their school because they were the only two kids in the school who couldn’t get laid. And those were teens, lots of these con dudes looked well into their 30’s at least. I remember also thinking about the crummy “imaginative” GM from those GURPS games, who attended that same con from what I understood. But at least that douche was doing it without the stigma of the shooting hanging around.

I only had a pass for the shopping area, but from what I could see there was an ocean of these black trenched yobbos at the tables.

I just didn’t get it. Why would you want to wear anything associated with the biggest high school losers in human history? It was mind boggling. Maybe after 10 years or something, but a couple? C’moan. Some of them in addition also seemed to like to wear those fingerless driving gloves with the coats which was just extra weird.

Next week I am going to be in attendance for a couple of days at a So Cal game convention. No shit. That’s right, hell froze over. And this isn’t for lack of my own decent group. I’m actually trying to get out there more in the game community since I blog and all that. I’m getting older, and who knows if this is my last big hurrah for gaming. I’m not sure I can see myself doing this at 50. But of course, I said I wouldn’t be doing it at 40 when I was 30. My, how time flies and we lie to ourselves.

Anyway, I’m looking forward to seeing the latest con going fashions. If it’s just t-shirts and shorts I guess I might secretly be a little disappointed. Hmmm…maybe I’ll drop by the thrift store and see if I can find a trench in my size.

Wednesday, August 25, 2010

Sandboxy enough for me




Sandbox. It’s a gaming term that many people will have a somewhat different definition for. What is it?

Well, unless you are all about totally “winging it” as a GM, you need to do a lot of prep on a lot of locations when you are thinking sandbox. Have all your ducks in a row, as they say. If you start players in a location, they can hear about and choose from a variety of directions and places to go. Head to the hills up North where rumors of giants with sacks of gold come from, or go to the Western Forest to visit the old abandoned wizard tower the barkeep has told you about. Maybe just head south and explore some wilderness hexes. The GM has something to offer no matter where the players might go.

Is this really sandbox, or are you just creating enough railroad tracks to make it seem like a sandbox (paraphrasing Frank Mentzer, I believe)?

In my teens I took a rare break from my own gameworld to do a few sessions of City State of the Invincible Overlord. The players made up characters, and I had them be non-natives showing up at the city gates. From there, they were free to go where they wanted. Go into that tavern and look for action? Sure. Go into the bath house and talk to the dolphin that just appeared in a pool? Whatever. Go down in the sewers to investigate rumors of a Wraith Overlord? Fine by me. It was a lot of fun, but lets face it – every one of those locations the player visited where set encounters with their own preset plot hooks and rumors and such. Was that true sandbox because the players decided which stores to go to first? I dunno.

I guess it is still something to taste that is very debatable. What do I think of trying to sandbox? Well, as a kid things seemed more freeform. But as adulthood started I was doing more plot driven things. I would not say railroady, because I have always thought the character freewill was important to the games. But If I start a game and say “you guys hear about a newly discovered system of caves under the city rumored to have monsters and treasures” and the players say “Naw, we’d rather go out in the woods and explore unmarked hexes” then I am probably already running a shit campaign that the players have no respect for anyway.

I think my current players want some freedom to do some things in-character that they want to do, but as far as the main adventure I think they want some fairly well defined goals. Go visit that dungeon, go explore this abandoned tower, go find that enemy who left us for dead.

Like right now I'm doing a 1st ed. campaign set in the Night Below. Pretty linear, right? But a couple of games ago a (rolled encounter) Minotaur hunting group appeared out of a side tunnel and eventually got defeated. Appearing to come from a larger group (they weren't bearing lots of supplies or water), the players decided to go down the side tunnels and look into it. The party druid changed into a bat and swooped down many miles of tunnels where I had to randomize everything, including a small minotaur fishing village and a minotaur giant maze city (something I had been thinking about for a while, and got the chance here to display it) that the players found mighty cool and unexpected (sadly, they decided to leave that place for their currents tasks at hand, maybe to return and explore more one day).

But players deciding to "got north instead of south to the dungeon" is great in small quantities, but I would get tired of that sooner or later no matter how creative I am. It's more fun for me if the players can decide on a solid goal and follow through with it, instead of going in the opposite direction from what I've prepared or burning down inns on a whim or whatever.

If I create a dungeon I want the players to go to it, not go in the opposite direction. I can handle it if they do, but they can think a little bit about my fun too. I'm a DM, not a damn civil servant.

Those old City state sessions from my teens were the most open and free games I ever ran, and the experience and challenge made me a decent and capable GM later in life. Generally, I think it is great to have some choices, but also for the DM to light a fire here and there to temp the players into certain actions. The best games are a combo of choice and available plot hooks. Sure, I could just tell players to go wander willy nilly and crack open the Old School Encounter reference and randomize every little thing. Hex by hex wilderness crawl or whatever. But I think most players want a GM to have certain plans for them (and those plans are at their best when they come in the form of the DM being inspired by the characters), while leaving some wiggle room for improv adventure.

The party knows about an old haunted tower outside of town that perks up their interest. But the party thieves want to go do a bit of pick pocketing at the market place while the rest of the party hits up the beer tent to buy some rounds for locals and maybe hear some rumors about the tower. That's cool. Sandboxy enough for me.

Wednesday, August 18, 2010

Dungeon Wallop among Dark Clouds

So last Saturday was the “Minicon” event in Anaheim, and the earlier part of the day went well. I’m pretty heartened by the fact that I played a con style game session with pretty much strangers and still had a good time. I had at this point in life given up entirely on that, but enjoyed the game and the other players. No, I don’t think hell froze over (but I’m sure I’ll find out if it’s hot or cold down there soon enough).

One thing I didn’t mention in the last post was the fact that I attended this thing with a bit of a dark cloud hanging over my head. As you might have read in this post a few weeks ago, I played in local guy Christian’s 3rd edition game and did not exactly have the kind of experience you want when you sit down at the game table. My post ended up having more teeth than I expected. Although my only real direct criticism for Chris was the presence of a waste of space player that he had as his prime player, I think he was struck by fingers being pointed at the DM by comment makers regarding the situation. In retrospect, I agree with lots of them, and might have more to say on it in the near future.

But the (sad) fact is Christian was not only going to attend the Minicon thing as a player, but also as a GM. Well, within a couple of days of my original post Christian pulled out of the event entirely. The online community is a fairly small one, and the ramifications spread to places like Dragonsfoot and OD&D Discussion forums. Wild. And naturally the only thing you can take from that is he was not going to attend because of me.

So I was showing up to this thing with that hanging over me. I wished Chris had at least tried to talk to me about it, but looking back on it now all I can really think of is what a pussy move it was. We could have been at this thing shaking hands and laughing about it, but now I guess there is no smoothing things over – assuming there ever was anything needed smoothing. So I have some unwanted advice for Chris, but I will save that for another day.

There were also quite a few personalities from Dragonsfoot forums in attendance, but I’m pretty sure none of them were folk that I got into some “spirited” debates with there. Pretty much all of them were cool on me, and a couple went out of their way to come up to me and press flesh before they took off for the evening. One of the DF opinionated souls, Mobad, even sat in for my evening session.

So Cyclopeatron’s Gamma World went great, and afterwards I was in a great mood for running my OD&D session. But would anyone be there to play it? It was almost 7PM, and the gamers were slowly making their way out. Like I said, I did get a chance to briefly talk to some Dragonsfoot folk in attendance who had been in other sessions, including Wheggi and Telecanter. I’m hoping to get the chance to talk to some of these guys more in the future, and also hoping the Minicon can maybe be a twice a year thing rather than one.

So I did indeed have a small contingent of folk there specifically to play my OD&D, and I was very jazzed about that. But about half of my eight players for the evening were drop-ins who were (I think) planning to play in another evening session, but as it turned out mine was the only late shift session. We had the big beautiful room to ourselves! I took advantage of that fact and got my boombox out of the trunk so I could play some Vasen and a few of my video game soundtracks (Chrono Cross and Vagrant Story) during the dungeon wallop.

OK, game recaps are generally boring, so suffice it to say that it turned out to be a very fun session. Everybody was enthusiastic and into their characters, which were a nice mix of all the possible types (no hobbits, sadly). They moved around the 1st level mostly, fighting various low level pests with great humor. I even managed to kill a character, a cleric, in my giant centipede room. The player rolled up another cleric on the spot, and even got much better stats so I don’t think he minded the demise at all. He just continued plugging away with the new guy. Awesome. It all went by so fast, and before we knew it 11 o’clock hit and we had to wrap it up. I made sure everybody got my email in case we had a chance in the future to continue with as many of the players as possible. At least a couple are interested in me doing a session in or around the Socal Smackdown convention Labor Day weekend. That will be great if we can work it out.

So I think the big thing here is that I played with and DM’d for a bunch of strangers, and it was not the shitty experience I have had with that sort of thing in the past. I found that I can have some fun outside my own group, and that is a good thing. Heartwarming, really. Like that a-hole the Grinch’s heart growing all big.

One thing I want to mention is that around 9PM there were huge explosions outside nearby, and I almost freaked. Then I realized we were practically next door to Disneyland, and the fireworks show was going on. I cannot believe that I was so into the gaming that I had long forgotten that Disneyland, a place I loved so much as a kid, was right there. Pretty cool.

Thursday, August 12, 2010

Kerfuffle?






Check out this interesting post at Grognardia, because as far as all the philosophical and political themes bandied about in the old school community – well, I’m the village idiot so don’t ask me what I think. Although I love some things that have come along in the OSR, especially awesome (and free) ones like the Old School Encounter Reference, I really would have been OK plugging away with my games these days just like I did in the old days. Making do with my own adventures in my own game world, occasionally dipping into published adventures.


I got back into gaming two years ago not even aware there was a renaissance going on, but that was just icing on the cake. I love talking about games and sharing my experience, but I have no need to buy lots of the current popular items like Carcosa, or James Raggi’s inspiring efforts of self-publishing. They interest me, but I already have such a huge backlog of my own gaming material I may never get around to everything I want to gamewise. And I’m trying to have less things I own cluttering my life. I ain’t getting any younger, you know? If I don’t need something I don’t really want it.


The new stuff is exciting and inspiring, but I don’t really need it. That is selfish and not really helpful to the community, but that is just how it is. I have plenty of game stuff to last me a lifetime, and if I do buy something new to use that will be once in a blue moon, and is more likely to be something from back in the day, like Tegal Manor or something from Ebay, over something written ,produced, and published by a blogger.


So some scrubs have decided to self-publish, and they are using a copyrighted logo. There are those who are worried this will bring bad attention from WOTC, and they have a point. But I don’t know how much it would affect me personally. I don’t really buy the new material from the OSR, nor do I buy anything from WOTC. Besides the occasional miniature, I don’t go into game shops and buy games. I have not paid money for a new item from the makers of D&D since probably the late 80’s. Something like The Night Below or Dark Sun I have I got from Ebay or something like that. I guess I’m not really supporting anyone. I’m just running my damn games.


Anyway, wherever I stand, I have to say I most admired the words of Will Mistretta on the Grognardia post. Will is a rabble rouser and I don’t often agree with what he has to say, but these are bold words, especially when you consider that most of the self-publishers who actually have something to be worried about read Grognardia. Here, without paraphrasing but not necessarily in order, are some of the comments Will had to make on the thread. Viva le revolution!





"..No, because in many cases Legal Code is shaped and part of the Moral and Ethical values of a culture. I'm not sure how you can sit there and say trying to link the two together is 'immoral', as you try to imply Will…"


“…All I can say is that I'm glad the men who forced the Magna Carta, the American revolutionaries, the conductors on the Underground Railroad, Ghandi, Rosa Parks, and many more weren't of your ilk…”


“…An uncritical "the law's the law" attitude is a lazy cop-out that aids and abets the worst kinds of corruption and tyranny. The idea, if you can call it that, that legality and illegality map directly to ethical right and wrong respectively is as dangerous as it is inane. And that's saying a lot…”


“…The only two men with a rightful claim of ownership over the game or its name are dead and so I don't care what the law says in this case. D&D belongs to gamers everywhere now. I applaud these guys for having the guts to tell Hasbro where to shove it…”

“…You think it's possible to separate the two. I don't. I see some brave (or foolhardy, the only difference is often in the results) individuals challenging the supposed "right" of a faceless corporate entity to exert arbitrary control over a great game loved by millions that they had no part in creating. Good for them. D&D should belong to the world, just like chess, poker, baseball, and all the other great games...”

Saturday, July 24, 2010

Alphonse Mucha: non-fantasy fantasy artist





I don’t know art, but I know what I like. Today Google reminded me that it is the birthday of Alponse Maria Mucha, a Czech artist born 150 years ago.

I discovered Mucha not all that long ago. When I have an NPC coming up in my games, especially a female, I tend to do general searches online looking for particulars (young-girl-brown hair-flowing dress, etc.) that match my image of the NPC to show players. Unfortunately, I personally can barely draw the proverbial straight line. So that is how I found his stuff.

Mucha’s most prolific time was in the late 1800’s, and they for sure have that classic time’s style. But what struck me is how lots of his images seemed to be women dressed in a sort of timeless quality. I know some Ren Faire hippy girls who look and dress a lot like some of these ladies from Mucha’s art (give you another idea why I still work Faires and hang in the World folk music scene). And the look of so much of the art fits my vision of parts of my fantasy world, from English derived societies to far flung foreign lands. Queens, princesses, ladies of the court, peasants, gypsies, serving wenches, sorceresses. So many of the drawings could have multiple meanings.

Hey, don’t take my word for it, Bratty! Just Google him, look under images, and fall in love. Let me know what you think.

Thursday, July 22, 2010

Call of Cthulhu Fridays: The Sundered Veil



(above image is fan art for this story found online)

OK, with scheduling conflicts and so much going on right now, I won’t be running any of my game stuff for the group for a few weeks (I don’t do my main 1st edition campaign if anyone is missing, and the alternatives I do also depend on who is there). I’m going to let regular player Ben do his D&D next week for those of us available.

But without actually GM’ing, I lose a little inspiration for my blogging (so you have an idea what will happened if my group falls apart). So I thought that at least for Fridays I would keep myself inspired, and hopeful that I will get to do a CoC campaign for my group at some point, that I would do regular homage’s to stuff related to Lovecraft, which I have been reading a lot of stuff on lately.

OK, so recently I have been rereading the first two League of Extraordinary Gentlemen Graphic novels, and then some. In them, Allan Moore shows an even bigger love of the Wold-Newton stuff than Phillip Jose Farmer himself! It seems like almost all of literary fiction exists in the world he has set up. Forget the laughable Sean Connery film (shame it was one of his last) based on The League, I think Moore’s LEG is one of the greatest triumphs of modern comic/lit genres. The amount of stuff from fiction created since the dawn of man that he has included is just astounding. Entire books have been written to act as a guide to the people and places he references.

In the back of the Volume 2 series (the one where the Martians from War of the Worlds meet resistance from Captain Nemo and the rest of the league), there is a text story (with some artwork) that tells a tale about an astral team-up with Allan Quartemain, John Carter of Mars, Randolph Carter from Lovecraft’s dreamlands cycle, and the Time Traveler from H.G. Wells.

Wow, who could even imagine such a teaming? The weirdo/genius mind of Allan Moore, that’s who. To add to the level of geek cool, here Randolph Carter is a great nephew of John Carter, who of course views his future dreamer nephew as a bit of a wuss.

At the start of the story, Allan Quartermain visits an old mystic friend looking to partake of the Taduki drug from his adventures in King Solomon’s Mines and other places. Passing out and going into a metaphysical trance, Quartermain enters the astral realm. Here his disembodies spirits encounters two other such souls. One is John Carter, his spirit body in transition from earth to his soon to be new home on the Red Planet. Also in spiritual transition is Randolph Carter, the grandnephew of John. As the three wonder the purpose of their meeting, H.G. Wells unnamed Time Traveler and his wondrous machine shows up. The Time Traveler tells them that fate has brought them to him, and they are to help him defeat forces of the Cthulhu Mythos. Awesome.

The quartet is soon attacked from nowhere by motley, primitive beasts that the Time Traveler curiously describes as being known both as Morlocks and Mi-Go. Escaping on the time machine, the group travels to the material world of the far future. It is the sphinx from the Eloi time, but even further into the future than that, when that once lush area is now a desert in a dying earth. Apparently the Time Traveler has made this lasting far flung structure his home base in the battle against the Old Ones. After explaining the problem of ancient Godlike creatures invading the mortal realm, both the Carters realize that they are not bound to any realm and are actually forms destined to other places, so they fade away. John goes to Mars to win Dejah Thoris and begins his adventurers there, and Randolph heads off for his adventures to Unknown Kadath.

Things go from bad to worse when Quartermain is possessed by Ithaqua the Windwalker, and returns to the mortal realm. The Time Traveler is left to his further adventures in the time stream, and Quartermain manages to become free of his possession in the earthly realm. Broken by the loss of his Taduki drug, Quartermain heads off to the Middle East to become an opium addict for awhile before he joins the League.

This team up is amazing, really. To me as a fan of all of them; Lovecraft, HG Wells, and Edgar Rice, this really blew me away. If this sounds good to you, I recommend you get your hands on either the comic issues, or better yet the graphic novels. The story is several pages long in small print, so you for sure get a lot of meat for such a short adventure.

Oh, for extra awesome, the comic book portion of the book begins on Mars, where John Carter, Gulliver of Mars, and other literary Mars figures and creatures gather to fight off the Mollusks from War of the Worlds. Too much cool, man!

Monday, July 19, 2010

Weeee! Me and OD&D!





Before it gets later in the week and into a possible Mutant Future session, I wanted to post about the OD&D game I did for the group last week as a little alternative. My eyes are a bit bleary, as I sat through three full length movies over the weekend in addition to the usual tons of TV, reading, and video games. The Sci Fi Academy happened to have three screenings scheduled, including a 3D screening in a Beverly Hills Rodeo Drive office building Sunday afternoon. So I saw Eclipse (lame as hell with a moment or two of cool, but my +one was a fan so she thought it was the best movie ever – Team Edward, no doubt), Girl with the Dragon Tattoo (out on DVD right now actually, the Academy gets foreign films months after they are out, and even if you aren’t a suspense/mystery fan YOU MUST SEE THIS MOVIE. Rent it next time you’re at Blockbuster), and Air Bender in 3D, which despite the 3D adding nothing of value, was actually a pretty good time at the movies. Lots of actions and wild visuals. The setting would make a great game.

Anyhoo, so I popped OD&D on the group. Dan, a total dice-aphobe when it comes to stat rolling, was beside himself at the thought of 3D6 in order. The others took it in stride, and with a slight bit of generosity (I let them roll two sets in order, with the option of a third set rolled, or a best 3 of 4 elimination roll on one of the stats of the first two). Nobody came out a total Elmer Fudd, and a couple of them had some decent above average stuff.

So, I’m doing White Box plus Greyhawk, but even so there are few options. Andy was the only one who did a single class, a human cleric. Desperate Dan worked up a nice little fighter/thief dwarf. Both Paul and Terry did up elvish fighter/mu’s. With Greyhawk involved, I let them operate simultaneously in both classes.

Only took a half hour or so to get rolled up, named, and supplied, and off they went. Now, in my 1st edition games I usually put a ton of stuff into character set-up. I want to know as much as possible about the character before we begin. But for this it was “OK, off we go” without really worrying about where anybody comes from.

The setting is 200 years prior to my current 1st ed games, and that puts it about 70 years before my very first game in that world as a kid. So this is well within my world’s “Age of Dungeons.” I thought it appropriate, because I pretty much started on White Box with Greyhawk, so I set it closer to that retro time when all we did was dungeon crawl in my world. Sort of a full circle via going back in time.

Anyway, I don’t want to give away too many details of the actual gameplay because of the event I’m doing it at next month, but things went by much faster than it in my usual game. Everything just so nice and simplified. Few adjustments, just raw “up and at ‘em.”

After an hour or two I was like “Ok, I could just ditch 1st ed. All together, stop over thinking things, and go simple from now on,” but that wasn’t what I really was trying to do. In the long run, I think I would pine for nice, complicated AD&D. But this was a nice, hassle free change. Talk about phoning it in!

And I even went with a more traditional combat set-up, rather than my going in Dex order method. I basically did a spell-missile-move-melee thing that actually worked better than I thought. It is very possible I will go with that for my AD&D in the future. There ended up being several combats in the actual three or so hours of play, and they all went fast and furious. The party made out ok, getting a few hundred gold, a couple of magic items, and they all survived despite a couple of bites from poisonous foes. What surprised me most of all what the party taking stairs down to the next level as soon as they came across it. They fought a foe or two of higher level, and still came out only mildly scathed. At games end, they did what any old school party should do – they left the dungeon to camp for the night.

It was a lot of fun for me, and I think the gang liked the change of pace from my usual high adventure crap. Dungeon delving for its own sake. Nice. I think things will go well at the event next month, although it will be as many as twice the four players I had for it this time (Ben was out of town, hence the reason for the alternate game). But I have a good feeling about it.

I want to mention that I leaned heavily on the dungeon as mythic underworld stuff to get my player in the right mood, so a big tip o' the old school hat to Philotomy

And wow, the last several months I have gotten to do a lot of alternatives to the usual 1st edition campaign. A year ago I was only dreaming of a chance to do my old Champions game world a bit, and a bit of Mutant Future. I’ve been getting that. Now a bit of OD&D for grins and giggles. Damn, the sky is the limit. Maybe I’ll get to inject some Call of Cthulhu into the group before too long after all! Dream big.

Friday, July 16, 2010

Economics of the Dungeon Age




In a land where multiple dungeons exist (Arduin had dozens), the ultimate financial impact had to be felt by the economies of the kingdoms to some degree.

First, there is the village, and especially the tavern, that are in the dungeon vicinity. Even if a party of adventuring Elmer Fudds only come stay every few weeks, some serious coin is getting dropped even before the dungeon crawl. There is always that supply mercantile with all your dungeoneering needs, from spikes to ropes to ten foot poles. Soup to nuts. And of course a good DM will have his merchants charging big markup. We are practically in the wilderness, you know. An especially well traveled dungeon’s village will perhaps even have a magic supply shop (run by a high level mage, of course) where the parties “Wiggle Fingers” can replenish components and scroll supplies. And that store ain’t cheap.

The local tavern may just fare the best from deep pocketed delvers. The locals know dungeon crawlers when they see them. Word gets around town and in minutes locals are pouring in to see what the fuss is about. Adventurer’s new to the area will know that locals are the best source of info about the dungeon and it’s rumors and legends. Liberal spending, even upwards of 100 gold for endless rounds of ale and meat pies, will not only loosen some tongues, but also guarantee good will from the tavern owner. And that tavern owner knows more rumors and legends than most.

So a party goes to deeper levels, and when they are done the survivors will set out for the bigger towns and cities loaded with wealth. They’ll spend that money in the city, or perhaps higher level PC’s will go off to build housing for their retainers and followers. And if you are playing 1st ed. by the book, then there will be trainers and mentors all over the place profiting from the characters hard fought cash. Magic users will spend much dungeon money, from guild fees to research materials. Clerics will enrich temple coffers (and hopefully the temple leaders will see fit to invest in the local infrastructure) of their favored god. Fighter, thieves, and bards will debouche their money away into the economy in a thousand ways.

The affect of dungeon money upon the economy may depend on your campaign world. Perhaps, as was suggested in a comment in my last post, the Dungeon Age is a time of failing civilization, where these dangerous places are a decaying product of the withering world. In a case like this, an influx of wealth may fall flat in a barter economy, or it may overwhelm the delicate system that still finds worth in coin and gem in small settlements.

In my own game world, I think of the Dungeon Age as a time of great civilized growth. Treasure from dungeon delves flowed eventually to town and city economies, and added to the advancement you find in new, successful civilizations.
In time, The Age of Dungeons mostly passes, these secluded mythic places drying up or falling into ruin. The magic that kept them going begins to unweave and float away into the ether. Mountain and forest towns in the howling wilderlands, once booming from dungeon gold, slowly shrink and eventually fall to ruin and abandonment.

On comes an age of high adventure, when greed and lust gives way to heroics. There are still secluded dungeons like those of the bygone age, full of magic and treasure. But they are now few and far between. Occasionally the greedy seekers of loot hunt down these fabled places, just like the delvers of the past age. But the norm for a hero of this bright new age is not to delve for gold and silver, but to fight in great battles, and to go on great quests, perhaps travelling to faraway lands. More so than in The Dungeon Age, able bodied adventurers set out to evil places not for merely wealth, but to destroy that very evil, or other noble cause.

But do not step into those dark corners of the world lightly, even in this luminous new age. Though the Dungeon Age has passed, there are still dungeons hidden away. Some are still vibrant with hostile intent to those who invade them. But they are there. And they are waiting for the greedy to seek them out.

Tuesday, July 13, 2010

Defining an age: “The Age of Dungeons”

When I first began my long running game world (that is, came up with a name for the land my first dungeon and nearby tavern were located in) that I still use for my ongoing AD&D campaigns, I was around 13 or 14. At that time I was still using White Box, plus had only recently acquired Greyhawk and Blackmoor. Dungeon crawling was still the focus of my games, just like everybody else.

Fast forward around 30 years or so, and I’m still running games in that world, “Acheron” (Yeah, Acheron is the type of name for a world that a kid would come up with alright). But the “time of dungeons” has long past. Some 120 years or so had passed in my game world since those first “tavern n’ a dungeon” games, and the types of adventures had changed.

As my main city, Tanmoor, become more detailed and more adventures took place there, it became the place where most things happened. The city was about to enter a time of Renaissance. Characters went up in level and became famous, hobnobbing with the royalty and other famous personages and NPC’s that were around. There were quests, errands, and sometimes even wars that characters took part in, almost all of it in one way or another connected to Tanmoor and the crown. I didn’t really mean to go the “high adventure” route that newer editions of D&D was shooting for. It’s just that characters being more heroic and epic in scope, beyond dungeon crawls, had become more appealing to me.

In many ways I was running these campaigns like superhero games, with characters swiftly going from 1st level noobs to major, world altering adventurers. As I’ve said before, I think that a combination of girls being in my games in the past, plus my comic book collecting background and love of superhero level antics, led away from the maiming and crippling death dungeons and into a world or more derring-do.

So, as it turns out I’m going to be running a bit of OD&D soon. Not just at the “Minicon” event next month, but it looks like I’ll be getting some practice with it tomorrow night. We need an alternate with Ben still out of town (and the 1st ed. game right now needs it’s resident MU), and Mutant Future is supposed to be for when Terry can’t make it on game night. At the last game Terry and Paul were interested in my tales of good ol’ White Box D&D, so I’m going to try out a session of nice simple “Elmer Fuddist” D&D on them.

Although I really only need a village and a nearby dungeon, I gave some thought to the world this would take place in, and decided to make it Acheron, my long running game world, but set about 200 years in the past of the current time period in games. That would put the new OD&D setting at about 70 years prior to my first Acheron sessions as a kid when I first got D&D. As it turns out, this is pretty perfect. As a kid all we did were dungeons. Nice, nonsensical “mythic underworlds” that PC’s trudged through Fudd-style. So I started to think of a time period when there were more weird dungeons in Acheron. A time when the lands were strewn with them. Money grubbing wannabe adventurers in the lands had their choice of deathtrap dungeons to delve into. That was D&Ding to us when we were kids, so what better time period than the period of my first games?

The current decades are known as a time of great heroes and epic adventures, and I have often described to my players a time period 500-600 years ago that was another epic time, when many of the current gods of my world were still mortal warriors and magic-users. So I decided that the time about 200 years ago was sandwiched in between these more heroic times, and itself was known as “The Age of Dungeons.” Rather than heroic figures, adventurers were more born of a time of greed and lust, when tales of great treasures and glorious magic seeped out of the mythic underworld places. The sons and daughters of farmers, blacksmiths, and even scholars set out with dreams of schlepping out cartloads of gold from the underplaces. Not all of them returned, but enough did to inspire others to delve.

Don’t get me wrong, every now and again in my games there have been and still are weirdo dungeons. They are just rare. Hell, when I started my current group and the current 1st ed Campaign almost two years ago, the whole plan was to get them up a level or two and get them to a dungeon. But, typically, things went to a more epic, politically relevant direction and they ended up in The Night Below setting. Still there. But there are a couple of other dungeons I have that are a permanent fixture In the city of Tanmoor, and will be encountered again no doubt. Both of these city dungeons are based on old Flying Buffalo Tunnels and Trolls solo adventures; Mirror World (a mirror with a dungeon in it), and Naked Doom – not so much a magical dungeon like Mirror World, but a sort of dungeon obstacle course (that you of course start out naked in). But like I said, visits to these places were rare.

Regardless of recent and distant past, I seem to be going through a “dungeon phase” like I haven’t since I was pretty much a kid. I’m gonna ride this pony while I can.

Next: The Economy of the Dungeon Age

Friday, July 9, 2010

Embracing my inner Elmer Fuddist





I recently posted about my views on old school “Elmer Fudd” D&D. You know, poor stated dillhole characters and meanie, sadistic dungeon masters. OK, I wasn’t really ranting or anything. But that kind of pre-1st ed. retro OD&D play just seemed like it was caveman stuff as a gamer, and wasn’t something I really wanted to revisit in any major way. My D&D had long since gone from low fantasy to high fantasy (although as far as reading fiction I still preferred Lankhmar and Cimmeria over Middle Earth). Characters in my ongoing game world became more like champions hanging tough in the face of dangers and horrors, rather than the pathetic, bumbling Fudd’s they were when I started with the little brown books as a kid.

Sometime last fall I had signed up to do an OD&D session, the “White Box” plus Greyhawk, at a monthly game day thing. I don’t really know why I did, but maybe I just wanted to see who would show up for that at an event that more current Pathfinder type games were going on. And hell, I usually practically phone-in my 1st edition games for my ongoing group, so why not try a session of something really easy? Anyway, those plans fell through due to other obligations, and who knows if anybody would have shown interest anyway.

Well, some Southern California dudes in the online gamer community have been putting on a small yearly game day gathering in Anaheim that they are calling “Minicon,” and I threw my hat in the ring to do some OD&D next month. Why not my beloved 1st ed? Well, maybe mostly because I have house ruled the hell out of my AD&D, and I just have a fear of seasoned gamers not being down with my changes for one reason or another. These would be guys who know the game by the book much better than me, and I find that intimidating. I haven’t exactly made a lifelong study of the DM’s Guide or anything. Hell, I probably started most of my house rules long ago because I was too lazy to look some things up.

Anyhoo, my player list for that evening session in August filled up almost right away, so there is no real turning back now. But never fear, despite the irritating lack of any real cohesive combat/movement rules in the White box and Greyhawk, everything else about it is so easy peasy, so I can focus on making the dungeon crawl interesting. I’ll get three times as much actual gaming in with OD&D compared to a typical 1st edition session where so much character crap comes into it, some nights you barely get a combat in. More often than not I try to run it like some weird, greek psycho-drama.

I’m really starting to look forward to a barebones, truly old school session just to see how it turns out.

And I may even get a practice session in. Last night while waiting on Andy’s patio who was running a bit late, I talked to Paul and Terry about the White Box and Greyhaw that I happened to have on me at the time, and spoke on the differences between it and 1st ed. They didn’t know much about those brown books (Terry had some youthful experience with one of the basic box sets from the 80’s, and Paul is pretty new to tabletop altogether), and seemed enchanted by the idea of taking simple, hubris-free characters right into a dungeon grind with little set-up and fanfare. So, with a couple players possibly missing the next couple of weeks, next session may just have to be a quick dungeon delve using the notes I’ve prepared so far for the session next month.

And I’m going to approach it in a Fuddist fashion. OK, I’m not huge on deathtraps (and exploding cigars). That’s for Edgar Allen Poe stories and episodes of the old cheesy Batman TV series. But I’m going to make the characters be rolled with 3d6 in order (mostly), and I’m going to take an “odds are against them” attitude with the other stuff in the dungeon. I’m going to have a humiliating surprise or two in store at the lower levels. Who knows, maybe after decades of coddling the character who enter my world like precious little children, I’ll teach myself a lesson and become a jerk DM again like all of us old schoolers started out. As you may have gathered from some of my previous posts about my ongoing AD&D, I obviously need to give my players a serious bitch-smack. This may be the venue to get back on that road. “Be vewy vewy quite, I’m hunting pwayer characters. - hnn heh heh heh heh heh.”

Tuesday, June 29, 2010

Game Immersion is not a thespian exercise

After a week of vacation at a big hippy music camp in Northern California, I had some game related things based on that I wanted to talk about this week. I’ll get to that later this week, but I want to comment on a weekend post James made over at Grognardia that kind of got my goat when I was relaxing last night with a couple of ales after my long 8-hour drive back to LA.

In a post about dungeon blocks, James makes mention of how he doesn’t really go for “immersive” game play, and that it is somehow some kind of thespian stunt. He claims to have a middle ground, but to me it sounds in this post (and others that he has made) that his players don’t come to really play D&D. It sounds like something James wants to be going on while they socialize. I guess it’s not wrong, but it sure is great D&D when the players come with passion for the game.

I personally don’t consider acting as being a part of immersion. Sure, I happen to have a certain degree of stage improv experience, and it has served me well when presenting an important or interesting NPC. Do I do voices? Hell no, but I do try to have a growly voice for things like orcs, and a calm voice for elf types. I try to do a soft voice for women. But shit, that ain’t acting. Not all (maybe not many) DM’s are even comfortable presenting a character in this way, but I can do it, and having a little charisma doesn’t hurt.

But that is not immersion. Immersion is the DM being in touch with his game world, NPC’s, and the players characters. The DM must be a part of the world and it’s presentation, otherwise he is just the banker in Monopoly. And what helps me is that I use the power of my imagination to get in a mind set where all this stuff is real.

Yeah, I know it’s a damn game and we have to break character constantly. But to feel it and pretend to believe in the world and the characters is a great skill to have. In a little place in my mind and my heart this world is really happening. That is the power of imagination. Do you read a good fictional story constantly reminding yourself that the story never happened? No, you let yourself believe it in it’s own context. The same with a good game that you can feel in your heart, and not just in your head at what is basically just a snacking and shooting the shit session.

All games have some outside chatter and joking, but ultimately that takes away from the game. You don’t have to sit there and act in character or anything, but I think focusing on a game is the best way to get the most out of it. Too much and my players complain. So I kind of make it my job to help “flow” by getting as much focus on the action at hand. We play for three hours on a weeknight twice month, so I do my best to give as much of the game as I can for my players. That is what they are there for. If I can immerse them a bit, all the better.

Monday, June 21, 2010

100 Posts, ya'll!

Holy cow, I only noticed this weekend that I hit 100 posts! Hurray for me!

Really, no big deal. Anybody can do a bunch of posts. But in the last several months or so I have tried only to post when I actually had something to say or get off my chest (besides a little bragging here and there about fun sessions). When I started the blog, I was just aping James at Grognardia and others, writing about old game products I liked and such, and I have to admit it wasn’t very inspiring for me or anybody else. So I got a bit more real. I posted about some old bad game experiences of my childhood and my teens and onward. It was a bit cathartic really, so before long I decided that I would continue letting off some steam by bitching about my games, my players, and my own possible short comings when it came to my gaming. Oh, and mentioning the fun here and there as well.

Thanks to all of you smart and creative gamers who have taken a look at my crazy posts, and for commenting in the positive and the negative. We are all a part of this semi-underground creative culture of imagining, and we enjoy this collective experience.

I’m off for a week’s vacation starting tomorrow, going north of San Francisco to work at a big world music camp some friends of mine are putting on. A lot of my best friends are even teachers at this thing. It’s gonna be a blast, and I’m going to work on some other types of instruments besides my Highland Bagpipes (irish bodhran drum, bongos, and middle-eastern belly dancer music ensemble). Take a peek at the website for the camp if you are interested in such things. Maybe see you there next year!

Have a great start to your summer!

Thursday, June 17, 2010

Elmer Fuddism in Dungeons and Dragons






Yep, it’s a term I have proudly invented for a certain kind of D&D. It’s the kind a whole passel of us somewhat older folk experienced when we first got into the game. Characters rolled up with 3D6 in order, an early form of gameplay that was about exploding chests, worms that lived in doors who ate your brain if you put your ear up to it (in a game that practically demand you put your head up the parasite infested wood), and screwjob rust monsters, and a dungeon master who delighted in your characters pain made real by your own personal humiliation when you realize the DM thinks he’s smarter than you because you just didn’t check that section of wall thoroughly enough.

The characters, often made subpar physically compared to even local farmers and shopkeepers because of the unyielding numbers brought up by 3D6, where like some dark ages Elmer Fudd (“kill the wabbit!”). Your character stumbled into the dungeon, with the DM playing Bugs Bunny with an exploding cigar in hand.

Concepts like resurrection, reincarnation, and wishes just implied that characters should die early and often in the game, and if the person being DM had any asshole qualities at all, those would surely come out in their style. DM’ing was a great way for even the most dorky 70’s/80’s version of Napoleon Dynamite to live out his God complex.

Although I tired of that type of gameplay not too late into my teens, I’m sure “push the button and die horribly” gaming was still going on (and many other non-D&D genre games that were coming out, like Paranoia, seemed to have come out of that classic D&D mode.). I stopped hanging out at Aero Hobbies because of the older creeps and the sucky gaming, and I really wasn’t somebody who would go to conventions (if anything to avoid the smell – they were pretty bad in the 80’s) anymore than for a few hours once in a very blue moon. As I said in my last post, my style in the 80’s and beyond evolved mostly because of the presence of girls and newbies to gaming into a softer, gentler DM.

Poking around the online game community in the last couple of years, I have noticed that there are still a lot of gamers who prefer “Fuddism.” Yep, do up your character with 3D6, laugh at how retarded or weak or in ill - health they are, and march him into the labyrinth and laugh at how easily he dies. Some even suggest that having shitty stats promotes good role-play!

Look, we all love Conan or Tarzan or John Carter of Mars or whoever, but we all know that these aren’t the powerhouses we are going to get with any system of stat rolling. But if you are anything like me, when/if you sit down as a player, your hope is to have a couple of stats above average and nothing under a 9. Do lower stats happen in my game? Sure, even 4D6 pick best 3 can lead to unhappy results. But generally you get a guy who even at 1st level can best the local stable hand in either physical prowess or the brains department. Hey, to have a paladin or a monk or whatever you still need to get some lucky rolls, but the chances at getting anything but the base 4 classes using 3D6 in order is actually pretty damn seriously low. Like 1 in a 100 low. Yeah, you should come in prepared to run a cleric or fighter or whatever, but if a paladin is in your heart for a long campaign, a slightly more generous method like 4D6 is going to serve you well.

As a DM (which is what I do as opposed to being player 99.9999% of the time), I don’t want to be Bugs Bunny and I don’t want the characters to be a bunch of Elmer Fudd’s or Damien Dipshits or whatever you want to call them. I want to run great, challenging adventures for characters who may have a fault here and there physically, and may not always make the right decisions, but are generally exceptional physical specimens born to adventure, and not some kind of normal schlub who has to hire on some even less normal schleps just for a chance at survival in the depths below. Not Robert E. Howard heroes necessarily, but jeez, at least they should be on the physical level of the wife beater- wearing “Guido” at the gym doing arm curls while smoking a ciggy.

I had recently planned on doing an OD&D game at an Orange County gameday event a couple of months ago, but the main thing that had me drop the whole thing was I was too conflicted over the stats. I wanted to do it by the book (that was going to be the whole point, D&D as museum piece), but 3D6 in order was just something I didn’t want to deal with. Poor little Billy with his Strength 13 fighter with a 6 constitution. Screw that.

So 4D6 is the way for me, and I think it is the most popular. I’ll even allow an elimination roll for anything under 9. Whatever it takes to get you a decent, survivable character you can be happy with and get the game under way.
And…I hope this does not conflict too much with my last post ranting about being too soft a DM…

Monday, June 14, 2010

Dungeon Master as Civil Servant




Am I too easy as a DM? Is this really a low paying (read: non-paying) job that forgoes my fun or frivolity for the service to others?

I started as much an adversarial DM as anybody from my time. That’s how D&D games were generally approached back then, especially by young boys. Characters were a bunch of Elmer Fudd’s with sub-par physical characteristics, walking unwittingly into the torture and humiliation chambers of the DM as Bugs Bunny. It was a very sadomasochistic relationship. You go into a dungeon, you press a button, and *kablooey* you were more often than not dead, as the DM laughed and snickered as if you are some dumbass he has gotten one over on.

The main thing that got me out of that mind set by the early 80’s was having girls at the game. Especially in the case of a girlfriend, it was hard to have them setting off traps and falling into pits. So it was girls that started my softening, I think. Had me go more in a high adventure frame of mind. Twas Beauty killed the Beast.

Then from the mid-80’s on I went through a certain phase of causing characters more emotional anguish than actually pain and death from traps or unbeatable monsters. Most of my players in the late 80’s and the 90’s were newbies to gaming, and lots of death and carnage heaped upon them can turn these new players off. But kill their family or pit them against the other players and you’ve lit a fire under their ass. They love the drama, and it has much more emotional weight than tricky dungeons and screwjob traps.

Death among characters has become a rare thing in my games, and even in my long Cthulhu campaigns of the 90’s, there was some insanity brought on but not much death (although more than in most genres I run). And in my Champions games, forget about it. You aren’t supposed to die there.

But I think my softening over all those years that worked pretty well with newbies in the 90’s is not serving me that well as DM in my latest group. For this new group I had one old player from the 90’s, Terry, along for the ride. Terry was always a good player. Although she internalized a lot of her characters stuff, she was consistent and not at all a power gamer, meta-gamer, or complainer. She just played.

But everybody else who started in this new group had experience with the game (one version or another of it), and at least a couple of them came in with power gaming backgrounds and desires. I especially think Andy and big Dan, like sharks, sensing my softness when it comes to characters, were a bit too obvious in their power-gamery at first. Andy pressed me a lot for things, and because he is our host I often cracked and gave him what he wanted early on. He sort of softened on that, but Dan still hits me with “player entitlement” attitudes that chap my ass. He wants more more more, and the more you give the more he wants. He is a good guy, but Dan more than anybody is getting me more in the mindset of my youth “Fuck the characters, I am God here. Bend to my will and die in my goddamn dungeon.” Dan even seems to want my rolls made out in the open (I think any time I have an NPC make a saving throw against his charm person or whatever, he assumes I’m fudging). I let this guy run a female drow, a race I am sure he is running just because it is so powerful in Unearthed Arcana, and he has made me (and some of the others players) regret it all the way.

What am I, a civil servant? This is my world! I call the shots! I don’t work for you, you are here to play in my game not be served.

I was especially hardened recently when I ran some sessions of Star Wars Saga: Knights of the Old Republic for a group of middle-age Star Wars fans who had played together for years, but were complete strangers to me. A couple of them were actually quite cool at first, but it was apparent by the second game or so that I was looked upon as somebody coming and serving them up a game like it was a job or something. When the session was over, they didn’t even want to socialize with me. They waited until I left (as it turned out) to talk about the game and how I was doing. Can you believe that shit? Especially the host, Joyce, seemed to have had an idea of how the game should be run (like one of the lame-o movies I guess). If things didn’t go her characters way, she would even get pissy and go sit in a corner (this lady is well into her 50’s, by the way, so she was no kid). She seemed to have paranoia about NPC’s, and the fact that I had a really interesting NPC be a catalyst for the adventure drove her nuts, even though he was very much in the background. The slag even had the balls to tell me “you can’t run the game like that, we are used to it like this and that…”. I went home that night after the fourth session and wrote them an email telling them I was done with the game probably as they were still standing around the table discussing my “Performance”. Didn’t even get a “thanks for trying.”

So the last year or so of experience has me starting to rethink my “player friendly DM” attitude of the 90’s. I’m kind of tired of being soft. I don’t want to be a dick DM, but I really think at least a couple of my players need a less kind hand and some hard truth that I am not from a soft DM background. Some hard lessons need to be learned. Some damn characters need to die!

I’m not your D&D civil servant or underling. I’m your damn Game master! The next few games…watch out!

“Hell is coming for breakfast!” – from The Outlaw Josie Wales

Friday, June 11, 2010

Do I like Champions more than D&D?




D&D is my first and always will be my best love. I think.

I’ve been running my 1st ed. (started out as OD&D) game world for over 30 years, and it would be hard not to look at it as a favorite son. And jeez, I can run it in my sleep. I practically phone my games in a third of the time, and the players still love it. It’s easy peasy, and satisfying.

But see, I have these other two games I love. Call of Cthulhu has been a fave since before I ever read Lovecraft. At around 14 years old I played in some games at Aero Hobbies in Santa Monica, and although I found those to be lacking in the fun department (I have to be honest, most of my worst gaming experiences happened in the 4-5 years I spend time at Aero), I fell in love with the feel of the game and the system, and was soon running my own games of it. In the 90’s, I did long running campaigns. My D&D players would hem and haw when I suggested it (not one of them then was a Lovecraft fan), but after a game or two they were often preferring to do it over the D&D. It was great, but unlike my D&D it was a world I didn’t create, just one that I presented (I’d like to say I invented the 1920’s, but that would take Al Gore balls).

So the only thing that came close to my D&D game world love was my Champions campaigns. I started early on in the late 70’s with Superhero 2044. Most people to this day find it a perplexing set of rules to use, but my young mind didn’t seem to have much trouble working around the lightness of the rules. I have spoken elsewhere about my experiences helping playtest, then running Supergame in the early 80’s, so I won’t waste more breath on that here. Soon my friends and I were on to Villains and Vigilantes, but by the mid-80’s it was Champions that had captured my comic book loving heart.

I created my own futuristic game world for it. Heavily influenced by Superhero 2044’s “Inguria,” I made my “New Haven” a pacific island metropolis. America and a lot of the rest of the world was blasted by nuclear war, and New Haven was a place that accommodated many refugees – the majority of whom were rich and or/scientific people. Always exactly 20 years in the future, this setting has grown since the 80’s and the world has become a thing of my own. The 90’s were my heyday with New Haven, and much like CoC my D&D players fell in love with it after giving it a try.

The open nature of what you could create with Champions/Hero System (and in the 90’s I focused on the Hero System 4th edition book) appealed to what I was trying to do with New Haven. That is, create a setting where you could have not just superheroes, but anything that you can imagine from science fiction could be worked in. Aliens, interdimensional beings, things out of fantasy, whatever. Of course, seeing as I was setting my game world in a futuristic version of the Marvel Universe, combined with my weaning on Marvel growing up, many Marvel elements entered into it (I even had a futurist version of the X-Men as a campaign long ago). But my inspirations came from many other, more alternative sources, such as The Watchmen, Marshal Law, and Judge Dredd. Things that turned the superhero myth on it’s ear.

I loved the world, and the open nature of being able to have anything you can envision, and during the 90’s some of my greatest memories are of that game. Close to the year 2000, I pretty much ended my last campaign with a several game long assault on earth by an alien empire. After that, my game group and my gaming in general sort of petered out. And I was well into my 30’s and sort of just figured I had outgrown gaming for other things.

When I started my current group the other year after several years off, it was put together for AD&D 1st edition. But in my mind I knew I would be doing Call of Cthulhu or Champions as an alternative. Well, it is Champs that has come up as the alternative (finally). Regular players Dan and Ben have to take June off (Dan the big South African is getting married, Ben is going to his hometown in Vegas for a few weeks), so I sat down Wed night with Terry, Andy, and Paul for some Champs.
Right before the holidays I had gotten together with Paul and Andy to work up a couple of characters, and even did an encounter with them. They came up with some pretty good dudes. What I was going for was a version of my old Justice Incorporated campaigns (more or less a Dark Champions cross between the A-Team and the X-files).

Andy came up with a cool, Jackie Chan type Hong Kong cop who is in hiding from enemies in New Haven. Paul, still pretty new to gaming generally, came up with a French chemist who, besides having a bit of Savate kick boxing skill, carries chemical compounds that have various affects (gas, smoke, knock out).

Terry, whose characters featured prominently in my 90’s campaigns, came up with “Jane Doe,” a female Bourne Identity type who is a government assassin with amnesia.

I can’t tell you how jazzed I was to be doing a Champions game, especially with Terry, again after ten or more years. This is how gaming is supposed to feel! Terry, who is often a bit slow with her turns and such in D&D, took back to Champions like a duck to water, pouring through the Hero System book to work up her characters. She remembered the rules better than I did!

In that first short session with Paul and Andy, I had their characters hanging out near the theater district near downtown. A mysterious nun in black, wearing white chainmail, and bearing a broadsword showed up to each of them, and guided them into the back alleys where a yuppie couple was being mugged by several gang members. Sister Mary Alice, or “Malice,” was one of my old NPC’s in the game, and was the ghost of a nun who had been murdered. Both the characters, Ken and Jacques, beat up the muggers and saved the couple.

So in this week’s session, the couple thanked them (and unknown to the players Sister Mary will later possess the young woman to have a flesh and blood vehicle for her murderous vengeance on rapists and murderers) and they took off. But Sister Mary guided the two to another assault down the alleyway (comic book alleyways are just chock full of evil doing). They came upon a girl in a hospital gown being menaced by almost a dozen more gang members. The girl was “Jane Doe,” and she had woken up in a hospital with a head wound, hypothermia, and no memory. She woke up with doctors and nurses around her, and thinking she was being tortured she struck out, knocked them away (luckily not killing anyone with one of her heavy killing strikes), and took off to end up woozy in the ally. She came to in time to help Ken and Jacques beat the hell out of the mugger gang.

Successful in the combat, the three strangers were approached by Tawny, a girl who it turned out worked for industrialist Elizabeth Patricia Kyono, a billionaire of Irish and Japanese decent (I’ve always had a great mini for Kyono, and luckily found it). Kyono also ran the hero for hire office Justice Incorporated as a hobby from time to time, and she had Tawny out at night looking for possible employees. As comic book fate would have it, she found three at the same time.

Long and short of it, after meeting with Elizabeth Kyono and agreeing to work for her, the three new members of the new Justice Incorporated took a job protecting some merchants in the bad part of town from a martial arts Dojo turned criminal, and managed to top the night off with them beating up some vandalizing members of the gang. Nice high kicking and karate chopping combat session!

It was great fun, and these being basically martial arts characters very easy to run. They really seem to like their characters, and next week we are hopefully finishing up this adventure.

So right now Champs is my game of choice. When Ben and Dan get back in July, they might not be into it but that is fine. We’ll get back to the D&D, and Champions is best with two or three players anyway. When we are missing a couple D&D players, it’ll be Justice Incorporated, my friends.

p.s. –and oh what a joy to only have to use D6!

Wednesday, June 2, 2010

Thinkin’ about Tegel (Manor, that is)



Having owned it since the late 70’s, I’m surprised that I never used Tegel Manor more. My maps are worn more from floating around wherever I stored my game stuff over the decades than from use. The players map has only a few halls and rooms penciled in (including the wizards tower), showing that I never really had the place explored by PC’s much.

I really only remember two or three sessions of using Tegel Manor. Once I was around 15, fairly new to gaming, but more experienced than my schoolfriends, mostly because of spending a lot of time playing at Aero Hobbies in Santa Monica with the older creeps who hung out there. My game world (still in use to this very day) was new, so there was no need for things to make much sense in my setting. A funhouse dungeon fit just fine.

I really only remember a couple of things from the first time I used it. The thing that really stands out in my memory is that I had the players greeted by Green Martian Warhoons in the front ball room. Yeah, I know. I don’t know why I included them, but the main reason might have been that at the time I had some great Green Martian miniatures and probably wanted to use them. My main memory of that is the player who was pissed that I didn’t give the Warhoons minuses to hit because they laughed heartily as the blasted away with their radium rifles.

A couple of years later I was visiting my teenage sweetheart in Ventura, and as she was up for playing some D&D I pulled out Tegel and she had two or three of her mid level characters visit the place. I remember later that night the PC’s fleeing from the manor in terror from some ghosts, but I also remember before that Denise having great fun checking out the Rump Family portraits (not liking “Rump,” I actually called them the “Tegel Family”) down one long hall.

But after those halcyon teen gaming sessions, Tegel has floated around in my game containers for decades. My game world had really evolved from a Judges Guild/Arduin Grimoire “anything goes” type of world into a more adult, “realistic” fantasy world. Zeus and Thor etc. were replaced by gods of my own creation (or created by cleric player characters that came along), and crazy funhouse dungeons were mostly replaced by locations with ecologies that made some kind of sense.

Although I haven’t been to Disneyland in decades (blasphemy for a Southern Californian), I went two or three times a year as a kid and teen. The Haunted Mansion was my favorite, and I think that is why Tegel really caught my imagination. You could picture a band of adventurer’s hacking and spell-ing their way through HM just as they would TM. Something was going on in every nook and cranny.

So over the long Memorial Day weekend, I found myself digging out Tegel and giving it a look over for the first time in years. I soon came to the conclusion (probably thanks to a bit of help from some Fat Tire Ale) that there is indeed a place for Tegel Manor in my world. In fact, I never had it go away. I have had it referenced to a time or two within game, and so it must of course still sit up on a hill above Tegel Village, a few short miles North of my main world city Tanmoor.

During my campaign last year (the same one pretty much that goes on currently), a mage character found references to Tegel Manor amongst some books in a treasure trove, and at the time it looked like the seed had been planted: at some point this mage was going to visit Tegel. Unfortunately, that player eventually dropped out of the group, so Tegel left my mind at that point.

But taking another look at my Tegel Material, I see that the ecology of the place (in a fantasy world) is very clear. The family (Rump, Tegel, whatever) is one seriously cursed group. Something weird going on with each and every member of that tree. Therefore, the mansion itself is cursed, soaked in the awful souls of the Rump/Tegel family, and attracting all sorts of evil and undead into it’s rooms and behind the walls. It’s a self-perpetuating evil, one that will probably exist there long after the elves of the forest have faded away and man drives around in horseless carriages.

A campaign to explore Tegel sounds fun on paper, but really, it would be a long haul and a deadly one. One wraith too many, one ghost over the line, and you have characters that have been seriously reduced in level, and seriously aged. Player might not appreciate that , especially considering the low treasure yield. But a mini-campaign, 4 or 5 sessions, might be just the thing for a party of 4th-6th level dudes.

So after a handful of games in my next campaign (probably to start late this year or early next year when I finish The Night Below campaign), I think I’ll lead the new PC’s to Tegel. Right now, I’m envisioning characters on a quest for a mage or sage looking for some item in the manor. I’d have them focus on one corner or wing of the castle, perhaps pitching a temporary camp in Tegel Village, the garden patio at the back of the house (close to the haunted outhouse indicated on the map!), or even inside at the main ballroom near the front door. From there, they would set out about that portion of the house, looking for clues to the McGuffen they would be searching for.

Months away, I know, but it’s fun to start thinking about it, and about my players (who all seem to have never heard of Tegel Manor) reacting to all the weird, scary, and cool shit in Tegel!