Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Sunday, September 4, 2022

Roll20 in-game chat makes me feel like a Twitch streamer

 

So, I think we are going on game 15 in my regular Wednesday night 5th ed game in Roll20. I could not be more pleased with how things are going. Despite almost everybody having more 5th ed and Roll20 experience than me, I have yet to lose a single player due to my shortcomings. I'd like to think its my old schoolish style and over 40 years of experience as a DM. But whatever it is I love this group. Good role players, respectful, friendly, funny, patient. It's all there. I may never have a group like this again, and it makes me want to get the most of it. 

One thing that is really awesome to me is the in-game chat box. I did not pay much attention to it for my first few games. But something it has come in really handy for is posting a spell or ability you are using, official text on the particulars. The player simply has to click on it in the digital character sheet and the spell or what not appears in the chat for me to look over. This along with the in-game compendium searcher has made it so I don't really need any books or paperwork at the table. And I use this as a learning tool as well. After a session I have one last beer (or three) and go over the chat box to bone up on the spells and things. 



And once I got in the habit of checking, I discovered something else the players are furtively doing there. They have an ongoing text chat during each session where they comment and discuss or make jokes on the current encounter or occurrence. You see, I'm too busy to always have that chat box open. When somebody makes a dice roll, I look quickly because that is where the modified number shows up. But I'm usually doing 5 things at once. 

But those chat comments. It's a special treat for me to go in after a game and see what the little dickens have been up to there. It's kind of a hoot, and a new thing I am experiencing, and extra pleasure, I never had in face-to-face games.






So, I'm not streaming, but this little feature makes me feel like I am. And it's yet another thing making me feel, more and more, that this is the format for me to DM in for good.


Wednesday, June 15, 2022

D&D and the Rise (and fall?) of the Beautiful People

OK, it may be more truthful to call them "Peacocks." 

But whatever it is, behind my back, a bunch of D&D players have become D&D celebrities. High profile, entourage-towing, "hey look at me" types. Back in my early gaming life the most beautiful D&D player I knew was my high school sweetheart. Me and my friends were lucky enough that our gals were into pop culture things, and D&D was not off the table. All the other groups we knew in those days were sausage fests. Tables full of long hairs in heavy metal band T shirt bands, or young George Costanza's. That's not to say we had it better than anybody else (or maybe we did). But it's always nice to have fun in a mixed group. You know, like a beer commercial. And whether I had a GF involved or not, into the 2000's I was always able to get a decently mixed gender gaming group. 

I guess it was D&D with Porn Stars where a bunch of women gaming came to the fore. Not that I was aware of everything going on in the OSR. I read a few blogs, did my own little blog, made some friends, got in some beefs, then got into other things. When it came to D&D I decided to just focus on running. I've been mostly out of the loop for years now. But I decided to write a little bit in current times when somebody told me a blog is a great place to write for yourself. And that is what I am doing. But my gaming life has gone through changes, and I feel like there are some personal tales to tell. And let's face it, pop culture nerds like to talk pop culture. Even if hardly anybody is listening. But jeez, looking deeper into the game culture scene makes me wish I hadn't sometimes. But trainwrecks are hard to look away from. 

That wasn't so for Zak Smith and his blog some years ago. It was gaming with a whiff of dirty sex; porn girls playing D&D How was that NOT a win? It was popular as hell. Maybe in part from Zaks writing, maybe in part from the presence of the gals. 


Zak and company during much, much, much,
much, much, much more happier times.


 I can't speak on the talent of Smith. To me a lot of what the "edgelords" were doing did not seem much more clever than what those heavy metal dudes in high school were doing. Poop and cocks and unbeatable scenarios. But whatever. When I stopped blogging I paid little attention. When I turned my back on the whole OSR scene I guess the biggest controversy was James at Grognardia walking away from his "legendary dungeon" (that had only been invented a couple of years before) Kickstarter. And with nary a word. He did that going out for smokes and never coming back thing He did recently come back, but I could not say to what reception. He still has (reduced) comments in his comment section, and seems to have been invited to a couple of podcasts (that I never heard of). But I've been out of the loop, and still am. 

Though the Zak Smith/Mandy Morbid controversy was a hell of a thing that happened. A broken relationship and some serious allegations, followed by a big time cancellation of the dude. I never knew how popular the guy had been in the gaming scene, although I can say with a fact that anybody I met and gamed with in the last three years in my new town had ever heard of Zak, and most not of the OSR There is money to be made there, but its still a small pond. And most Kickstarters in the scene seem to go to hell. 

But Satine Phoenix? Some knew about her, mostly I guess from the recent rise in streaming popularity. And spending hours watching that shit. Watching other people have fun. 

I knew of her mostly because she was a major personality at a famous comic book shop in my home town. There was a Meetup. For 10 bucks you could come play D&D with a porn "star" and have pancakes. Well, they did not lean into the porn thing, but Satine was also one of Zak Smith's players, and a part of his video projects (not porn, but D&D with porn stars. And oh, I guess there was some porn too). 



More recently Satine is parted from Zak. Right after the allegations she spoke up in support of his accuser, and went on to her own things. She started living a life in rubber elf ears. Going to conventions and trying to gain a high profile. She was a D&D community leader (that seems to give more bragging rights than anything else). She appeared in a Rick and Morty comic. She clearly was on a path of more fame in the usual small pond of D&D. Special guest stuff. 

But that pond got bigger once 5th edition settled in and got more popular, and started skewing younger. And this was the age of streaming. And even I became a fan of some streamers. Such as the Vtube Egirls using motion capture tech to appear as living anime girls on Twitch and Youtube. 


That's what I'm talkin' bout..


Not so much tabletop. Watching others play D&D is about as much fun for me as watching two flies fucking. No matter how much they dress it up. Not the community theater of Critical Role. None of it.

I like watching streamers play video games...especially when they look like this...

Valkyrae. I have fun watching her have fun.




Pokimane. She's from Monaco! Also appeared 
briefly in the movie Free Guy.


 I think I did watch a lot of Foreververse when I moved into my new town and didn't have a full TV channel lineup for a few weeks. Jason Miller and Amy Vorpahl were on that. 


Who are they? I dunno. Outside of that show I didn't know where they were from or what they did. Though in the pic Jason is wearing a shirt from a famous music store in my home town. But they did seem like very cool and casual people on that show. I sort of liked it for that. Everybody seemed like regular folk. Zero vamping. And Jason ran some Basic D&D with In Search of The Unknown and his style was very endearing.  Miller and Vorpahl seemed to have become part of the Satine entourage lately, minor gaming celebs making up a wall of protection around Satine and her colorful husband, Stone Jamison. Maybe they weren't so nice when with these "beautiful people?"


C'mon, he looks like a nice guy. Who would totally
not tell you to get a haircut and lose some weight..


This guy is somebody I only learned about in regard to the Satine controversy. Yep, of course. Another big controversy in a small pond. I guess Satine hooked up with this guy, a tattooed gym rat with heavily gelled rainbow brite hair who seemed to be making a bicep muscle pose in every other photo I see. I mean, I go to the gym and have decent guns, but I'm not always posing them. Or even wearing short sleeve shirts. 

Oh yeah, there's the flex


And apparently every character is..him. Not too douchy a move.


Satine tends to be rendered in lots of art, and she is featured on the Kickstarted art...big time..




So I don't know about their businesses. I was aware of Satine's Destination Fantastique kickstarter that seemed to be a money making dodge as best I can tell. Hey, when you are getting popular you need to milk your simps, right? But was that a sign of less than genuine intent for Satine? Because just in my reading the last couple days, she appears as a person, when the cameras are off, puts a lot of effort into seeming nice and gaining a following to monetize. Her and the Light Brite hubby running D&D in castles and on cruise ships. Nothing wrong with that. But the main point seems to be they were not really nice people, especially if they owed you money. Becoming hostile and belittling when asked for updates on pay, and a shit ton of gaslighting.  In the latest updates Satine seems to be making a play at throwing the husband under the bus to save that brand. She talks of supporting his abusive behavior, though apparently she was not as nice as her smiles or rubber ears would lead you to think. He can go sulk in the bondage room while Satine goes on to the conventions in the ears and tries to get some good will back. And she does have those industry friends. Who will go and who will stay? Jason Miller and Amy Vorpahl were guests at the velvet rope wedding they had a Gencon (though sources say they had already gotten married...but you need that attention, right? Repeat it at a con where you are already treated as a star). 

I dunno. For me it's much ado about nothing. For my life I mean. Its an interesting story, sure. Its why I'm talking about it. Like any of the controversies. But it is a tale about lives being destroyed, for better or worse. I can't say if Zak Smith got what was coming to him. There seems to be a case of an embittered ex. But I don't know these people. Satine and company as well, but multiple complaints seem to be adding up. And this is just a few days old. There is likely to be more to come. I smell cancellations, but maybe Satine and her ears can at least get her out of it. 

(I want to add that Battle of the Bards, though kind of overly flashy, seems kind of cool to me).

I'll just be gaming. Tonight is game night! I don't know how beautiful my players are. I don't use video on Roll20. Well, "T" is a former actress. I know what she looks like. But the others are fairly young. And that skews much better for me than when I did 1st ed in later years.

YMMV. Cheers. 









Saturday, May 7, 2022

Trade & Turpitude

 


GAME 2: "Roads Hold the Gold" - so, you are going to be a worker on the trade roads? Well, keep in mind, they still building the southern shire portion of The Great Tanmoorian Highway. For 20 years the queen been paving trade roads and promoting the highway. It's not all fine stone and slurry. When going south it won't be long past River Town that the paving stops and you start to see the kingdom's best road workers taking long lunches and holidays off where the pavement meets the country soil. Don't fool yourself. The Kingdom doesn't care where the pavement starts and stops. When it comes to the Southern Shires, it's profit that moves the maps..."

-Overheard from a seasoned caravan worker...


(above: campaign front page blurb for next weeks game)


So just like that I'm running a campaign again. 

After a handful of years working non-stop in health care, including a major regional hospital during the deepest parts of the pandemic, I decided to take a few months off from work. I live in a beautiful mountain area, known for plenty of outdoor activities. So I want to smell the roses, NOT have to get up early, be able to do some things during the week, and chill out. But this also makes me wish I had some extra gaming to do outside my XBOX. 

So on a lark I posted a "want to start campaign" comment in the Roll20 forums. I didn't have much hope. I have had only moderate success sourcing from the forum.  It's a place rife with Critical Role wonks and people who are looking for games where members are all into "alternative lifestyles" and require you to learn a list of ways they need to be referred to. Not that I'm biased against anybody. The first person to call me when I moved to a new city to see how I was doing was a transgender neighbor of mine. I'm good with anybody who is a good person. But the general populace of that particular forum are very particular about what they want in a game, and what they want you to refer to them as (and god help you if you get it wrong). 



I was clear about my background and how I go about DMing. Long and short of it, I eventually had 4 great sounding players wanting to be in a new campaign all within a week or two. It happed very fast. The first person I was contacted by was a gal (who I will call "M") who as it turned out was in my very same neck of the woods! Most of the rest are actually in different time zones. I rounded out the group by of course inviting my long time player and one of my best old friends, "T", to come in and play. Though not exactly a techie, T seems to enjoy the Roll20 stuff I did in the past. Once she gets up and running at game time she's loving it. 

My interactions with most of the folk in the days before the game made me hopeful. Flakes abound off of the forums. But man, everybody showed up. 

I ran Roll20 games very low rent in the past. Throw some maps up, move tokens around. Maybe a little jukebox music. But M was very helpful with some basic stuff. Helping me use scripts to set up a player welcome package which shows them the fillable character sheet right away. 

It had been awhile for both me and T in the format. The usual opening night technical issues slowing things down a bit. When T went into Roll20 she was confused to see herself still in the old campaign pages haha. 

Everybody had cool characters. Nothing too outlandish. I did expand on the material I was going to allow as far as characters (I still only own the PHB and Monster Manual. Oh, and the DMG which in 5th ed is next to useless. Summer reading material maybe). There was a shadow elf dude, a halfling druid with some dream connection thing, T ran a female dwarf, and there were two young commoners who decided they would be from the same local village. A male fighter and a female paladin. The paladin was outside the usual form you expect a paladin to take (at least in old school). Just simple townie clothing and a sword. No real deity. Just a connection to the cosmos. Maybe because she is, in part, one of those Assimer(sp) semi-angel people.









So there were no Cyborg Ninja Minotaurs, which was nice. But everybody had way more 5th ed experience than me (and also Roll20 experience, which is a little intimidating to a noob). But for their sake I had to start allowing going out in the weeds a bit with character gen.

I had this campaign idea for a long time, one where after a few games I would have the characters arrive at my D&D version of Runequest's Apple Lane, one of my favorite old modules. Get them all caught up in the pawnshop attack and eventually to The Rainbow Mounds. 

But I figured a caravan thing for the first couple of games. My style has evolved to where I like the first couple of sessions to just be "settle into our characters games," and caravan guard situation is kind of perfect for it. 


 I decided to focus on the trade season atmosphere for the entire campaign. Late fall where the last caravans of the year are getting in some last of the year travel. The towns and roads busy with profiteers. I can fit in flavor for this all over the place, in many situations. And make the characters want to earn more and more money by letting them see cool, expensive stuff to buy.

And while my urban city games might have a lot of Tarantino and action movie influences, I like to go with a David Lynchian vibe for the country. You know, everything looks nice and innocent, so the odd and terrifying things are all the more so. "Look at that lovely field of grain; oh shit, and Ankheg just popped up and ate that farmer!" 

That, and some things I was planning had me land on what I think is kind of a unique (if not clever) campaign name. "Trade and Turpitude." 

They all started in River Town, "the gateway to the southern shires." It's the next largest community after the main city, and in the decades of my game I have grown it bigger and bigger. 


The couple of commoner characters are on a quest to find a friend of theirs who ran away months ago based on dreams of a beautiful woman he felt was actually out there somewhere. So as they got to know the characters (the ones who were at the table anyway, The shadow elf lurker in a balcony nearby) they also inquired around about their friend. 

When I had the obligatory tavern fight go down, it was a table full of locals who were arguing over the towns bid to have the Queen of Tanmoor declare it a sister city to the capitol. A portrait of the queen was above the fireplace, and a single derogatory remark about her got the fight going. 



Even in campaigns where characters are never going to meet the queen, I like to get some lore in about her. Even minor mentions. This was an NPC in my game going back decades. She was around player characters since childhood (her father, the late King, tapped into player characters frequently for secret missions). Even my pal "T" has history with her. She has an old high level druid character who is Queen Libertines best friend going way back. 

Anyway, these days I like to have a tavern brawl act as one big, possibly growing creature, and I use a cartoon fight cloud to represent it. 



PC's can interact with it in various ways as it rolls around and endangers others. It will grow if others dive into the brawl, or it will shrink as parts of it are knocked out or brawlers removed from it. It always seems to get a hearty chuckle out of the players who see it for the first time. 

Caravan leader, Marge (who T's dwarf had already hooked up with) got the characters together to offer them a job. She took them to a secluded upper area to eat, drink, and makes some deals to work for her small caravan concern. 


I got my second chance to have another fight here. A mysterious figure who I won't go into in this post was at the bottom of the balcony area and started playing a spooky flute. There was a big stuffed bear up there with the characters (it just so happened the tavern map I sourced had it there!) and it very atmospherically (the wood and plater frame creaking and rubbing as a disembodied bear spirit was heard growling) animated to attack them.




 It was of course less deadly than a real full bear, but the characters were nicely freaked out by the sudden situation. Very out of place in a nice, busy inn. David Lynch, yo!


We ended the night with that crazy stuffed grizzly fight.

As I stayed on Roll20 to work on a few things, and hearing from some of the players seems to have us locked in for a second session next week. So far so good! I always figured that if you make it past a 1st session ionto a 2nd one then you know you have a campaign. If I do what I usually do, that is to try to top each previous game, it should be in the bag. 

But man. It's interesting how a group and a campaign can come out of almost nowhere in online formats. Sunday early Mary is doing some one shot thing with some of her regular players and I'm invited to join in for the day, so I'm going to get a chance to finally see Roll20 working from the players side of the screen. I feel not having done that is a major weakness in my own use of the format. The more I learn, the better I can be. 

Cheers



Sunday, September 5, 2021

The New Campaign 1st Session Murderhobo Test

 


This was something I have been doing for years, but I never had a name for it. I didn't even think of it as a thing. I just did it. But my recent experiences running for a new group (3rd session coming this weekend), all strangers to me, compels me to blog about it. So I needed a name for this test I do at the very beginning of the first game of a campaign of D&D. At first I wanted to call it a Litmus Test. But until I looked it up that term didn't really apply. It was just a name for things, usually not matching the pure definition of it. Hence, the title of the post. Good a name as any. 

The "you meet in a tavern" trope was something I did as a kid when I first started DMing. It was easy. Just be at a tavern. When I started my own setting after using Judges Guilds Wilderlands, it was essentially a tavern (in a village...gotta have a supply shop too) and a dungeon. That was it. Its a loooong story, but my world grew from there. But at some point in the late 80's, I got more mature and creative as a DM and started going outside my usual box. Characters meeting on a crossroads and something happening (save a family from bandits, encounter a mage who needs help, etc). That was a favorite. Or all of them starting out hired by somebody and already in a room meeting about what was to come, the players doing what they do in any first game (because I make them); describe their characters to everybody. That "already hired" method worked great for superhero campaigns, and even Call of Cthulu in some cases. 

So well into the late 90's it was anything BUT meeting in a tavern. 

But at some point for D&D I went back to the "meet at a tavern" gimmick for one particular reason. Whether it was a group of new folk I was running for, or the usual group, I would more often than not go into it not really knowing how the characters would combine as a group dynamic. A couple characters might be easy going and not particularly violent, but even just a couple of murderous PC's, merciless "Murderhobos if you will, can spoil the bunch. Not just that, they can ruin any chance for a peaceful meeting of minds for the new party. You see, a group of gang members or just basic thugs will start a fight. They will claim the table is locals only, or they might hit on a female character a bit too aggressively. Whatever it is, a fight will erupt. But the first fight in a civilized place that a party has can tell you a lot. And that is why it started being a test for me. How violently and mercilessly will the party, or at least a portion of it, react to a less than lethal threat? Its good to know early on so you can adjust your campaign plans to account for violent sociopath PC's shitting on your good works. Lets face it, few campaigns are suitable for both murder hobos and heroic types. I like a group of mixed philosophies, but the party will lean one way or the other more often than not, and I want to account for sociopathic behavior. If the party wants to kill everything in their path, then I'll plan on more fights over any kind of intelligent role play. Fine with me. 

So here is the test: the party is at a table in a crowded tavern. They mostly don't know each other, but it was the only available table so there they are; either introducing themselves or focusing quietly on drinks and dinner. A group of toughs appear (a gang of local rakes; some barbarians just rolled into town; a half-orc work crew just off their shift, etc). They start some trouble ("hey good lookin!"; "this table is locals only!"; "there is a beer tax for sittin; here!"). They may be armed, but knowing its a guaranteed night in jail at the very least if full weapons are used in a fight they opt to start out with fists and feet. If things are going badly daggers may appear, but not full size weapons unless the other party draws first. 

So how does the party react? If its in kind with fists with no real deadly weapon escalation, then you know you have a fairly reasonable and intelligent party. If they pull weapons out right off and start hacking away, then you know you have murder hobos with no fear of repercussions. 


So in the first game of my recent campaign I did this. Party at city inn. It was The Bonfire Inn on Bonfire Street. The largest and most popular tavern in Tanmoor. It also happened to be Queen Libertine's birthday, and the characters, individually, witnessed the queen riding in her own parade, stopping occasionally to politely refuse costly presents from nobles, and accepting letters and humble homemade presents from the poorer folk of the city, showering them with gold coins in return. 

The city was drinking, in a way a city often known as "The City of Cups" only can. So as the PC's entered the bustling tavern to get their own drink on, they were lucky to find a mostly empty table in the back. But it wasn't long before my "test" began. The were approached by a gang leader and a few of his followers. They were know as "The Ragdolls," a colorful group who did themselves up in colorful rags and ribbons in the fashion of rag dolls and corn dollies. Another group of young upper middle-class thrill seekers in it for the kicks. 

The gang wanted the table, exposing the classic "locals only" philosophy. After a little verbal back and forth, the leader swung a wine bottle at the barbarian dwarf and the fight was on. Though at least one character, a wizard, had stepped aside to wisely avoid getting in a fight, the dwarf, half orc fighter, and the druid who fancied himself a bit of an assassin were right into it with deadly weapons. The druid threw a fire bolt. The half orc immediately swung his great axe at the lesser armed leader, sinking it inches into his shoulder blade, taking him to zero and almost killing him with that one shot.   

The gang member who got hit with the fire bolt took off at full run as best he could through a crowded room, and the dwarf wanted to toss his hand axe at him from behind. When I made sure he knew it would more than likely hit an innocent with that shot, and could count on being out of the campaign in prison for a couple games (or more if he killed anybody from behind) he rethought it. I don't usually interfere with a characters decisions, or go a ways to explain the consequences of a characters actions, but here in the test it is acceptable. 

And when you know a character will tend to try and kill a retreating enemy, who had yet to attack anybody, in the middle of a city in a crowded hall, you knew that you had a sociopathic character on your hands. Sure, he's a barbarian. But not all barbarian characters are run like that. But the test showed me this guy would be. No prisoners. Good for a DM to know. 


So I knew what I was dealing with and the test was done. At least a couple characters were going to be murder hobos, with a druid who also had not hesitation to throwing a fire spell in a busy tavern. I ditched the idea I had for the campaign, an NPC heavy urban series of games, and decided to go for hooks and quests that would take them away at least from the major civilizations. Dungeon delves where they would be met by other brutal things rather than spending the games bullying locals and town folk. 

...and now I knew what to expect. 




Tuesday, October 16, 2012

Downfall of the classic dungeon?


As a kid back in the day, the classic dungeon environment as presented in OD&D (specifically the LBB’s  plus Greyhawk and Blackmoor in my case) was just enticing and drool inducing in it’s morbidity and weirdness to a young boy. All that stuff designated modernly by Philotomy as part and parcel of “The Mythic Underworld” was attractive to somebody who grew up with at least a sprinkling of Tolkien and RE Howard in their lives. Playing characters going down into those bafflingly magical and active deathtrap monster lairs just seemed to hit a fanboy nerve, and especially early on these eerie locations gave a genuine thrill of the possibilities of mystery. Non-TSR takes on dungeons, like those by Judges Guild, added to that simplistic yet inspiring concept. Just the thought of these things existing in the game world seemed so cool.

The mystery unwove fairly quickly as the teen years moved on, and the new real life mysteries of older social interaction, with girls or sports involvement or whatever, became what was exciting. Sure, D&D stayed in my life as I headed into adulthood, but the unreality of classic underworld gameplay gave way to a more romanticized notion of high fantasy. I had no idea newer editions of the game were doing this as well; I attribute it in my case to mid teens when we started having girls in our games, and our female players seemed to only have so much acclimation to weird and brutal underworlds. They weren’t as down with “fantasy underground Vietnam” gameplay as the guys.

NPC interactions and more epic gameplay seemed to be the evolution in all the genres I ran, and I sure went along with that. Characters in my games became more involved with the NPC’s of the big cities, such as royalty and the military and their intrigues, and when they went into a dungeon it was usually the catacombs beneath the city. My love of locations (city or ruin) set in the midst of howling wildernesses, Judges Guild style, was fading. My love of comic books and movies sort of took over, and the interactions of characters and other thinking beings became more dynamic. Slaying slimes and oozes in the lonely and dark corners of the world would become more infrequent.

When I started the current group (almost exactly 4 years ago), my intention was to eventually get them to a classic dungeon I was working on (I had yet to hear the term “megadungeon”), but eventually I aimed the campaign at The Night Below module, which is not exactly classic. Yeah, I forced things in an epic direction.  But with the group, and a couple of times outside it, I did some classic dungeon runs with the LBB’s for some players, and they went really well. Though my regular group seemed to find it quaint and fun, I think they really wanted meatier game play, such as my 1st edition games, provided.

At this point, though it seems to still have rabid admirers, I have more or less fallen out of love with that weird, gonzo classic dungeon concept. I perk up when I read about somebody liking the modern OSR influenced dungeons such as Anomolous Subsurface Environment or Barrowmaze, but when I actually see snippets of these megadungeons (not necessarily those two mentioned, but in general) I am usually less than impressed. Minimalistic descriptions (6 orcs; 200 GP) for rooms, and dungeon dressing that does not inspire seem to be the order of the day. But hey, that is what a classic dungeon is all about, right?

As anybody reading this probably knows, Grognardia James’ Dwimmermount dungeon, a recent surprise hit on Kickstarter (close to 50 grand in profit), has been getting some gameplay and a few early reviews (the entire dungeon has yet to be finished). A lot of reviews from fairly moderate sources have not been good. A lot of the dislike seems to be in the presentation of those classic old dungeon tropes that James has been so enamored of and blogging about for years. Empty, dusty rooms with no real function having to be explored and searched. Minimalist room occupant description such as the orcs n’ gold combo mentioned above. Dungeon dressing with no interaction or function. Not exactly inspiring.

See, none of that gives me those kiddy thrills anymore, and apparently others who actually paid for that dungeon agree. I read Grognardia for a couple of years faithfully, and the recounting of Dwimmermount game sessions was probably part of why I was no longer reading every day. No knock at James; I only started this blog, my first and only, when I heard him on some podcast I listened to through dumb luck, and checked out his blog and saw old modules I loved being talked about. But man, the later old school gameplay presented in session reports did not exactly draw me in like I guess it has some others. The Gygaxian mandates and strict adherence to them became a turn off. I actually had a chance to briefly explore the early Dwimmermount in the ill fated thread sessions James started on OD&D Discussion, but that didn’t get far. James dropped that like a hot potato around week two, with no explanation or apology. But hey, those forum play by post sessions tend to be kind of a clusterfuck anyway. Maybe that’s why James jumped out the bathroom window and never looked back.

So am I the only one who has tired (again) of this classic D&D dungeon play? Is the whole mythic maze-underworld something that has popped up as some sort of delayed nostalgia? On forums such as Dragonsfoot, the humanoids are still constantly bleeping and durping about this or that aspect of classic dungeons with childlike glee. Minimalist description dungeon locations the size of Disneyland still seems to be the wheelhouse of the so called “OSR.”

But I got bored of it twice in my life. I doubt there is going to be a third. When I get back on 1st Ed AD&D (been focusing on other genres for years now), probably next year, it’ll be back to epic adventure and high fantasy, not counting up copper pieces found in rat nests and searching every square foot of the walls in empty rooms.

Friday, September 9, 2011

The Big Hair of Twilight 2000






As depicted on the ad, this is straight out of a direct to video, 1980's post apoco film starring Rowdy Roddy Piper. "Hell comes to Frogtown" had a couple of decent women soldiers. But even Sandahl Bergman's hair didn't have this late 70's Playboy After Dark Playmate style. One of them looks like Farrah Fawcett. So is this so called "realistic" aftermath type game set in the original Charlie's Angels universe?

No soldier who wanted to live through battle would go into combat alongside chicks with big hair. If they were the type of women who wanted that kind of hair, then they were the type of women you had hidden in the bunker for "Comfort time." If the men go into battle with any women at all in the aftermath, they'll likely be more like the harsh, fugly women guards at Abu Graib prison were in those wonderful photos released a few years ago.

Maybe the women on the cover are actually men in drag. Soul "sisters" of Buffalo Bill dancing naked in front of the mirror waiting for Agent Starling to show up.

I know typical nerds often have a fetish for beautiful women who can kick ass like Laura Croft or one of the blond chicks from Xena. But anyone who thinks there is anything realistic about this needs to just play in the fantasy worlds and not live in them.

Friday, October 8, 2010

Earthlings in your Fantasy Soup






I started thinking on this after reading a recent Grognardia post.

People from Earth ending up in fantasy worlds has an ancient legacy. “The Blazing World” of the late Renaissance, regarded as the first true fantasy world/science fantasy story, featured an Earthling stumbling into a strange world of humanoid animals. And Earthlings, even lepers and dumbass English kids who get locked in wardrobe cabinets, have been going to fantasy land ever since.

So how do I feel about a connection between my fantasy world and Earth? Well, over the decades I have been of differing minds on the matter. I still use the same game world I came up with as a kid, “Acheron.” But in those early days I was up for almost anything. Things like the multi-universal Arduin and The City State of The Invincible Overlord inspired me to do all sorts of wacky things with my world.

In those few short formative years I had gods from Earth myth as the gods of clerics; Thor, Odin, Zeus, etc, just like The City State did. It wasn’t until my mid teens when I started coming up with gods for my world from whole cloth, or expanding upon gods my players created, that I started rethinking that. Eventually I would eliminate those Earth gods from my world and stick with the original ones, so in thinking upon those early days I cut my young self some slack. But into the adult years of gaming I only very rarely had any sort of Earth connection with Acheron. When I did, it was not to use any normal sort of Earth human or Earth setting. It was my futuristic Hero Systems/Champions setting that I used.

In the 80’s I had a brother of my major ranger NPC (my first true D&D character, actually, that I ended up using for my own world) get trapped in my Champions setting, and become a sort of rustic superhero in that. So clearly I had established a link between worlds. And once or twice I had dimension hopping characters from my Champions games spend brief times in Acheron when I felt it was appropriate and I wanted some fantasy elements (in one case, heroes chased down some dimension-bending super-hunters who were going to Acheron to kill unicorns and other cutesy creatures).

But just having some d-bag professor or leper or whatever show up to dick around in Acheron? Naw. It isn’t that interesting to me. Maybe because I found Thomas Covenant and Harold Shea to be total bores. It has to be something very appealing to make me break that line between worlds, and the typical “Yankee in King Arthur’s Court” type stuff seems pretty played out to me now. Just a busted, old concept.

These days, I just like to keep my fantasy world pure. I do, however, like chocolate in my peanut butter. That will never change.

Monday, March 15, 2010

A Sword Named "Finslayer"



Finslayer, the most iconic magic item to be found within the Night Below setting for AD&D 2nd edition, is about to be found by the party in my current 1st edition AD&D run of NB. Located (as indicated in book 2 of the 3 book set) in the treasure trove of a Rakshasa and hook horrors, it is looking to be taken into the possession of a neutral good Ranger.

Finslayer was created a few hundred years ago by an unnamed wizard, for a ranger named “Pajarifan.” Pajarifan had different racial enemies than the typical ranger. Instead of goblins and giants, Pajarifan hated Koa Toa and Drow. Finslayer was made to complement the hatreds of Pajarafan, who, as the greatest hero of the southern settlements, quested into the southern Underdark to defeat his enemies. Finally defeating the drow, Pajarifan unwittingly opened the door for the Aboleth to one day rule this part of the underworld. In the module, Pajarifan’s final fate was unrevealed, but it may be safe to assume he took the fight to the Aboleth eventually, and met his doom somewhere around The Sunless Sea.

Here are Finslayer’s powers and abilities:

-Finslayer is a long sword, +3, +4 vs. aboleth and drow, +5 vs kuo-toa.
-It is of NG alignment, very intelligent and has an ego to match.
-It converses with you via telepathy. It speaks in common with the others. It also speaks Undercommon, Drow, Aboleth, and Kuo-toa.
-At will (or by your request) it can:
o detect invisible objects within 10'
o detect secret doors within 5'
o detect magic within 10'
-It can cast "Strength" on you once per day, but the duration is a full 18 hours. If Finslayer strikes a kuo-toa it will confuse it for 2d6 rounds (they get a ST)
• Finslayer will not stick to kuo-toan armor.
• While holding Finslayer you are immune to kuo-toan Symbols of Insanity.
• Finslayer has extensive knowledge of kuo-toa, drow, and aboleth.
Finslayer will come in very handy at the climax of book 2, “The City of the Glass Pool,” where a Kuo Toa army is one of the obstacles to be faced.

Now, I made a couple of changes to the history of Finslayer. For one thing, I decided for some reason I wanted Pajarifan to be a female, so I added an “e” to the end of the name and made it “Pajarifane.” Nice, eh?

So at the game tomorrow night the party is about to dig in to the treasure trove, and Finslayer will be found. As it turns out (quite by accident, I created her long before deciding to do Night Below), the NPC in the party is a teenager ranger girl from the same area as Pajarifane, named “Dia.” The party had already discovered that she is special. A dozen games ago or so they found out she was the secret daughter of Arcturus Grimm, the most famous ranger in history and occasional benefactor to the characters. So Dia comes along being exactly what Finslayer is looking for – a neutral good ranger. So the weapon will most likely go to the NPC. That is probably going to work out pretty good, because it leaves me free to do what I like with Finslayer without basically controlling a player character.

So we will see how it goes tomorrow night. It is especially going to be a fun night, because it is all around the biggest and best treasure find I am bestowing upon the players in a year and a half of these characters adventures. I’ll hopefully get to kick back most of the night while the players argue out who gets what in all the great stuff, that in addition to Finslayer will include a druidic Scimitar +2, +4 when used outdoors in full sunlight, an elvish +2, +4 vs. goblin types long bow, +2 mace, wand of lightening bolts, and a few other goodies (note: I have heavily modified the treasure trove from what the book indicates).

Thursday, April 23, 2009

What’s your alignment, baby?




Like most young D&D geeks back in the day, me and my buddies often used D&D terminology in our regular lives as kids. Obviously, if you fell off your bike or skateboard and got bashed up a bit, you’d say “I think I lost about 5 hit points there” (in reality, being zero level, we probably only had about 3 or 4 hit points max). I remember as a teen surfing with another gamer, and he asked me how many wandering aquatic monsters did we risk randomly encountering. We saw sharks and jelly fish all the time, so those topped our list. Also in there was killer whales, “kooks” and killer bacteria (this was Santa Monica Bay, after all).

But my favorite “D&Dism” was a pick-up line that I actually used and ultimately got lucky with in my early 20’s.

In our teens, I had joked about how in the far flung future world of my gameworld, people used “what’s your alignment” instead of “what’s your sign” (the big real world pick-up line of the late 70’s, early 80’s).

At a party years later, I was enjoying the kegs and open bar, when a pretty blond girl asked me to pour a beer for her. Happy to oblige and a little toasted, I hit her with it “so…I’m a cool and easy chaotic good. What’s your sign, baby?”

Not even thinking it would work, she was fascinated and wanted to know what the hell I was talking about. At that point in life I never talked about gaming around non-gamers. I was totally in the closet. But for some reason I decided to tell this girl what alignment meant, and about the game it came from. She was sort of a bimbo and didn’t like sci fi or fantasy (not even Star Wars), but the opening I got with my gibbering D&D nonsense got me into her life and dating her for around three months. If I recall, it ended because we had nothing in common but being pretty. And I was broke around that time too. That does not go with “high maintenance” L.A. chicks.

You don’t really hear that “what’s your sign” line outside of Burning Man these days, but I still think knowing somebody’s alignment is a whole lot more informative about them than what month they were born in.

Thursday, February 19, 2009

TOTAL PARTY KILL!!!


Total Party Kill. Just the words together like that harkens to late 80’s/early 90’s sci fi movie techno-thrillers with phrases like MDK - Murder Death Kill or TNP - Take No Prisoners. Cold and scary.

When I was kid, the concept of an entire party of adventurers getting destroyed seemed a bit like an urban legend, and usually a slaughter at the breath weapon of some dragon that was too strong to kill. Back then we didn’t have a term for it.

I personally cannot remember one instance when I witnessed it, but I’m sure I did at some hobby shop or convention game room at some point. But maybe not - I didn’t spend much time at those places once I had my own regular groups and also started getting laid on a regular basis. Having seen it and remembering it would have meant the deaths had meaning, and in my personal games death always had big meaning. Hell, it almost never happens so when it does happen to a player in my game it is bigger than shit.

Am I just too easy-going as a DM? I’m not sure my players would describe me that way, but I’m sure they would say I am a player-friendly DM. In my AD&D games, I have a general rule that no player character will die in their first game – at least by my hand. If they end up into the negatives (as almost always happens in the first game to somebody), I just hold them up at around -5, and when they are healed they have some appropriate set-back (a few games ago a first level fighter got the shit stung out of her by a giant spider. When she got back to the positives in hit points, she had a nice little poison susceptibility). I also tend to molly coddle characters a bit until they hit 3rd level or so, trying to let them expand a bit as a character before they risk true deadly danger.

But we aren’t talking about being a nice guy DM here, we are talking about TPK, which has a tendency to occur at mid to high levels. They don’t always seem to necessarily happen at the climax of an adventure, unless that was the DM’s aim all along.

Columnist Roe Adams described it like this:

"A full TPK (total party kill) is an appalling abandonment of the players to the whims of gaming fate. It is a failure to be worthy of that trust they offered you when they sat down."(Adams III, Roe R. (2003-08-25). "First Night" (in English). RPGA Feature Article - Wizards of the Coast).

Wow. Well, it kind of is on the DM’s head, unless the party makes some foolish mistakes. I imagine it just cannot be helped in some cases. Poor strategy, bad roll, good DM rolls, all kinds of things enter into it. I decided to do a bit of research by starting a thread about it over at rpg.net. It got a big response, with lots of great stories of TPK. Here are a few excerpts from some responses:

… Most more often, one or two characters gets disabled, and the others keep on fighting in an attempt to turn the tide, and one by one they all drop as well…

… the characters completely misread a situation and blunder wildly, causing them all to be taken out of the game. Something like a pit of lava, but the characters somehow get the idea that the pit of lava is a gateway, so they all jump in (and they all die)…

…D&D 3.5 party beset wolves. the players wanted a 'straight up' fight, no DM fudging. nothing behind the screen, all rolls on the table. they lost…

… DnD 2e: Party of 1st-2nd level characters vs. one ghoul. Paralyzed all but the elf due to poor saves and mauled the elf to death. Party assumed to be eaten at leisure…

… Tomb of Horrors front entrance; party vs. a small flock of cocktrice. Failed saves aplenty and ended up with the mage up a tree trying to fend them off with a dagger….

… As GM: 3rd D+D. 5 players (2 totally new). 2nd level PCs, standard orc-ambush turns horribly bad. The scout goes ahead, gets caught in a trap (one he knew was there but wanted to see what happened anyway?). Others rush forward to save him, everybody dies no matter how much I fudge. The longest series of bad rolls ever…

… Cyberpunk 2020: With the smart players dead due to a variety of mishaps (including a headshot from a sniper) the remaining characters smart off to the cops after they get stopped for a traffic violation. After a couple of dead cops and a freeway chase SWAT gets mobilized and toasts the party van with the minigun from a AV-4…

… He wiped out the party at the climax of each of them. Sadly not because of anything the players did wrong but because he liked the whole "you think you've succeeded but you haven't" schtick and was loath to let our characters survive his campaigns. I think he was trying to teach us players something about life. The only lession we learned was how much arbitrary TPKs by a GM piss us off…



In looking at these and many other responses, I’d say the three most common reasons for the phenomenon of TPK are:

3) a miserable, asshole manchild GM with delusions of power who delights in making games shit for players. How do these guys get players coming back?

2) An encounter that is just too much for the groups power level (usually they have the option to run away, but do not.). A creature, like a ghoul or carrion crawler, that can paralyze multiple times, are common things I have heard killed low level parties.

1) A fair encounter, but the players roll terrible and the GM rolls great. Seems to be the single most common thing. More often than not, the players also have a chance to escape things, but often don’t realize how bad things are until too late. Things just happen too fast for them.

Is it best for the GM to fudge and save them? Very often I have heard of the GM just saying “ok, instead of killed you are all captured.” Or, amazingly and it happens more often than you think, the GM starts the entire scenario from scratch and let’s the party have another go at it.

Yeah, I have fudged once or twice, but in very minor ways, and never to save a character. Having said that, a side of me is a die roll purist. If you fudge things too much, you take away a lot of the chance aspect of the game, and as part of that you lose some of the life simulation aspect.

I thought about the whole Total Party Kill concept a lot in the last week, because the party in my AD&D game may be facing the possibility. A first in my games.

You see, in The Rainbow Mounds cavern, a PC hobbit cleric is tied up in a cave with a couple of old enemies, an orc troop leader, and a half elf enchantress, have her at their mercy. The enchantress (a high level illusionist) goes into her private room to freshen her make-up so she will look nice for the nasty things she is going to do to the hobbit. When she and her two charmed fighting men step away, the Orcs offer to let the hobbit go if she helps them “kill the bitch.” She is untied, gets her gear on, and the enchantress steps out with her men. The fight is on! Well, I stopped it there, because things were not going quite how I planned, and wanted to get back to it next time.

You see, the hobbit and the orcs are not much of a match for the Enchantress. As a high level illusionist, she is capable of some powerful things. Luckily, the hobbits friends are charging through the cavern system, knowing of her trouble and coming to save her. I have a certain time-frame, and the party has wasted a bit of time, including doing things like stopping to body search the few orcs they kill on the way, just for handfuls of silver. They know this hobbit chick is in need of help, but they will get there at best around 8 or 9 rounds after the fight has started, when my original “run like hell to help her” timeframe would have had them show up a round or two into the fight.

So what do I do? Fudge? Let them just show up on time, or delay them to show them the consequences of picking up chump change when a friend is in trouble. They will have a chance against the enchantress, but not as good if the hobbit and the orcs are dead when they get there and can’t assist them in the fight.

I think I’m going to let the chips fall where they may. And doing that, I may just be looking at the first TPK in my games.

Thursday, January 15, 2009

SUPERHERO 2044:My first non-D&D campaign







Hell yeah it was over 30 years ago that I first ran Superhero 2044. I had discovered D&D sometime around 1976 or 77 (maybe even a little earlier), and was in the process of building my little fantasy world “Ardor,” my AD&D game world that I use to this very day. I loved comics, and being able to have superhero types running around instead of fantasy arch-types sounded like a no-brainer to my young no-brain.

I think within a year or so of discovering Superhero 2044, Villains & Vigilantes came out, and I’m pretty sure I ran consecutive campaigns at some point: 2044 was set in the future, and V&V was the current real world, with my players playing themselves as heroes (like that book suggested you do). It would be a few years before I had a disastrous session with a blatant 2044 rip-off called Supergame, an RPG I would actually help playtest for the creators not long after my little 2044 campaign. I didn’t start a Champions campaign until the early 80’s, so besides the aforementioned Villains and Vigilantes, 2044 was my comic book RPG.

A rather cheaply put-together product, it was the cover, front and back, that was the main eye-catcher of 2044. The sheer number of gaudy costumes, especially the few that were obviously inspired by classic Marvel characters, just made my young gamer heart soar with the gaming possibilities.

I used the setting as presented in the book. It was an independent democratic island nation, Shanter Island (we mispronounced it “Shatner” on purpose), but with all the trappings (language, customs, race) of the U.S. A world wide nuclear war had previously devastated much of society, creating the need for The Science Police. Sci Pol existed to put the brakes on nuclear power and other technology that could be used for evil – or another World War. The futuristic independent island nation concept, and the Science Police, were two things that I would carry over to my long running Champions campaign setting.

Your main island map of Shanter shows the city, the air and space port, and industrial locations. A large part of that map is made up of the “Outback,” miles and miles of forest and mountain areas. This area is not uninhabited – thanks to the pro-superhero government of Shanter Island, a law has been passed letting hero-types make “land grabs” for caves and hilltops to build secret HQ’s on. Nice! This combined with the 1970’s “futurisms” (moving sidewalks downtown, monorails in the city, aliens walking amongst us, etc.) gave the proceedings a really nice cheesy feel, even back then.

I had three or four players for those first few games, but I only really remember two characters from the game that were played – both of them “Doc” Winslow’s. One was a man in super strong, super invincible power armor, based on a figure from the old Gamma World line. Seeing as the rules didn’t give you much information on what kind of powers you could have, or even what those powers might do, the players were pretty much free to get whatever they wanted outside of points assigned to stats. You could probably read about how the rules worked in more detail in some online review, but suffice it to say that the rules on superpowers were obscure enough that a player could totally take advantage. This power armored guy was just devastating to most of his surroundings, and he would smash his way down the street, crushing bank robbers and costumed villains in droves.

Although a lot of the world’s framework is left up to the GM, some background is provided in the way of descriptions of previous superhero events, and a couple of characters. The Freedom League, a former superhero team, was mostly destroyed in recent years by Dr. Ruby, the premier super villain. The only hero to survive was “Mr. Banta,” but only his brain lives on housed in a cyborg shell. Mr. B runs a major superhero equipment/costume shop. This shop is made up of all the leftover gear from the deceased League members and their personal trophies from defeated enemies, so this is one of the things in the book that makes your imagination go wild. This is pretty much the place the character can buy anything that he wasn’t able to put together with points or choice of super powers. The GM can use this shop as the source of all kinds of plot devices and McGuffins. Although assumed by the general public to be dead, there are a series of somewhat humorous drawings in the margins of the book detailing various ways that Doc Ruby might have survived.

Probably the most interesting (and frustrating) feature of the rules was the strict patrolling procedures that each character had to follow. Sheets were given so the player and GM could plot out the characters movements throughout the city, his hours spent patrolling and what part of the island he did the patrolling in. The GM would then suss-out how many crimes were stopped, and how many criminals apprehended. The GM would also have to “handicap” the characters performance parameters occasionally, so as to be able to figure out how many points to give for the time spent patrolling. That meant at least running an actual encounter and fighting on the game table, rather than working out the statistics of this police department style patrolling system. It even included rules for all the lawsuits that get filed against the hero for damage caused during patrol. These rules only really worked for solo play, and although we used the patrolling rules for awhile, we soon abandoned them in order to get some actual role play and important encounters going on more consistently.

In my earliest days of hanging out at the local game shop, I got the chance to help playtest a new superhero RPG called Supergame around the time I was still running 2044. It was created by friends of the shop owner, and that is the main reason it eventually saw a published form. Because I was there for some of the original playtesting of that system, and because of my own disastrous attempts to run a session of it at the shop, I think I’ll save that tale for another post. Suffice to say that, outside of the system itself, The creators of Supergame had blatantly drawn more than just inspiration from Superhero 2044, and I would go so far as to call many of it’s elements a rip-off. But then again, 2044 had a lot of unique qualities, especially the setting, that inspired me to eventually create a superhero game world of my own, strongly based on that little independent island nation called Shatner. Uh, I mean “Shanter.”

Thursday, January 8, 2009

Demogorgon is just alright with me











Seeing as I (for some reason) decided to dedicate the name of my gaming blog to this nasty demon lord, I thought it might be appropriate to make him the subject of my very first post. Props to Grognardia for inspiring me to write about a demon lord in the first place. Who would ever think I’d be musing about demons with tentacles and multiple baboon heads? Mother would be so proud.

According to Wikipedia’s non-D&D entry, Demogorgon’s obscure etymology is as follows: The origins of the name Demogorgon are uncertain, partly because the figure itself was of imaginary coinage. Various theories suggest that the name is derived from the Greek words daemon ('spirit' given the Christian connotations of 'demon' in the early Middle Ages)— or, less likely demos ('people')— and Gorgon or gorgos ('grim'). Another, less accepted theory claims that it is derived from a variation of 'demiurge'. The early Christian obsession with Satan and the vivid inhabitants of Hell are of Persian origin, while the magical context in which such imaginings thrive was Egyptian and Syrian.

Back in the day, when I first cracked open my shiny new Monster Manual, the drawings of the demons were what really caught my eye in those first few moments. Sure, the dragons are hellacool, but we had seen dragons a thousand times in our young, over -fantasizing minds. Here, right before my 14 year-old peepers, were the insanely powerful rulers of hell. The refined and royal-looking Azmodeus, the grossly fat and badass Orcus (these two might make a great Odd Couple inspired sitcom. Messy and Chaotic Orcus and neat, clean lawful evil Azzy).

Out of all the demons and devils, however, one stuck out most of all. Overall, Demogorgon has the look of a hitherto undiscovered greek monster – but a monster meaner and more pissed-off looking than any harpy or hippogriff. Sure, a pair of snarling monkey heads, tentacles instead of arms, and lizard feet are going to make you do a double-take, but it’s what you find out after reading that makes you do a spit-take. OK, so he maybe isn’t the most powerful demon, but the first thing the MM tells you is that this guy has a passionate rivalry with Orcus. You don’t fuck with somebody like Orcus unless you are either a badass or insane. Demogorgon is a lot of both.

Let’s take a look at some of his stats and powers, and let’s try to do it through my then immature eyes. Mind you, when I first read these demon/devil entries, my highest level character was around 3rd, and it took 5 or 6 games to get there. I had yet to run my first real game, but I could envision one day pitting this fiend against some higher level heroes (at that point 8th level seemed like an amazing level to reach, and Demo - G would make mincemeat out of a group of 8th levelers).

Demogorgon has the usual Godly stats that make a player cringe and clutch their favorite character close to the chest: -8 A.C., a couple hundred hit points, and high psionic ability You need a plus 2 weapon to hit him, but in almost any campaign with characters high enough to fight Demo-G all characters are probably going to be running around with plus 3’s or better. So no problem there.

Like most demons and devils, Demogorgon has supra genius level intelligence. Wow. That sounds really intelligent. I mean, Wile E. Coyote only had super genius level ability, and he could follow the instructions on all the high-tech Acme shit he bought. Supra was really out there. And how the hell do you portray a monster that smart? Could he never be tricked? Could he outsmart you, Road Runner style, into walking off a cliff or running face first into a wall?

Demo also has 95% magic resistance. WTF? So, hey magic users, don’t even friggin’ bother trying to fight this guy. Toss your items into his treasure pile, disrobe down to your loin cloth, and wait for him to get around to rotting your flesh off with his tentacles.

Demogorgon’s most troubling powers are in his heads. According to later information, these heads are almost always at odds with each other. But when they come together to wipe-out your party, look out. They will hypnotize you, and for one turn you will do what they want (you won’t kill yourself, but you would probably kill your own baby if so ordered), and for another 1-6 turns you will be disposed to doing his bidding like his bestest friend. For 1-3rd level creatures, the usual make-up of a typical army troop, he will hypno 10-100 people. So an average of 50 attackers (your henchmen and followers) are out of the running for a few turns. Hell, they are probably attacking you. Keep in mind this is automatic – only 15th level or higher creatures get a saving throw. All others are attacking their buddies, running away, or scratching and pecking at the ground like chickens. This is probably Demogorgon’s most dangerous ability.

Independently, the heads have pretty nice powers as well. The left one can vamp you like a rob of beguiling, and the right one can drive you insane with it’s gaze causing insanity for 1-6 turns, which isn’t much better than being hypnotized, but at least you will probably just do something random rather than Demo-G’s bidding. Oh, you get a break in that you get saves vs. magic against the individual heads as well. Hooray.

Demogorgon’s powers are rounded out by the usual “spell-like” powers most deity types tend to have: polymorph self and others, illusionary powers, clairaudience and clairvoyance (the one-two punch of godlings).

Demogorgon may not be compelling enough to base an entire campaign upon, but certainly his presence could be strongly felt in a dungeon setting. I’d love to run an “evils” campaign one day, and having Demo be a benefactor would be a great way to get a well-painted figure of him out on the gameboard, without slaughtering half a high level party. I just need to get a minature of him, and do a half way decent paint job on him.

Hey, how about this party of evils gets caught in the middle of Demogorgon and Orcus’ war on each other? Hmm. I’d better get figures for both.