Showing posts with label runequest. Show all posts
Showing posts with label runequest. Show all posts

Thursday, August 30, 2012

Another Campaign Ends





Last night we wrapped up the fairly short (maybe 8 sessions or so) Runequest campaign I popped on the group a few months ago. I had actually intended to mix in a lot more Call of Cthulhu, a sort of Chaosium mix, but we were having such a good time with the RQ that we pretty much stuck with that and breezed through the campaign.



I used the classic Apple Lane setting for this, and went through the usual progression (besides my own added bits and encounters) of the tribal initiations battle circles, Pawnshop Baboon attack all the way through finishing up Rainbow Mounds last night. Whiteeye and his trollkin defeated, and the Lizard Mother and the Lizard Spirits destroyed (the Newtlings made Terry’s character Rowan their queen – for what it was worth).



The party got to touch the adamantine column hidden behind the newt idol, gaining some spells. They also found the Issaries statue to later sell to Gringle. In a wild twist, the party forgot to search White eyes’ lair for the main treasure. They rested after the White eye fight for a night before moving on into what they though was a tunnel to another area (it was actually a small chamber with White eyes bed and the main treasure of the adventure), then later got distracted and didn’t finish searching that area! Thousands of lunars and other precious stuff left behind! Kind of a hoot.



I mean, they were told there would be a lot of items White eye and gang robbed people of, but they happily left without any of that. I waited until they were back at the village to tell them. There was the usually thrashing around for a couple of minutes trying to find the poor GM at fault, but the realization set in that they had been idiots to not realize they didn’t have what they, in part, went to the Rainbow Mounds for. Doesn’t really make up for anybody not getting killed or maimed in the campaign, but it helps.



So time to regroup, get out the Star Wars stuff, and repack my mini’s box with Sci Fi figures. We’ll be doing KOTOR for the rest of the year, with the odd Call of Cthulhu game thrown in here and there when we are short on important players.



But yeah, there ya go. Another campaign in the bag. It’s always kind of a satisfying peace that comes over you when you are at the finish line of a fun campaign.

Tuesday, July 3, 2012

The many Wonders of Abstract Hit Pointism/Hit Points in Film




This last week, out of the blue, the group got a new female player (I’ll call her “J”). She’s in her early 20’s, very cute, and often entertainingly energetic in a way younger gamer grrls often are. Session-wise, a rarin’ to go and get on with the game type attitude I wish the long time players would have more of. After playing with pretty much the exact same folk for a handful of years now, it was sort of a refreshing sea breeze for me. Now, don’t claim I am sexist, because last year Big Ben had an old gamer buddy visiting in town and he joined one of our KOTOR sessions, and I loved the energy a new player brought to the group even then (OK, but maybe a little less then).

I guess I could write an entire post about “J,” and her first game with us, but what I wanted to get around to was the fact that her first game with us was my classic Runequest game. Now, “J” is a 3rd edition D&D player. No, really, she is young but has the type of “this or that crazy thing happened to my character in a game” war stories us older guys usually joke about. But like I said, she was a goer, and dove right into a game she had never even heard of before.

What probably stood out in her mind as the biggest difference between RQ and D&D was the whole hit point thing. Sure Runequest has hit points similar to D&D. But whereas in D&D you go up significantly in HP as you level, in RQ there are no levels, and your hit points will remain constant. Worse, each body part has a fraction of the full hit points. If an arm or leg takes enough damage, it will be destroyed. Same for head and torso. So bottom line you have a fair chance to be killed or crippled outright from a blow by even the most unskilled warrior if they got past your defenses.

Now here’s D&D with that famously abstract hit point system. Two guys the same size and mass could have insanely different hit points. Like, farmer boy has 2, and 10th level fighter boy has 90. The disparity is seen most when cross referenced with small bladed weapons that do a D4 or a D6 in damage. The farmer’s son is going to probably go down in one hit, while the fighter laughs as, several hits later, he is still floating like a butterfly and stinging like a bee in the fight.

This was merrily explained in early D&D as a combo meal of realities. Lots of the HP is luck. When somebody attacks you and hits (lets not get into the luck part of getting hit or not in an attack in the first place), the first furtive points they ding you down are mostly the “luck of the gods,” or the Irish, or whatever. You are “using up” some of that divine protection as you go. OK, the next veil beyond that abstraction is one of exhaustion. Here, some of the hit points are related to combat fatigue. You duck this blow here, backflip over another blow there. You are using up some of your combat “chutzpa” here. Yeah, like me you probably think that is a pretty small percentage. So after those first two abstractions, we get to what is real. The meaty flesh. Eventually you are out of luck and stamina for the fight, and now it is your flesh getting seriously blasted. The fighter with 90 HP is down to around 25 points or less when we start seeing real blood. The next blow could put the big guy down for the count.

Here’s a quick comment from an online forum on this very subject:

characters go from 'mortally wounded' to capable of fighting again within a week, but then the stronger and tougher they are, the longer it takes them to make a full recovery

Yeah, another weakness in the system is that more potent PC’s take longer to heal than lesser HP folk when they are taken down to low numbers. But again, really, a lot of that is luck and combat savvy building back up.
I've always looked at it sort of cinematically, which I think is actually perfect for old school D&D. I like the combo of luck, survival instincts, and good old meaty frame to explain the many "wonders" of abstract hit pointism. And you see this in action films.

Indy Jones tends to take a beating that would have most other people in traction at least. When he came out of the Temple of Doom and before the fight on the bridge, he had taken dozens of punches (most to the face), fought off a bunch of guys with spears, got hit by rocks, burned by a torch, and sliced with a dagger. Then proceeded to dodge arrows and fight a big Alistair Crowley looking guy on a broken bridge. He comes out of it laughing and dancing and getting jiggy with that Willy chick in the end. No worries. And what about Stallone characters? In First Blood Rambo gets roughed up and dry shaved by “The Man,” gets shot, falls from 100’ onto rocks, gets exploded by a rocket launcher, attacked by rats, and goes on to blow up a town and machine gun a fat sheriff. Never mind what he goes through in Rambo 2, or Rocky 4 for that matter.

What those dudes all have in common are survival friendly hit point totals. Probably in the 80 range. In the abstract sense, you even see Cap’n Kirk and his fellow upper management friends’ dance around godlike beings and energy aliens, while lesser hit point dudes in red shirts get vaporized in all sorts of horrible ways. There are heavy luck factors making up those hit points.

Sure, you can look at the more mortal, sectioned hit points of a game like Runequest as a sort of more realistic cinematic type thing (like in 300, or a Scorseses film), but nothing lends itself to “how the hell did he live through all that shit” Hollywood heroics like good old massive D&D hit points.

Friday, May 18, 2012

Runequest: Dragon’s Pass is so Passe



So far so good with my old school Dragon’s Pass Runequest campaign. I think the players are liking it, despite not everybody really investing a ton of interest in the setting (my fascination with Glorantha since childhood being my main reason for running this now) or the whole rune concepts. Only a couple of the characters have a god association at this point. I think that the main appeal so far is the down and dirty nature of the combat (one lucky hit can kill anybody) and it’s often visceral outcomes, and the fact that it is just such a different system than D&D. I’m glad it’s fun, although it is still a tad early to see if it will have the surprising wild popularity of my on-hiatus Star Wars KOTOR campaign. Of anything non-D&D I have done with this group, that seems to have had the most appeal to them, despite nobody in the group being overly fond of Star Wars. Even Big Ben has expressed interest in a SW campaign of his own (though sadly he seems to want to do it near the movie timeline).

Anyway, I’m jazzed to finally be doing some classic Glorantha, and I can foresee running it for several more sessions before needing to get back on that Star Wars track. One of the interesting things I’ve found online is how many people have played RQ for decades almost non-stop. To many of these people, the thought of somebody doing the “old setting” in Dragons Pass seems almost quaint. They are like old warriors “Ah, I remember Dragons Pass and Prax from the days of my youth. Sometimes I long for those humble and basic places.” You see, they have long since moved beyond the very basic locations of Dragons Pass or Prax. They have had campaigns where the braving of Duck Tower and Snake Pipe Hollow are distant memories. Their adventures have taken them to Griffon Mountain and beyond deep into the Lunar Empire, and off across the sea to other continents. You see, while Dragons Pass is sort of a Scotland/Finland amalgam, and Prax Mesopotamian in nature, other parts of Glorantha that are akin to Pirate genre, Medieval England, Africa, and Asia have long since awaited exploring, and these old RQ fanatics have explored them all. I get bits and pieces of info from my communications online about these great campaigns, but just not enough.

Will I run enough Runequest to let my players explore beyond the basic setting? Who knows. But I did nab a pdf of Griffon Mountain today. That’ll get saved on a flash drive in the hopes that in a year or two, we’ll still have enough Runequest interest to move beyond the humble hills of DP and the arid plains of Prax.

Wednesday, May 2, 2012

Gringle & The Pawnshop Baboon Assault!






I’m not one of those DM’s who obsess on taking photos of the mini’s on the table during game night, and I have at least one player who will laugh at me for doing so, but it was necessary just this one time…



We were doing a Baboon (in RQ intelligent simians) assault on that famous Pawnshop in the village know far and wide for its apple orchards. Broker and Issaries Runelord Gringle hired the young characters to protect the shop while he and his duck assistant Quackjohn are away for the night. This gave players a nice tour of one of the most secretive houses in Sartar. They had full access as they awaited the baboon attack. Indeed they finally did, eventually breaking through the roof and into one of the first story storage rooms. In the upper part of the map you can see a couple of characters and four baboons tangled in the throes of mortal combat. Down below, in the little Issaries chapel next to the the kitchen, Terry’s character Rowan observes a big centaur breaking down the door from the kitchen, as a couple of little crested Dragonnewts rush into the room with bows at the ready. Who are these strange invaders and why are they attacking the shop at the same time as the baboons (no spoilers please)?



So anyway, we had to stop just as things were getting really interesting. We’ll continue next week. As you can see, the map is kind of a mess because I only had a couple of minutes to draw it out. Fake. I actually did it a week ahead of time, and it’s still kind of sloppy (although I don’t think the players minded). I just can’t draw a straight line. Before we got cleaned up for the night, I snapped this pic to help us place the minis and take up the combat from that moment in time next week.



I don’t mind saying so, but I think we are having some fun with Runequest.




Monday, April 16, 2012

Cup runneth over - but not Full

Look at that great action scene from Herioc Comics in the pic above. Isn't it just bugnuts amazing? A blonde babe in black leathers, standing in a T-Rex's mouth, smacking a gorilla in a space suit with a great white, as Ed Wood-looking flying saucers float about.

Reminds me so much of my old Champions campaigns. No, really. Dinosaur rampages during unusual great white shark migration as alien apes attack a major city. And hot super babes? Oh, you bet. Over the decades my female players would not always have beautiful characters in their D&D, but in Champions they were all Baywatch circa 1996. Ah, the good old days.

But shit, I'm running an old school Gloranthan Runequest campaign and a Call of Cthulhu campaign at the same time. I posted over the years about how I would really love to do these campaigns, and here I am now doing them. I have my players loving my currently hiatused KOTOR campaign, and they also often ask about their high level characters in my 1st ed. Ad&D campaign (been more than a year now I think for that). So why do I pine for Champions? Why do I wish I could run this crunchy system and my awesome futuristic comic books setting?

Because I am a gamer, and true gamers are never satisfied. There are so many games to run (including multiple settings and time periods over several game systems, such as CoC for Ancient Rome and Victorean London), I'll never get to them all. I know I should be happy with what I am having fun with at the moment, and I really do. But the daydreaming man, the daydreaming. It'll get you every time.
A little Chivalry and Sorcery, anyone?

Sunday, April 1, 2012

Chaugner Faugn and the Tcho Tcho People





The party had gone to the a secluded portion of the New Jersey Pine Barrens in search of a missing anthropology professor and one of his students. The prof, from New York University, was looking into tales of the existence of a displaced tribe of Tcho Tcho people (an especially nasty cannibal tribe from Burma) near a small ghost town originally founded by German immigrants who for one reason or another imported the Tcho Tchos. Some decades ago the Rosens died out, but rumors say some of the Tcho Tcho’s still exist.

The party spent the first night in a mostly intact barn, looking over some weathered notes the professor had left behind. In the later hours the Tcho Tcho chanted from beyond the treeline, and threw rocks at the barn. Next morn, the group discovered a tunnel leading down in the ruins of the old house, and descended to find a short maze, and eventually some kind of worship chamber filled with human bones, and huge statue of the Tcho Tcho diety Chaugner Faugn. Also there was a prone figure, and it was alive! It turned out to be the student assistant of the professor, now emaciated and his face mutated. His nose had become long and probiscan like an elephants, and his ears were fanning out in mockery of an elephants ears. All sure signs of complete domination of Chaugner. He begged to be killed, lest night falls and he comes for them to kill them like he did the professor. The party would have none of it (all mostly good souls), and decided to carry him out and eventually to a hospital.

And here is where all Call of Cthulhu characters who carry big guns try to prove they have balls. As the others were leaving, Roland Smythe, the big game hunter, took a parting shot at the big statue with his elephant gun. To his shock, it turned instantly into a living, roaring Chaugner Faugn, and loped off its base to chase Smythe. The group, terrified and party split up, plunged into the small maze area while Chaugner battered around trying to seek them out.

Luck rolls and intelligence saved the day for them, as they escaped the underground tunnels into daylight. But Tcho Tchos armed with spears and bone clubs (and a couple of old swords) waited, with the masked and robed shaman. The party managed to fight their way out of the village area with only modest wounds, and hiked the 5 miles to the main road and escaped.

All that leaving out much of the detail, but suffice it to say it was a great session. We have already had a couple of games so far, but this is the one I think really blew the players away and got them honest to god terrified during the underground incident, with the added bonus of a thrilling fight with cannibals, and a hectic escape. The players really seemed to have a great time with this session, and I think I have them hooked.

This happened in the early 90’s with one of my old long running groups. My regular players hemmed and hawed when I suggested a 1920’s horror game (I don’t tend to get players with a lot of experience with HP Lovecraft), but within two or three sessions are just eating it up. So I was confident the current gang would love it as well. Man, that’s the power of a good Call of Cthulhu session.

As I wanted to get back to a little more Runequest (sans Strike Rank), I’m thinking this Chaugner Faugn encounter would hold the group over so I can get back into a little Glorantha goodness. Then back to CoC, and we’ll see what horrors that nimrod with the elephant gun brings down upon them next. Smythe!

Thursday, January 26, 2012

Arkham Horror begats Call of Cthulhu








Being down three players last night (Dan Dan the Power Game Man is overseas for awhile, Little Ben has to take a month or two off suddenly, and Big Ben had a cold), we decided to finally play Paul’s copy of Arkham Horror he got for Xmas instead of my Runequest session.. In all honesty, I’m not feeling Runequest like I thought I would. I love the setting, but the super crunch of the combat rules really killed my buzz. I’m going to go back to the drawing board on that for awhile. Like I said a thousand times on this blog, my pet peeve in GMing it to feel like its work. I don’t wanna work during a game. I want to have a couple of beers and paint a picture. I’m all heart and passion at the center, not the crunchy shell. I actually was willing to carry on without using the mind-numbing, high maintenance Strike Rank, but with a couple of the guys being heavily for using it BTB, I just wanted to step back for a bit and take another look before we spent another session trying to adjudicate a battle with the characters and a couple of weapon snakes.

So we finally play AH (the latest version), and it seemed pretty cool. As the only real Lovecraft aficionado in the group, I had to hold back and not bore everybody with the back story of every side street on the Arkham map and all the monsters and books and such. What was weird was they, the Cthulhu novices, seemed to enjoy it a bit more than me. In all honesty, I like a board game to be a little simpler, and to be able to be played inside of three hours with 4 people or less. I’m actually surprised that we finished by 11:30, but I think we fudged a couple of things to be able to get to the battle with the endgame god (in this case it was Yig the serpent god, and we beat him with only one character dying).

We’ll have a better handle on it next time so it will go quicker, but one really good thing came out of this: we got the Lovecraft bug, and I’ll be running some Call of Cthulhu for my next session! Next week at Big Ben’s D&D I’m thinking of taking up a half hour or so for some CoC chargen so we can do less of that when I get the Cthulhu session underway.

Usually this would be a good time to get that weekly gaming in, but some of us are having our schedules become busier on weeknights than usual. Andy is getting involved in some kind of local politics, Terry is going to start bartending at her club a night or two during the week, and in addition to my usual once weekly music practice I want to start learning some new instruments – so all of a sudden we find ourselves dashing about trying to work it out for weekly gaming now. Once or twice a year we have a longer weekend session, and I suggested we try to make that once a month or so to make up for some lost weeknight sessions, so in the long run I think it will be all good and the group will carry on with standard operations bullshit for the foreseeable future.

Friday, January 20, 2012

Runequest - the Buzzkill of Strike Rank




Ran the second Runequest 2nd edition session the other night set in that famous Sartar lane known for its apple orchards. The Tin Inn and environs were still hopping from the Spring festival. I say “Spring” because I have yet to memorize the names of Gloranthan days, weeks, and months, and seasons. As an aside, speaking of the calendar names in RQ, I have been reminded of how much I snagged out of Glorantha as a kid to plug into my game world Acheron (I still hate that name for a game setting, but I was a kid, man). The names for seasons and some of the names of days (such as “Godsday”) were apparently shamelessly ripped-off by me. I totally forgot about that over the decades. That’s OK of course; I hardly ever use them in my D&D game anyway. I get lazy and just call the days Sunday, Monday, Tuesday…

Before I go any further, let me lay out the characters for any Runequest fans who might be reading. Their backgrounds were all rolled out of the RQ 2nd edition chargen section. None of the characters are laymembers of any cults yet (well, Paul’s barbarian “Bjorn” being a herdsmen is automatically a lay member of the storm god Waha).


Catuanda – from the sage-heavy city Jonstown. He himself is scholarly, but like all the other kids he is setting out on the bloody road of violence to better himself physically. Instead of being a follower of Lankhor Mhy, the main knowledge god in Sartar, he went with a minor one (the name escapes me). Has a preference for the long spear, and is pretty lucky with it in combat.

Rowan – from main Sartar city Boldhome. At 21 years old, she is the oldest of the PC’s. Her father was a successful weaver in the city. Like all the new young fighters, ask her why she is setting off down the road to violence and she will tell you “because everybody else is doing it.” She has a liking for the warrior girl goddess Vinga, daughter of Orlanth. This last game she met “Siobhan Lomand,” a Rune Priestess of Vinga, who has offered to make her (and some other girls at the festival) lay members of the Vinga cult. So Terry will probably be the first character in the campaign with a god connection (BTB you need to be a lay member for a year before you can get to the Initiate stage of worship, and all the perks it comes with). Rowan currently uses a short sword as her main weapon.

Bjornheld – the only “barbarian” of the group, Bjorn comes from a sheep herding tribe. He left because they made a lot of fun of him…he has a size of 4. That makes him small. He could wear Vern Troyers kilt. Bjorn makes himself look even smaller by preferring the long spear in combat.

Tensen – From Boldhome. Started with a dagger for combat, but has a bow and is favoring its use. I see a bow-master in the future! This last game Big Ben decided out of the blue that Tensen would be very vocal of his hatred of the Lunar Empire who are occupying Sartar. Just goes to show you, you need a couple of sessions before characters start to differentiate themselves. Even in RQ, where human characters can seem very similar, these characters are standing out from each other pretty good.

Yuri – Little Ben’s new character (LB missed the first session the other week). Guess what? Another townsperson from Boldhome (that makes three character from the capital city). Hasn’t been fleshed out fully yet. I can’t even remember what weapon he used.

Yuri showed up in town while the festival was still going on, and the other characters had finished up their blood combat initiation from the previous game. To give Yuri his own combat, the character volunteer to fight again as teams in the Humakt battle circles.

Which gets me to the topic subject; strike rank. Ah, the buzzkill of it. It’s crunch man. I had forgotten how much there was too it. Too much Call of Cthulhu in the 90’s, where Basic Role Playing left SR out of the mix. The system is soooo easy without SR.

OK, it ain’t rocket science (I have Champions for that). But it requires a lot of rewriting the order folk go in from round to round, especially if they are using missile weapons. Basically, your strike rank is an attacking order based off of weapon length, dexterity, and size. So a fast guy with a spear is going to hit before a slow guy with a dagger, capishe?

Look, I like the grim and gritty nature of RQ combat. Every blow can be crippling or deadly. Odds are some of these characters will be missing a limb or dead before somebody is advanced enough to have a six point healing spell (needed to attach limbs and bring you back from the brink of death from a stoved-in head or skewered torso).

But the busy work of strike rank – is it worth the trouble? Well, although I am a 50% combat/50% roleplay kind of guy, the group on a whole might actually be more like 75% combat/25%roleplay. With 50% I feel like I can relax, have a beer, and paint a world around the characters shenanigans. When the combat encroaches on that, I start feeling like it’s work. Don’t get me wrong, I love the action, irony, and heartbreak of RPG combat. I just don’t want it to be what it is all about. I put heart and passion into my GMing in part because I think that is a bit of a lost art these days. People are either too much on the serious side, or too much on the “beer and pretzels – games are a party” side. I just want to be in that sweet, sweet spot in the middle. But not sure there is room for both me and SR.

Next session things are going to heat up, and combat situations are going to get a bit more complicated. But we have had some good practice over two sessions now. Two combats among characters in the battle circles, and last game a nice fight against some weapon snakes (snakes with swords and maces for tails – chaos creatures), and also a couple of Broo. So for next game, we’ll continue to use strike rank as is (but without movement and encumbrance considerations). But I’m still looking at toning down the crunch factor a bit so I can relax more.

Monday, January 9, 2012

Statement of Intent is Buzzkill

I hate Statement of Intent. It’s in the 2nd edition Runequest rules, and seeing it in a game I wanted to run was just depressing.

I guess I must have encountered it back in the day, but for sure did not carry it forward. From the late 80’s onward moving and attacking seemed to work out OK for my D&D (and Call of Cthulhu as well, Champions has its own excellent rules for when you move and attack) with me doing it all in Dex order. My players never complained. Ahh, the good old days.

My first modern experience with SOI was when Big Ben was trying it for his Evils D&D game. I don’t think it worked out so good. For one thing, it’s a time waster; yet another thing that makes you have to go around the table, person to person, and have them tell you what they are going to do that round. Then you have to go around again for everybody to actually move, attack, etc. But why it sucked in this particular case was that at least half the players forgot right away it was about saying your intent, and they would grab their miniature and move it. I did this too at least once. It just added to the time it took for task resolution, and caused confusion. Yeah, that’s all a game needs, more of that shit.

Getting rid of it in Runequest combat was the first thinh I wanted to do. It’s a friggin’ buzzkill to me. I don’t want to spend more time on combat. In RQ it takes long enough as it is. Luckily, the combat in the first session was restricted to fairly tight Humakt combat circles, so it did not matter very much. But for next game I gotta get it figured out.

I’m thinking individual initiative rolls might be in order for this. That way, each combat can be different, characters who went last could maybe go first next time, and there will be less bitching from the guy who goes first; in this case Andy, who when he has a fast character always wants to wait and see what everybody else is doing, requiring allowing him to change the order he goes in. With initiative rolled for each combat encounter, this can be eliminated. You just go when you are set to go. If you get the chance to act early in the combat, you gotta STFU and take it and hope next time you’ll get to be last and see what the hell everybody else is up to.

When we started the Knights of the Old Republic game, I chaffed at the thought of using it’s initiative rules. But you know what? I got to like them. It was clean, fairly easy, and it changed often. I might make me ditch Dex order entirely in my AD&D games. Anything that gets me the hell away from Statement of Intent. Faaaar away.

Sunday, January 8, 2012

Temple Of Demogorgon – 3 Years and still underachieving






As usual, a day late for my own party. Yesterday, Saturday, marked the 3rd anniversary of this most humble, somewhat under the radar and highly underappreciated gaming blog. I’m obviously not keeping a real keen eye on things like that. I’ve never really felt like this was a “vanity blog.” I hardly ever talk about my life outside of games. Having a big, noticeable voice in the online community was never my goal (less than 175 followers after three years is fairly pathetic). I don’t work at all at it, or try to be on a lot of blog rolls. What would even be the point of that? You don’t get paid to blog with under 10,000 readers. You don’t get prestige in any circles that matter for shit in the world at large.

I mean, this is a community that rewards blogs with huge followings because the particular blogger is a skeeve who happens to know some low end sex workers (poor me always having females in my games who were mostly legit actresses and entertainment industry people, professional artists, or successful business women of one kind or another), or made his bones by posting fairly droll commentary of various kinds 3-5 times a day. I don’t constantly post charts and tables (I stopped having time for coming up with that shit when I got out of high school), or focus on corny-ass old school cartoon dungeon mentality that tries to recapture the vibe felt by a 14 year old playing D&D in the late 70’s. I don’t make post after post of “Mr. Nice Guy” gamer fluff that is about as interesting as watching flies fuck. I don’t laser focus on any one thing, like games about Mars or Cimmeria. I don’t try to be especially wacky, refined, literary, or insightful.

This is just a dude who was out of gaming completely for almost a decade, and fell ass backwards into a host who was willing to help put a regular group together and lived fairly close to me and was looking for a 1st edition DM. Luckily we found some folk who were (mostly) not hopeless, catpiss-smelling nons or disturbing geektards. It was a perfect storm that swept me up into putting hours of precious time back into this hobby. And some of that time went into this blog. Yeah, it’s weird, because before that I had zero interest in blogging.

But I sometimes do tend to over think things, and starting this blog may have been an offshoot of that. It’s mostly because I actually enjoy writing down my thoughts, but I really felt I had a lot to say, and had a lot of unique situations from back in the day to talk about. My early, often shitty experiences as a youngster playing in a filthy game shop full of older weirdo’s; girlfriends who played in campaigns (once again non-skanks, sorry); friendships gained and lost. Growing up on onward all while gaming on the sidelines of a fairly full, non-nerd life.

A couple of times doing the blog felt like it was overshadowing the games, especially with my less than satisfactory exploits trying to get involved in the local gaming community outside my comfort zone of a regular group of hand-picked non-cretins. But earlier this year I had an epiphany and decided my focus would be on playing and not writing about playing. That is what it should be about, no? Enjoy the fruits more than you study their roots. Having a bunch of people read your words is great, but having 6 people in front of you hanging on your words and laughing, moaning, bitching, begging, cursing, and yelling is priceless.

So this last year big changes at work and in my career, a couple of somewhat regular relationships including one at work (Sam Adams might tell you that is NOT always a good decision) and some other good life things gave me less time to post. It comes and goes of course, and through the holidays up to right now I’ve had more freedom to post more often. But the fact is I’ll probably post less again. I’m going to try and struggle through a few Runequest games (one game and I already want to houserule half the shit) so I’ll want to post on that a bit just because it’s new. And hopefully I’ll get some Call of Cthulhu games going, and I know from past experience that will be worth posting about. But again, I want the actual gaming to be more important than reading my own thoughts and sharing them with a small, closed community.

So going into another year of this, and who knows how far it will go. Another three years? That’s a long time when you are getting into middle-age. Then again, my doctor tells me because of my outstanding Scottish genetics I could get back close to high school shape in a year if I skipped a few beers and got back on my mountain bike on weekends. Miracles can happen. In two years I could be married, have kids, working harder to make even more money. Who knows. I still want a beach house and a super-model as mother to my future children. Weirder things have happened. Just look at the very existence of an OSR. Who would have thought 30 years ago that this was a possibility.

Thanks for your support and best of luck in the new year!

Saturday, January 7, 2012

Runequest – how much flavor do you force on it?





One of the most challenging things about running classic Runequest, beyond the mechanics of full character creation and combat crunch, is setting the mood. Hell, originally I wasn’t even sure a proper mood could be set.

A little over 30 years ago I was a kid at Aero Hobbies in Santa Monica, playing in whatever game one of the older pricks decided they wanted to run (and that owner Gary Switzer wanted to play). That meant very little D&D, and lots of things like Bushido, Traveller, and Runequest. There were always a couple of Runequest campaigns going on.

Outside of the focus on god worship and common spell use (I do remember thinking that everybody pretty much ran clerics in RQ), I don’t remember much of what I learned of the secrets of Glorantha at that time. The older guys seemed to know the world and it’s conflicts very well, and it makes sense that Gary would because as a store owner he could read all the material in the form of books and fanzines that filtered through. This and that battle; this and that war; this and that location. Stuff on that classic setting that you have to search through a thousand sources to get bits and pieces of. And it’s worse now, because there is so much more that has been added to the milieu over the decades.

With limited time on my hands, I put in much more research in the Dragons Pass setting (where I would ultimately start the first game; that was another hard decision – Prax or DP?) than studying up the rulesbook. In all honesty, I forgot how much there was too the crunch. I ran a lot of Call of Cthulhu in the 90’s, but I forgot that is a fairly retarded down version of those RQ rules. Basic Role Playing at its most basic.

But whatever. In games I’m a “flavor man.” A good solid foundation in your setting and the player’s surroundings is crucial for my style of character development. So, with the under-populated classic Runequest forums being of little help, I thrashed about for Dragons Pass location info, at least enough to hang my hat on and add my own items to it to make it my own. I got the Kerofinela Gazette, but that describes things to a certain degree in terms of at least several years after the time period I am using. So I have to play fast and loose with that info. Just use what I need to describe a location. And of course Cults of Prax is big help, but that describes the gods in terms more of the natives of that area.

So into it I go with only shards of info and my own winging skills, on the raggedy edge of trying to express a world I did not create with scattered and sketchy info.

I did not want to hit these guys over the head with too much data. A few days before the game I created a several page primer on the setting. Basically, getting across that it is a Bronze Age version of a marriage between ancient Scotland and ancient Norway. That city civilization is a very new thing, and that even the haughtiest noble is not far removed from barbarian herd culture. I gave the basics of how the Lunar Empire has spent a generation chaining Dragons Pass because they need it as a highway to the holy land, and how they are suppressing the god Orlanth. That all the characters, townsfolk or barbarian, are of the kingdom of Sartar, and how it is a conquered kingdom, but has not been so for long.

As far as the official history of the era, I hope I am not too far off with all this. So much is assumption.

To get away from the D&D reasons for adventure, I explained that this particular period (1615…two years after Starbrows famous Sartar rebellion) was a time of youngsters of both sexes hitting the bricks in search of combat and mysteries for a variety of reason that created a perfect storm: a feeling that major wars are on the horizon, that the gods and their before-time adventures and dungeon crawls are to be emulated, that success in all endeavors is achieved by personal fitness and growth, and a sort of hipster faddishness (“everybody’s doing it, mom” sort of thing). That last reason alone seems to makes sense to me as to why teenagers who can’t use a weapon for shit would set out into a world where one lucky sword hit could take an arm off you, and probably will no sweat.

As you might know I like to have music going during my sessions, although in the long run I’m not sure how the group on a whole feels about it. But in all honesty I don’t really give a rats ass about that. The “right” music going during a game is important for MY mood, and I’m running the game so my mood matters most. But when you run your games somewhere were somebody else is the host, there can be some ackward moments. There was a point not too long ago when our kind host seemed to think Butthole Surfers was good for D&D. And when I emailed the group saying to bring any ancient Celt/Tribal music for our first Runequest session, the first thing said to me when I showed up was “we decided David Byrne was ancient enough for Runequest”. Oooo-kay. "We." Right. But again, MY mood, so before long I had some drums and pipes going, as well as some Vasen (Swedish super-folk group I met last year at a music camp). Set the mood for me.

As for the combat, I think it was a good “working out the kinks” session. It did take awhile. You can tell when a combat it taking too long – I usually judge it by the look on Terry’s face. If it is kind of blank, half smiling, with the eyes half shut zombified sort of thing, then things are getting old. But I think it will go quicker next time, especially when people have better chances of hitting and are a little less challenged by everything. But just the fact that they are young dumbshits with no training; punks cracking wise and full of piss and vinegar, seems flavorful to me. I hope they see that too.

And I see things already for the characters that might evolve naturally for maximum flavor, things I realized later on after the session. Big Ben’s guy seems to favor the bow, and with archery being invented by the sun god Yelm he might want to go in the direction of that cult. Might go good with his characters apparent love for singing. Andy’s guy has a Power and INT of 17, and he happens to be from the city of Jonstown which has the biggest library in all of Sartar. That might make Jonstown a “college town,” and that would go good with his apparent scholarly leanings. Terry as a female fighter and devotee to Orlanth’s daughter, Vinga, will surely lead her to some interesting things. And Paul’s midget barbarian, well, nuff said there. Character was born with flavor (and “Shorty” uses a long spear, which is pretty amusing).

In the long run, the guys seemed to have fun doing something new. But it was very much a learning experience for us all. I’m sure the second session will go much smoother. If not, well, Terry was hoping we were doing a Call of Cthulhu campaign instead of this…




http://en.wikipedia.org/wiki/Vasen

Thursday, January 5, 2012

Finally…Runequest!






My little dream of running some classic Runequest, and current obsession months in the making, has come to wonderful fruition! Well, OK, don’t want to oversell it. Character creation took a little longer than I had planned, and seemed crunchier than I expected. I always found character creation sessions some of the most fun you can have in gaming, and it was, but with a voice hoarse from a cold the other week and NYE this week, it was a bit like work as well. A couple of the players had unusual levels of bitchiness (post holidays blues?), and I had to repeat things a lot as we went through the stat rolling and skill and ability modifying process.

Weapons and strike rank (hoo boy, strike rank) set-up too, and all during the process I tried to interject setting info that had to do with this and that. Without stuffing it down their throat, I mentioned cults and gods here and there and how they might fit in with the lives they have planned for the characters. And they did pan out pretty good, considering I made them all Sartarites and had them roll for background (human characters can be overly similar in RQ, so a little personal character flavor can go a long way). Three of the four players present this night rolled townspeople, and Paul got to be the sole barbarian. Amusingly, he decided he wanted his tribe to be sheep herders. “I wish I could quit you!”

Most interestingly, Paul’s barbarian got a 4 for size (I actually had them roll three sets of stats in order, and the one with the size 4 was most appealing to Paul). So, the party had a midget in their midst. An M&M in a bowl of Snickers Bars.

Terry’s girl and Big Ben’s dude were from the capitol Boldhome, and Andy made his guy be from Jonstown, near as I can tell from the setting is the sister city to Boldhome. You see, the setting info for classic Glorantha is spread out over tha’ internets like melted peanut butter. Most of the stuff you can find ends up being about Heroquest or other Glorantha games set in time periods different than the classic one (the period after Starbrows Rebellion). Even though I have a couple of items with info on classic Dragons Pass, I’m still having to guess and half guess so many things it makes my head fucking spin. But I guess this is a good way to make Glorantha your own. Intentional? I dunno. Pain the ass? Kinda. I don’t want to buy any Runequest material (last I looked a year or two ago the 2nd edition Runequest book of my youth was going for more than 50 bucks), so I’m restricting myself to online info (the Runequest forums aren’t exactly hopping) and whatever I can pilfer online in terms of PDFs.

Anyway, the three young townies and the barbarian midget (with a size of 4 he could wear Vern Troyers kilt – but I still let him use a long spear) came to the spring festival in a certain town famous for apples and a tin roofed public lodge, and ended up doing the “tribal initiation” routine found in classic RQ. Basically, fighting other young, wisecracking punks to the death in Humakt Battle Circles, with a powerful healer nearby. Good thing, because after the characters paired up in teams of 2 (I wanted to go easy on myself and have them fight each other instead of NPCs) and fought the good fight, Ben’s guy was taken out by a spear through the bread basket, and Paul’s wee sheep laddie found his left arm chopped off. This was nice surprise for these guys used to D&D, I tell you what. As the healer did her thing, they got the gravity of the situation; you can get seriously jacked-up in combat in RQ. Death and amputation lurks around every corner. Nice.

Anyway, that combat took awhile as many RQ combats do. They take awhile early on when nobody can land a blow for shit, and it will take awhile later on when everyone can parry every attack. But it was a good practice session for characters, players, and GM. Still a lot of kinks to work our regarding movement and statement of intent in combat (it’s a realy buzzkill in gaming), but I think I made my rules skill check. Hopefully it will be easier next time.

The characters retreated to the Inn to have refreshments bought for them by amused combat spectators, and celebrate their first real life or death combat.

Next time, a little more festival fun and mini-games to get them a variety of skill checks (I also had the Humakt guys build an obstacle course that could test jump, climb, and dodge skills), and perhaps the characters first job and a brush with something they have been frightened of since childhood: Chaos.

Thursday, December 15, 2011

One campaign wraps, some others begin

Well, last night we did what will be the last KOTOR session for awhile . After having done Night Below with 1st edition for two years (with little breaks for Metamorphosis Alpha and Champions) I was a little burnt out, so I knew from then on I would keep to 6 month campaigns of whatever I ran. We started KOTOR in July I think, so the holidays seem to be a good time to end it. I think we had between 12-14 sessions, and it has actually been pretty fun. For people who are only marginally into Star Wars, we got into it and everybody seemed to like their characters and there were some pretty good interactions.

I found the Star Wars Saga system a bit of a challenge in that there is very little wriggle room with the rules. If you house rule one thing, you risk messing up some other thing related to it. My first instinct as a GM is to houserule any little thing I don’t like. But in a way this was a good discipline exercise for me. I could focus less on rules I wanted to change and more on the actual gameplay.

So with a session of dicking around Coruscant, with three pretty good combat actions sequences, including Rokran and Lushia the Jedi getting to lightsaber duel two other Padawans under power suppressors in the Jedi Temple (with the block ability, these fights can take a long time with no force powers involved), we set things to rest and will do the second half of the campaign later next year. But for now…

Both Call of Cthulhu and Runequest are what I want to do next. Big Ben’s 1st edition games will help keep us a D&D group, but after all that Night Below it’s going to be awhile before I want to run extended D&D. Just for fun we are going to do some one-offs here and there with the now high level Night Below guys, but my focus will be CoC and RQ.

But which to start first? I had long, successful Cthulhu campaigns in the 80’s and 90’s (some of those 90’s runs were so much fun as to seem unreal). But I have also been itching to do some classic Glorantha again for almost 30 years. As for the players, some seem the most into Cthulhu, some seem to be very curious about RQ. Terry having been a big part of those 90’s Cthulhu games (her mobbed-up torch singers Lila survived two campaigns where most others died or went nuts) is inspiration to get going on that, and the fact is that with Dan Dan the Power Game man™ being back in South Africa seeing family for a couple of months, it’s a great time to do some subtle, low combat Cthulhu.

Anyway, with both games being based off Basic Role-Playing, I think I’ll interchange sessions; run both games at once. Maybe do Cthulhu when we only have 4 or less players, seeing as six is kind of a crowd in an investigator group, and RQ the rest of the time.

As my last Cthulhu game ended set around 1923, I think I’ll jump ahead a few years to 1927 or 28. Lots going on towards the end of the decade in America and beyond. I’m going to take the adventures from Times Square in New York, to New England (brief visits to Innsmouth and Arkham might be called for), and eventually to California, the setting of my previous campaign.

For Runequest, the big question is do I want to have characters start in the stormy hill country of Dragon’s Pass, or in the arid and sometimes barbaric land of Prax to the east. Actually that decision is my biggest struggle with it at the moment. What is the best way to introduce players to Runequest and Glorantha who have zero knowledge and experience about it? That is actually part of the excitement for me. Complete Glorantha noobs. Blank slates.

But anyway, here we go. New year, new genres, new campaigns.

Wednesday, October 26, 2011

Paul Crabaugh and Me

The other day no less than two well known blogs (Grognardia and Jeff’s Game Blog) posted about a gentleman named Paul Crabaugh, who wrote some interesting articles for Dragon Magazine (and some others) in the early 80’s. I knew Paul a little from my youth playing games at Aero Hobbies in Santa Monica, so I thought I would do a post about him myself since the name is getting bandied about.

Oh, and the title of this post is a play on Michael Moore’s famous first documentary. I actually did not know Paul well, and can only speak on experiences surrounding gaming with him at a dingy, smelly little game shop.

I bought most of my first D&D stuff as a kid at a place in West LA called Chess and Games. Way in the back they had a medium size rack that contained the LLB’s, Greyhawk, and Blackmoor. I snapped them up with what little allowance money I had.

But my real gaming started at Aero Hobbies. For my first year or so gaming there it was mostly kids my age I think, plus a couple of much older former leftover wargamer beardo’s who probably should not have been around kids.

But not long after I started going there it stopped being so much about young folk, as a passel of 20 and 30 something guys, including some friends of owner Gary, started playing a lot at the store a lot more. Most of them were not so nice to the younger teenagers, acting like their presence was a liability, and were typical of snarky D&D geeks.

But one guy who was actually pretty nice to the younger folk there was Paul Crabaugh himself. Not that he particularly wanted to play with kids, but he didn’t seem to resent their presence so much as the other older guys did. He never put the younger people down, ever, which seemed to be the stock in trade of his peers.

The first thing you would notice about Paul was how huge he was. He was a massive man. Not especially tall, but he very much looked like Michael Moore after doing three months worth of a Morgan Spurlock routine super-sizing at Mickey D’s. No-Chair-Can-Hold-Me big (and I say that being no Jack Sprat myself lately). But he was a gentleman in every way to everybody. He spoke to a 15 year old very much the same way he talked to adults, with respect and interest for what they had to say. Very rare among gamers. That is one thing that even though I didn’t think of it at the time, made me really like the guy. A gentleman in a sea of owner Gary’s asshole peers and cronies.

I didn’t know until quite some time after meeting and playing in games with Paul that he had written D&D articles for Dragon. Since Paul only really seemed to like Traveller and other science fiction games at the time, I’m guessing that his heaviest D&D period had been in college. He was writing about stuff he didn’t seem to play anymore (though I think he wrote some Traveller items as well) unless he was doing it away from the shop. The interesting thing was he never talked about those articles. He had zero ego about it. Owner Gary had pointed them out to me. I thought it was pretty cool.

Gaming at Aero was pretty bland and more often than not boring for me. Whether GM'd by a sleazy, druggo Vietnam vet, or a college educated computer programmer, it was not so much as story-making or painting a picture for players. It was monotone descriptions of things, usually some pun or two thrown into (like older geek from all walks of life seemed to love back then – more often than not based on Monty Python), then something attacks and you fight it (owner Gary's games had a bit more peronality to them than the others). I’m grateful for my Aero exposure to Runequest and Traveller and other games I may have never played otherwise back then, but even as a kid I knew games were better when you could inject a little personality, passion, and wonder into them.

Paul’s Traveller games were moderately interesting, nothing really special in retrospect, and like most younger guys at Aero I didn’t get too involved in them. Games by older guys like Paul, owner Gary, and other regulars seemed to be aimed at one or two other older guy’s characters no matter how many people sat at the table. One or two characters doing everything and everybody else were just side characters; side-kicks at best. Just sitting and watching. Looking back, that was a real shame. One time, towards the end of my going to Aero on a regular basis (sports, girls, and my own gaming groups were too attractive compared to the dust, moldy smells and the heinous attitudes of the Aero sausage-fest) my sweetheart of the time, who lived an hour north in Ventura, was in town for the weekend and I took her to Aero to play in one of Paul’s Traveller games. I spent all this time getting her a character set-up to play (if you know Traveller you know what that takes), but when we were ready it was once again an ignore fest as Paul pretty much ran the game aimed directly at owner Gary and left us and everybody else to sit, fidget and stare. I really get the impression that Paul would have been most happy just running for Gary alone with nobody there.

You’d think that a tall, beautiful girl at the game table for a change would generate some interest, but these guys were just too into how they did it at Aero (or maybe they didn’t know how to deal with a female gamer who didn’t look like Janet Reno) so In retrospect I guess it wasn’t Paul’s fault, although we never once got so much as a “so what are you’re characters doing?”. Young people, who these games were ostensibly aimed at, got no props at Aero. It was adults playing games and the young’uns be damned, unless you were one of owner Gary’s little blond cabin boys he got to watch the register now and again (I think one of those grew up and eventually bought Aero from Gary before he passed a few years ago). Thankfully, a couple hours of being ignored at the table ended when one of my high school friends showed up and asked us to hit the mall with him and we got gratefully the hell out of there to go have fun. That was the last time I actually sat in on a game at Aero I think. I was outgrowing it. Moving on to my own groups, and to non-gaming related activities. This was one of my experiences at Aero that shaped me as a GM. In this case, I would always make sure and give lots of time to other players no matter what character was shining at the moment. Actually, now that I think of it, most of my good qualities as a GM comes from doing the opposite of things I experienced in those old games at Aero.

I guess Paul passed away a couple or three years after I stopped hanging out at the shop. Sometime after abandoning the place for more fulfilling pastimes, I saw Paul walking in downtown Santa Monica. He was unmistakable, what with his size and the ever-present long-sleeve office job shirt with pocket protector he wore all the time. I just kept on moving for whatever reason, probably because I had so many unsavory experiences at that dingy game shop that were still fairly fresh (including Paul's Traveller game), but I wish I had stopped to talk to him a bit away from the negative environment that was Aero. He was one of the very, very few older people I came away from the place having any respect or admiration for. I’m glad his name still gets mentioned in the gamer community all this time later.

Friday, June 3, 2011

Keep on Truckin' (more or less)






Wow, more than two weeks without a post! What the hell is going on around here? Actually, one big thing that is going on to sap up my “Funny time” is a big promotion at work. Career making. So to earn that nice extra chunk of change and the occasional invite to a big Hollywood client party now and again, I need to spend more time actually doing something productive on the computer, instead of all this frivolous, asinine game stuff that is unrelated to my actual playing of the games.

Also, with my long AD&D campaign now well over, I’m slightly less inspired to post about gaming stuff in general. Sure, I’m doing KOTOR and want to do Call of Cthulhu and more Champions in the future (and leave us not forget my current obsession Runequest) All this, combined maybe with my disappointment at how many less than fulfilling gaming experiences I’ve had outside my own group in the last couple of years (those great OD&D session at local events being an exception), in person and online, will keep me from posting very often for the foreseeable future. A lot of the negative crap I read online reminds me of those early Aero Hobbies days I had as a young teen at the local game shop. Exposure to a lot of bitter, unhappy people who seem to make up a huge portion of gamers (and maybe pop culture geeks in general). I keep getting sucked into stupid arguments with people online that I probably wouldn’t even acknowledge if I met them in real life. I gotta cut back on that for sure. Treat these people online who get on my nerves much like I do fucked-up shitty drivers when on the road. Think of them not as people, but as nothing more than blips in a video game comin’ atcha.

In gaming, I need to focus more on the actual gaming. Right now I’ve been playing every other week in Big Ben’s evil campaign, where I’m running a monk (the one non-evil character). That has been fun to a large degree because my guy came along after the first game, and this lot of evil punks were practically at each other’s throats. So my lawful neutral guy has brought some sense of order to the party.

In my game every other week, I’ve been doing the KOTOR thing and it’s a success so far. It’s based on the campaign I put together for the infamous Star Wars group I ran for a bit the other year. But the difference this time is I know these players, they are all pretty cool, and not one of them is even that much of a fan of Star Wars movies, which is a big plus for me. I’m trying to run anything but a Star Wars film with this. I don’t think the other group necessarily appreciated a little bit of hard sci fi and rated R situations being injected into their precious George Lucas setting. Yeah, it’s fun, with some great characters. The players are loving all the options you get for character building. I more or less dig the system (for Sci Fi…I don’t know how they could have called this game engine “D&D” at any point), and both Big Ben and Paul have PDF’s of the SW Core rules, and seem to know the system already better than I do.

For more changes on the game front, we are for the foreseeable future pretty much losing Andy’s place to play in after almost three years of playing there. But luckily, despite his wife just having a baby recently, Dan the Power Game Man has managed to sweet talk the new mom into letting the gang come over to play on weeknights there. Mulholland on a weeknight is a bit of a pain to get to from the West Side, but it’s good to know we still have a location.

So the games continue. My online presence, well, may be a bit less for awhile. I’ll still check in to post here and there when inspired, or pissed off by one of my players, or any possible number of things that get my goat or gets me excited (yay)in the grand scheme of gaming. I’ve really lost my taste now for trying to get involved in any kind of other groups outside the great gang of people I have now for our regular thing. Actually gaming on a regular basis. Seemed a far off dream around three years ago. I’m going to focus on keeping that healthy for as long as I can. For my gaming life right now, it feels like home.

Friday, May 13, 2011

Runequest: Why a duck?






If Glorantha-based Runequest was as big as D&D these days, you for sure would be having the guys at Dragonsfoot and other forums smack talking each other about the idea of anthropomorphic ducks in the game.

I don’t recall my exact reaction as a young teen towards intelligent ducks in a role playing game. But I do know that the second character I rolled up and ran in the old games at Aero Hobbies was a duck (my first and most beloved was a Dragonewt with a name so retarded I won’t mention it here). I might have been inspired by having a duck mini that was playing bagpipes. I think I only got to play him in maybe one or two games though. It wasn’t long into the first game before store owner Gary’s character took a dagger and deflated the pipes. Not that I didn’t deserve that; my duck was playing them as we explored the dungeon.

Back then, I guess ducks in Glorantha didn’t strike me as especially awkward. It was already a land that held great mystery and unknowns for me (that I am only getting the backstory on now, decades later), so ducks, dragon-men who came back stronger when they died, Trolls that didn’t automatically attack people nor get automatically attacked, and rapacious, diseased goat-men seemed as worthy as anything else in games. Plus I loved Judges Guild D&D adventure packs, especially those by Paul Jaquays, and those products got you used to lots of cheese and weirdness.

As to why they got included as a race, we may never know. I can’t find any info on specifics. I do know that Howard the Duck was very popular for a brief period in the late 70’s. On the cover of his first issue he was wearing Conan gear. This sounds as good of an inspiration as any, it being a part of the zeitgeist of the times. And they seemed a good replacements for hobbits in the way trolls and broos took the place of orcs and goblins from more standard fantasy settings.

I just know that in my eventual RQ games, Ducks will be a part of it (despite a serious lack of duck mini’s these days). Since I’ve got copies of Duck Pond and Duck Tower, that’s a given.

Thursday, May 5, 2011

The Runequest Obsession




Runequest was the second game I ever played after D&D. When I started hanging out at the local hobby shop as a kid, I had only around a year’s worth of experience with D&D. But the older crowd there were sort of past D&D, and heavily into other games. Traveller and Runequest was what were getting the most play at that time. Owner Gary had campaigns of RQ going on, and he had one big wall of the play area covered in situational maps for his games. Gary loved that game so much. Gary died a few years ago, but you can still find some writings of his online outlining various Runequest themes. He had obviously continued on with the Runequest love from the late 70’s and onward through the following decades.

When I stopped hanging out in the store after the early 80’s, Runequest pretty much left my life. The gaming side of my life would carry on for many years with only three favorites; AD&D, Call of Cthulhu, and Champions (games like Toon, Bunnies & Burrows, and Empire of The Petal Throne never got on my playlist, unfortunately). But I left my RQ at Aero Hobbies and never really looked back. I think my preference for AD&D, besides true “Sorcery” magic, was that I had a game world I loved and the rules of RQ would never have translated into it. By the late 80’s, RQ would have been just another game that my regular players were unfamiliar with, and would have taken up precious Champs and Call of Cthulhu time if I introduced it to them.

But man, those early games at the shop. They were this huge mystery to me. The world of Glorantha was based on historical places that were very much unlike what Tolkien, Terry Brooks, and other “classic fantasy” writers were presenting in their worlds. It seemed alien to me. Of course, I had yet to have any interest in ancient Mesopotamia, so I didn’t grok that influence. Adventures took my guys (my favorite was a Dragonnewt and second favorite was a duck. I called him “Scotty MacQuack” because I found a duck figure playing a bagpipe!) from the rough plains and temples of Prax, all the way to the greener hills and grasslands of Lunar Tarsh and Dragon Pass (I think I have that right). This was a patchwork world that was being put together and expanded, in-game, by the game designers at a time when I was having my earliest adventures with it. Cheapo modules like Apple Lane and Barristor’s Barracks gave me the medium to eventually start running some Runequest adventures for my friends. But those games soon got swept away by other things we wanted to play.

Well, I got my hands on a copy of second edition, 1970’s Runequest, and some other items on PDF like Cults of Prax, Pavis & Big Rubble, and Snakepipe Hollow. I never had these before, and my imagination is being fired up again by reading more about Glorantha than I ever did back in the day. Then I was just confusedly being a character running around in these modules and sourcebooks being run by the older pricks at Aero. Now, with all this reading I’m doing, I finally am starting to feel like and “insider” in regards to Runequest. I’m unlocking it’s mysteries for myself, man!

So I guess you could say I am a bit obsessed by old RQ right now. With a (probably short) Knights of The Old Republic campaign in full swing right now, I won’t be running any Runequest any time real soon, but when I do get to introduce its mysteries to my regular players I’ll be ready. It’s a long road to Rune Lords status. Better to get on that road sooner rather than later!

Friday, December 4, 2009

“The Hellpits of Nightfang” – it changed my world.




A recent posting about Paul Jaquays got me thinking about my fondness for his work (especially when I was a kid) for D&D and Runequest. I suddenly remembered Jaquays’ Hellpits adventure, and it reminded of how much it entered into my particular game world in the 80’s.

The Hellpits of NIghtfang was a 32-page scenario booklet that came out in 1979. Like a lot of the times I was a kid hanging out at Aero Hobbies in Santa Monica as a kid, it was a modest product that really captured my imagination. If you are not familiar with it, let me describe it briefly before telling you how I used this Runequest adventure in a big way in my game world, “Ardor.”

Basically, it is a cleverly designed series of muddy sink holes in a grassy field. It seemed like a simple enough setting, but there was plenty of action and Dex rolls to be had just in trying to navigate the slippery sides of the smallest hole. Down below in the small inner complex, Runequest mainstays like Flail Snails, Stake Snakes, and power-draining spirits abounded. But the main inhabitants of the earthy place were the elderly (but muscular) vampire Rune Lord Nightfang, and his rather homely wife. Fight Nightfang, bargain with him, or whatever. There you go.

OK, so at some point around 1980 I used The Village of Hommlet module to run a couple of games for my group. The major change (and I always make major changes to modules) I made there was to take the handsome, but scarred evil cleric Lareth, and make him as supremely handsome and charismatic anti-paladin. He was not slain at the end of that adventure, and ended up as the lover of a (not evil) Elvish magic-user/thief of one of the female players character named “Noradama” (or “Nord” for short). Although not exactly changing his ways, Lareth behaved long enough to have a short relationship with Nord in later games, and to become a fairly regular NPC. I know I know, lot of questions there. But it was 30 years ago and my memory dims like the Feral Kid in Road Warrior. It lives now, only in my dreams…

So around a year or less later, I had the Hellpits adventure, and decided to use it. But I wanted more from Nightfang and his wife than the sparse background Paul J. put into the scenario. Mind you, this was a Runequest adventure that I was converting into a AD&D adventure. As written, NF was a Rune Lord. So I decided in D&D he would have been some great wizard in ancient past. I needed more background for Lareth, who by now was involved with the same female players other character (a female drow, much more suited to Lareth as a lover than a wood elf tart), and was a regular feature in scenarios.

So I decided that NIghtfang was once known as Earlwuth Tan, a great general from the eastern empire who came to the west and founded my main city of Tanmoor, then just a frontier wilderness, several hundred years ago. In self exile at that time, after being cursed with vampirism, he eventually came across and married his current wife in recent decades, who happened to be a werewolf. Look, I was a teenager, OK? I then (and now) came up with some pretty wacky backgrounds for things .

Lareth was along with the group for that adventure, looking for his long lost father and mother who he barely remembered after he was born 20 years ago. And yeah, it gets wackier. Although I hadn’t originally intended for it when I did the previous Hommlet adventure (but the players did not know that), Lareth was a child of a powerful vampire and a werewolf. He was both, and had been hiding it from the characters. After some battling of monsters and Nightfang, Lareth revealed himself as Nightfang/Earlwuth Tan’s son, and after some thrashing about there was a family reunion that ended will, under the circumstances.

Now it gets bigger than shit. It was time then for a new campaign, and this started with Earlwuth’s (I would no longer refer to him as NIghtfang from then on in) declaration that he would take Tanmoor, the city he founded long ago, from it’s rulers from the Eastern Empire, and return it to the glory he meant for it when he founded it. He was evil, and a vampire, but he wanted the city to be returned to a time of kings and chivalry. The Empire from the East was mostly thought of as evil by the players, so it was not hard to get characters into this concept. For many games, the party helped Earlwuth, Lareth, and family overthrow the imperial forces in the city. Earlwuth/Nightfang then took a backseat, in the shadows, while his son Lareth Tan, took his birthright as king of Tanmoor.

Lareth married his drow character lover, and the Tan family remained for years in-game. Tanmoor had always been a wizardly city, but with a Vampire/Werewolf/Anti-Paladin as king, and his personal Addams Family in court, it became more of a place of elegant weirdness. Though the royal family had an evil background, the normal people of the city were actually safer, more prosperous, and happier than they had been under hundreds of years of rule by a distant empire. Some time in the later 80’s, I had a plot line that included the destruction of the royal Tan family. Hey, things change.

This may be the most extreme example of a modest adventure module being tweaked to fit into my personal game world. I still use this game world today, and when any of my player’s characters are from the Kindom of Tanmoor, I always have to explain the interesting Tan Family part of the city history (that happened around 50 years ago now in-game timeline). Sometimes they go “Oh man, I wish I had rolled up an anti-paladin vampire/werewolf with an 18 charisma instead of this fighter.” But the time of the Tans, the family of Nightfang, has long passed. Tanmoor remains kind of weird, though.

Wednesday, November 25, 2009

You’d GM it if you could (but probably never will)

Since the 80’s, I’ve always tried to have an alternate game to do for my D&D groups whenever I was feeling a little burnt out, or if a player important to the current scenario was missing. From the late 80’s until the late 90’s, my usual alternative would be either Champions (my long-running setting was based heavily on Superhero 2044), or Call of Cthulhu. Both genres originally would meet with resistance by the group (they never burnt out on my D&D), but after a couple games under their belts my players would often request an alternative session.

After several years off from gaming, I have had this new group going strong for over a year now. At a time of year where it is easy for players to miss a game due to end of the year obligations, it is more important than ever for me to introduce an alternative game. Something that we can do if only three players can make it (I like at least four players for the D&D session, but three is ok for most other stuff).
For months I have been putting thought to this. For the most part, I don’t feel like putting all the prep into Cthulhu like I used to do. My Champions setting is something I would like to rekindle, with my only consideration being that we play for only around three hours on a Wednesday night. Many simple combat scenarios can take more than three hours with Champs.

Having remembered the great times running Gamma World and Metamorphosis Alpha when I was a kid, I have also been tossing around the thought of doing Met. Alpha using the Mutant Future rules.

So last week I got together with a couple of my players (the ones most into doing an alternative genre) over a few beers, to work on characters for both Champions and Mutant Future just to see how we feel. Both players came up with mutants (a human and a plant), and the results of their random mutation rolls really brought back the old fun of those old mutant games. Both characters ended up with one really crippling bad mutation, but the others were so good they wanted to use the characters as is (the plant got the faster aging mutation, but also got the three dice of acid blood damage mutation – nice. The human mutant got the slow action mutation, but also got the disintegration and teleportation powers).

Then we really got to work on the Champs characters (oh, the crunch) and there were some good ideas there as well. A street level game is what I want to go for at first. Andy came up with a chop socky Hong Kong cop, and Paul (a fairly new player to the group) dreamed up a two-fisted chemist who carried special attack vials of chemicals (web, acid, smoke screen) and knew Savate (French kick-boxing.)


So the alternative will for sure be Champs or Mutant Future based mostly on great characters getting created, maybe both. But this has me thinking about the games and settings I have wanted to do for a long time, but probably never will. Maybe one day I will game more, and on the weekends, but twice a month on a Wednesday night isn’t exactly conducive to lots of experimenting. And with at least a couple of my players not wanting to play if it isn’t my D&D, these alternatives will always be the least priority in what we do.

But here are the ones I’d like to do if I could, but may actually never get the chance:

DUNE – I never really could get into the book when I was younger, but I always got a kick out of the David Lynch film. Several years ago I suddenly got into a Dune phase. I watched the directors cut of the film, and went right out and got the book. With the film setting up some of the locales and themes in simpler form, I was able to enjoy the nuances of the book more. I even read the two or three sequels that followed. Then I logged in countless hours on the Dune 2000 video game. It was around that time I got a real hankering to GM a game in the Dune setting. With no official game releases on this, I probably would have used the Hero system . With players running mentats, pilots, warriors, etc. I would have adventures across the planets of the empire and finally to Arakis itself. Whenever I mention wanting to do a Dune game to my players, it usually goes over like a lead balloon. So I guess this one shall remain a dream unfulfilled.

RUNEQUEST – I played this more than I ran it as a kid, but I loved it. I always dug the simple elegance of the Chaosium basic role playing system, and the mythical, ancient Greece styled setting was a great break from our D&D games that were going strong at the time. With most of my current players preferring the pulp fantasy of D&D, this one shall likely remain a dream as well.

TRAVELLER – another great game from my youth. Like Runequest I played more than I GM’d back in the day. At Aero Hobbies in Santa Monica, where I hung out as a kid, this was a heavily played game, much more than D&D. I also really loved the Dumarest novels by E.C. Chubb as a kid, a major influence on Traveller even thought it doesn’t get enough of that credit. Although I’m not a fan of the whimsy of the character creation process, and that I think there could be more character development as games progress, I really would love to do a straight Sci Fi game with little or no fantasy elements.

KNIGHTS OF THE OLD REPUBLIC – I loved the video game on XBOX so much it made me want to run games in that setting, despite not being a hard core Star Wars geek. KOTOR is so removed from the yammering muppets, mincing droids, and lame humor of Sir George’s works, it really shines as a separate, more mature section of the SW multiverse. I actually got the chance to run several games for an established Star Wars gaming group recently, and despite that not working out the way I would have liked, I would love to spring this on my regular group. Problem is, they ain’t exactly hard core Star Wars geektards either. Long live Jar Jar (not).

BUNNIES & BURROWS – Even though I sold my first edition of this 1970’s game on Ebay a few years ago (sniff), I would love to run a small campaign of this Watership Down inspired old school RPG. I think I would find an alternative sytem to use for the character types (maybe Chaosium’s basic role playing) as presented in the original game, but I would really love to see how game play would pan out. Just going out in the field to look for truffles is a huge danger to these characters. So tense, furtive gameplay would be the order of the day. Yep, another lead balloon for my players. I don’t think they would buy my pitch.

So, those are some of mine. What kind of game would you like to GM, but probably never will?

Wednesday, February 11, 2009

"My favorite D&D module was a Runequest adventure” - Apple Lane

As a kid hanging out at the local game shop Aero Hobbies in Santa Monica, I played a lot of Runequest. I maybe ran a handful of games for friends outside the shop, but I never really got a campaign going. As an adventure pack, Apple Lane (by Greg Stafford, first printed in 1978) provided some outstanding encounters, NPC’s, and situations. In the sleepy orchard town of Apple Lane, Your first encounter may just be getting mugged by a Trollkin (as humorously portrayed on the cover). Trollkin haunt the area outside of town, but small raids have been made in the last few weeks on homes around the town fringes. Lead by a big Trollkin named White Eye, the little pests have been a nuisance, even going so far as to kill a little old lady. The Tin Inn is the focal center of town, and here is where you are likely to meet Gringle, a Rune Lord who has settled down to run a pawnshop in town. Gringle will hire you to guard his shop while he and his assistant, Duck John, are out of town for the night. A tribe of Baboons (who can speak in Runequest) have threatened to attack the shop, and a harrowing night fighting them off will be the first real adventure scenario in town. Included are schematics for the three levels of the shop, and entrance points for the Baboons to break in are indicated. The major adventure is to go to an area called The Rainbow Mounds and get a bounty on White Eye offered by the sheriff. In addition to the Trollkin, a once great race have devolved into The Newtlings, froglike beings who live in the waterways of the Mounds. These creatures worship an idol in their main cave, and if the party finds the missing piece of the idol (hidden amongst the warrens of the large rock lizards who also inhabit the caverns), the person who places the piece upon the idol will be crowned King of the Newtlings. This kingship comes with little in the way of power or treasure, but it is a cool way to cap off an adventure. The Rainbow Mounds is really a great dungeon setting. In addition to the main water cavern and some underground rushing rapids and waterfalls, special rooms include a classic D&D style mushroom chamber, and an alter to the Dark Gods of the Trollkin. It’s just a series of caves, but they are set-up really well, and provide multiple pathways for the players to choose. I liked the setting so much, that after getting the book I almost immediately modified things to use it for D&D. I changed some names, such as Lemon Tree instead of Apple Lane, and turned the Trollkins and Baboons into orcs, but most other things I kept the same. Gringle, however, became a high level wizard, and his assistant Duck John became Hobbit John. Over the decades I used the setting several times. White Eye having been killed several times, and the Newtling idol found and a king crowned again and again, was a bit of a stretch. But the problem got solved when I decided that the Newtlings had a curse on them that kept the idol pieces and White Eye in a constant loop. No matter what happened, an idol piece would eventually be lost and found, and no matter how many times White Eye was killed he would return to menace anyone who came to the Mounds. A group of characters are in the Rainbow Mounds right now during my current AD&D campaign (continuing tonight!), and the party includes Kayla, a hobbit who has been there before, and personally killed White Eye in that past adventure. In a game in the late 90’s she came to Lemon Tree, adventured in the Rainbow Mounds, killed the orcs, and eventually married Hobbit John. She has recently returned to find White Eye alive, the Newtlings again waiting for a new ruler, and a disturbing fact: having been to the Mounds multiple times, she risks become part of the curse cycle of the Mounds herself! So, I very much recommending getting a copy of Apple Lane and modify it for use in your D&D games. It is really a fairly simple but elegant setting, and it can be adjusted for various character levels. It actually is a great place to start new characters in, and if you poke around online you can find fan-support for it, including great alternate maps (even a 3D one) for the areas included in the module.