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.

Monday, December 12, 2011

The Star Wars Universe is like a Toaster








In this recent post about the Star Wars city planet Coruscant, Chaz makes this comment:

“…On a further aside - what's with the technological stagnation in the star wars universe? My grandmother was born in 1916 and today she uses a kindle with ease! It always seemed weird to me that KOTOR tech was in line with Episode IV etc…”


It’s true that we still think more about the cool tech, and enduring “lived in” look of Star Wars than why this 25,000 year old galaxy-spanning civilization does not advance much in terms of the functionality of the equipment available. Over the thousands of year of the Republic, little changes outside of, perhaps, the architecture and style-design of weapons and gear. Pod Racers might be popular towards the end of the Galactic Republic, while Swoop Bikes are the choice for racing 4,000 years prior, but very little goes forward in the technology that drives and powers things. The biggest technological difference that comes to mind to me time and time again is that the protocol droids are far less mincing than their Empire era counterparts (but still a little light in the loafers) although that is sketchy research matter at best. Bottom line; if C3PO was proficient in over 6 million languages, odds are that was the same amount a Knights of The Old Republic droid would be proficient in.

Comlinks are the cell phones of the Star Wars Universe, and Datapads seem to be the Laptops/Netbooks of folks. You would think that just like the real world these things would change fastest and the most, but between the KOTOR period and the Trilogy period, the tech has not changed. In fact, in the classic Star Wars periods you do not see many Datapads at all, usually only in the hands of tech dudes on the Hoth base or whatever. But as little as 30 years prior in the Clone War era Anakin is seen goofing around with one on the couch. So did they just get too expensive in the Empire era? Was everybody just too busy shitting their pants to even think about such frivolous items?

In Dune, the universe had a pretty good excuse for keeping tech from advancing. They had bad prior experiences with robots, so they banned all computers any more advanced than an abacus. There’s yer technological retardation right there. Not even the Golden Path could overcome that fear.

But Star Wars has no such excuses. What’s the deal?

One could say that the galaxy and Republic is constantly being faced by devastating wars again and again, usually involving the Sith and the Jedi. This not only costs huge numbers in lives and sucks up resources, but puts many thriving planets, again and again over the millennia, into periods of urban decay and semi-post apocalypses. When this happens to major industrial areas, technological growth gets retarded. OK, but you soon have to hand-wave theories like this, because wars tend to bring forth greater and great technologies that eventually trickle down to the masses. That does not seem to be happening (outside of the occasional Death Star or Star Forge).

So could the very presence of Jedi as constant allies in the Republic over the millennia have something to do with technological retardation? Probably not, because after most Jedi are gone regular folk seem to fuck things up pretty good on the high tech front. Everybody heads for the hills when The Empire takes over, and most of their ships and vehicles don’t seem to be able to even get a paint job, much less an upgrade. Hey, when the highest tech items on Tatooine are either used to vaporate moisture or bullseye Womp Rats, you know you are in a universe in decline.

But I think my “Toaster Theory” is the most logical fit. You see, toasters have barely changed in almost 100 years. They must be the least changed technology in our real world. Sure, they have come in countless designs and styles on the shelves of Sears stores over the decades, but when the day is done they all still heat your toast and your Pop tarts by heating up metal coils. That’s it. Why? I think it must have something to do with functionality meets cost-benefit analysis meets the point of diminishing returns. Could we come up with better ways to toast our multi-grain grub-outs if we threw a lot of money at it? Sure. We could probably also set little laser beam blast traps to disintegrate the mice infesting the garage, only 2.1 million dollars per trap down at Rite-Aid! But will it kill mice better than a spring-loaded roll bar that breaks it’s neck for 3 bucks? Nope. Don’t need a better mouse trap. Come to think of it, in Star Wars they would probably have it be a low tech Rube Goldberg-like device with gears and poles and descending cages like the old board game.

So maybe in the Star Wars universe, blasters work as good as you need them too and still be able to afford them. How much faster does a starship need to go once it’s in hyperspace? Would it make that huge a difference to spend three times the money to get somewhere a day sooner? And when your police force numbers in the millions and your armed forces number in the billions, can you afford to give them all blasters that do double damage, and give them all hand held super-computers? Could you divert needed funds towards teleportation technology? Who would set-up all these resources? And could such advances actually ignite wars over them, fracturing the Republic even more than the endless beatings it takes over the thousands of years of it’s existence?

In all Star Wars eras computers not changing is the real head scratcher. They seem to be in the early to mid-80’s Earth level of tech millennia-in, millennia-out. So…there are no Steve Jobs types in the SW universe? Perhaps there are some planets in the universe with super-tech that has actually advanced beyond those you see in general population use in Darth Vader’s time or Darth Revan’s time. But what works and is cost-effective on a planetary scale probably is not on a galactic scale.

OK, obviously I have no answers, and the Toaster Theory™ only goes so far. But apparently The Republic after the Empire era sufferes for it’s lack of tech advancement and too much reliance on The Force when the Yuuzhan Vong invade the galaxy. With their own bizarre organic hi-tech weaponry and immunity to The Force, they are enough to make the sentients of the galaxy wish they had put more nose to the grindstone in the technology department, and less in ancient weapons and hokey religions.

Friday, December 2, 2011

Sith Lord Lich and the Three-Headed Apprentice







This weeks KOTOR session was an action-packed blast. The group has been trapped in a derelict, haunted space station along the Hyperspace routes. Some decades ago during the Sith War the Dark Lord known as Darth Sinaes and his apprentices took over a Republic ship repair station and committed mass murder and horrible atrocities there, to the point of the Dark Lords apprentices themselves being appalled and turning on the master. Although they managed to kill him, his evil lingered in his body and allowed him to be a Dark Side Lich. Sinaes used his unholy power to meld the apprentices into one single body (three faces and three sets of arms, but just one pair of legs and a torso) that could use three regular lightsabers and one double lightsaber simultaneously. Oh, the horror! Along with his three-in-one apprentice, zombified bodies of old victims, and some other monstrosities, Darth Sinaes has lurked in the station an occasionally used it to lure unwary spacefarers to their doom, to become part of his growing undead army. Also trapped on the station was the ghost of a Jedi victim, Amelia, who had come along years ago. Amelia had her spirit locked here because of all the corruption, but she came in handy as a warning to players. She was able to tell the party the history Sinaes and his corruption of the place.

I originally meant this to be more or less a space dungeon for the characters to crawl around in, and it was, but in the end I mostly focused on combat encounters. The party had fun in the previous game fighting zombie hordes and a couple mutated monsters, but in this session it was time to face Sinaes and his hideious apprentices. Good thing we had a full group that session.

The apprentice managed to put a lot of fear and damage into the party, before he was ultimately defeated by a combination of good rolls and the infamous Force Grip of Pauls Khil (tentacle faced humanoid) force user. During this battle Terry’s Cathar (cat lady) Jedi Lucia was taken down with a killing blast (not so deadly due to the use of her last force point) of force lighting, but the spirit of Amelia used the force to bond with Lucia and not just bring her back to full health, but increase her stats and abilities for the encounter, allowing her to jump right back into the fray.

The party was now able to put the screws to Darth Sinaes, who I had planned to have run away but I hesitated so he could gloat and get an attack in. Bad move, because they were all over him. After some fierce melee and force use, Darth Sinaes set off explosions in the hull of the station that immediately started explosive decompression and loss of life support. Even though Andy’s Mandalorian soldier had Mando armor with life support, the party on a whole only got a couple more licks in on the beat-up Sith Lord before they had to make it for the ship (in cinematic fashion barely escaping).

This was the most exciting session yet, and I really got a kick out of it (and the players seemed to as well). Although faced with the possibility of a powerful enemy escaping from them, they mixed it up with a real challenge for a change and came out with flying colors. And Terry’s Jedi Lucia gets a colorful addition to her bio – namely, the soul of another Jedi whom now sort of haunts her (in a non-evil way), but also gives her a little bonus to a couple of stats and hit points when she is in contact with her. This will make for some interesting role-play down the line, methinks. I think Terry may have been struggling with what exactly the personality of Lucia was, but now she for sure has an interesting angle to work from. I originally though Amelia might do this bonding thing with the male Jedi (I thought he would get the focus of damage and be the first knocked out of the fight), and also thought it would be funny if her spirit bonded with the Wookiee, but in the end I am glad Terry will be the one dealing with it. Her character seemed the least fleshed out.

Next week we play in Dan’s palace up in Bel Air above Mulholland Blvd, and the party will finally arrive at the Galactic Core and the planet Coruscant for more mayhem. Man, I think I have finally decided that I like this game! (the prequel movies, not so much).

Wednesday, November 30, 2011

City Planet









There is something very cool and awe inspiring about a city that spans an entire planet. The concept actually goes way back in Sci Fi literature, so George Lucas’ Coruscant was nothing new. He had actually planned to have Alderaan (a certain brother-loving Princess’ home world) be the setting for much of the action of the first Star Wars film, but budgetary constraints prevented what he envisioned. But he was finally able to include it in his prequel films. Unfortunaly, much of the time it is only visible through an apartment window as we listened to the cringe-worthy dialogue of Anakin and Padme. Outside those windows was bumper to bumper traffic of flying cars filled with yammering muppets (you would think it would be a simple matter to widen those traffic lanes, there being plenty of room in the sky) . We did get some good views of the planet surface during the opening minutes of Revenge of the Sith.

Anyway, tonight we do another session of KOTOR at Andys, and before the night is over the party should have escaped the space station haunted by a Sith Lord Lich and his minions, and be arriving at their next destination, Coruscant, the seat of the Galactic Republic.

On the day of many KOTOR game nights, I have sent little info-blurbs to the group about something in the Star Wars universe related to the nights adventure, so today I put together and sent the Coruscant stuff below. You’ll see that Coruscant has many features that make a city planet cool, especially one that has been such a city planet for over 30,000 years. There are miles and miles of true underground ruins, factor and industrial areas, and lower levels that cater to the lower rungs of society in contrast to the higher levels inhabited by high society (shades of Lang’s Metropolis).

Even though I only plan to have characters there for a couple of sessions, you could do an entire campaign set on this planet, and the only environment you would be missing is that of a wilderness. But with the underground areas being huge enough to have evolved their own ecosystems and unique creatures, I guess you could have that as well.





"Seen from orbit, it is a blaze of light and sparkling colors, reminding some spacers of corusca stones, after which this planet was named long ago."

"An incandescent organ of life, visibly vibrating with the pulses of billions."


Coruscant

Coruscant was a planet located in the Core Worlds. Its hyperspace coordinates were
(0,0,0) which in effect made it the center of the galaxy. The actual galactic center, was located in the Deep Core. As the center of the galaxy, Coruscant was generally agreed to be the most important planet through most of galactic history. It served as the capital for the Galactic Republic, Galactic Empire, New Republic, Yuuzhan Vong Empire, Galactic Alliance, and the New Galactic Empire. Coruscant also served at various times as the home of the Jedi Order and the Jedi Temple. Coruscant was not only the political center of the galaxy. Most of the hyperlanes at some point would travel through Coruscant making the planet one of the richest in the galaxy.

Geologically, the planet was composed of a molten core with a rocky mantle and a silicate rock crust. At its poles were huge ice caps that were popular spots for tourists. The entire surface of Coruscant was covered by sprawling kilometers-high ecumenopolis, and boasted a population of over a hundred billion to several trillion, depending on the era. Following the end of the Clone Wars, an official census noted 1 trillion official permanent residents. The statistics did not include transients, temporary workers, unregistered populace nor residents of orbital facilities. Because of these omissions, the "real" population of Coruscant was estimated to be three times the official amount.

Coruscanti skyscrapers dwarfed all the original natural features, including mountains, as well as floors of oceans which once covered a large portion of Coruscant's surface. Areas of Galactic City were broken up into levels, megablocks, blocks, and subblocks.[14] Coruscant itself was divided into quadrants, which were divided into zones.[7] Below the skyscrapers was Coruscant's undercity, where sunlight never reached. Artificial lighting illuminated these lower levels and advertisement holograms could be seen everywhere. There were numerous establishments for entertainment, catering to a myriad of alien species. The residents were collectively referred to as Twilighters.

Coruscant was once a world mostly covered in oceans.[15] However, all natural bodies of water were drained and stored in vast caverns beneath the city as a result of years of overpopulation. The only body of water visible was the artificial Western Sea, with many artificially-created islands floating on it, used by tourists on holidays.

With no other bodies of water available to feed and water its trillion inhabitants, Coruscant's architects, along with many others from around the galaxy, worked together to build a self-contained eco-system in the massive buildings set all over the planet. Polar cap stations also melted ice and distributed water throughout the planet-wide city through a complex series of pipes.

Galactic City was divided into quadrants, "several thousand" in number, with each quadrant further split into sectors.[7] Each sector was numbered on official maps, but sectors often had nicknames, such as Sah'c Town (sector H-46, named for a prominent family that owned a large portion of its land) and The Works, the largest of Coruscant's designated industrial zones. (Coruscant practiced zoning, which is the designation of specific areas of land for particular purposes, such as governmental and senatorial, financial (including banking zones), residential, commercial, industrial, and manufacturing. Manufacturing and industrial zones were typically the largest designated areas of the planet.) The Works was once one of the galaxy's major manufacturing areas, where spacecraft parts, droids, and building materials were heavily produced during centuries, but as construction and industry became more efficient and cheaper away from Coruscant, The Works fell into disrepair.

It gained a reputation as a hub of criminal activity and many locals stayed away from it. A similar, but more dangerous area, was the Factory District, which was once the industrial heart of Coruscant until it too lost out to competition from producers in other Core Worlds. By the time of the Great Jedi Purge it lay in ruins and was almost completely deserted of sentients, because of the feral droids that prowled its streets. It was located on the opposite side of the planet, and was much more dangerous than the Southern Underground, Invisible Sector, which were infamous in their own right.[12] Another area of Coruscant was CoCo Town (short for "collective commerce"). Many diverse species lived there and worked in manufacturing. A partially enclosed open-air plaza near the Senate building, the Column Commons, was so-called because it housed most of the HoloNet and news media corporations.

The planet produced trillions of tons of waste an hour. Though almost everything on the planet, from clothes to packaging and machinery, was recyclable, some waste was too dangerous to recycle. Such items included worn-out hyperdrive cores which were delivered to one of the planet's five thousand garbage pits, where they were put into canisters and fired into a tight orbit around Coruscant. Garbage ships would then collect them and transport them to nearby moons for storage. Some of the more dangerous materials were shot into the nearby sun for complete incineration. Garbage not exported or destroyed was mixed into a slurry of silicone oils and processed by garbage worms which chewed it into pellets while removing any remaining organics, plastic, or recoverable metals. They turned millions of tons of pellets into carbon dioxide, methane, and other gases. Another problem for a world like Coruscant was the unimaginable amount of carbon dioxide and heat energy that its trillion-being population generated each day. Thousands of carbon dioxide-reactive atmospheric dampeners were put into place in the upper atmosphere to prevent atmospheric degeneration. The first set of these planet-wide dampeners, developed by the Galactic Republic, was known as the Coruscant Atmospheric Reclamation Project.[18]
Near the planet's core were a number of massive power relay stations. The lowest levels were abandoned to mutants and scavengers, such as the cannibalistic, mythical Cthons. The foundations of many of the buildings, some of which weighed billions of tons, also extended deep into the planet's crust.

History
Pre-Republic

"The recorded history of Coruscant stretches back so far that it becomes indistinguishable from legend…"
―Pollux Hax

The very early history of Coruscant is a bit sketchy and is not well known. Coruscant was considered by many to be the Human homeworld; early in its history, it was referred to as Notron, the "cradle of human civilization". Its name was changed at an unspecified date. At a certain point, the Celestials could have removed Humans from Coruscant to populate Corellia and other human societies on different planets throughout the galaxy.

It is known that at some point in ancient history, the near-Human Taungs attempted to conquer the 13 baseline Human nations of the Battalions of Zhell. A volcano decimated the Zhell, the ash filling the skies for two years, so the Taungs adopted the name Dha Werda Verda (Warriors of Shadow) for themselves. The Human Zhell eventually recovered and drove the Taungs offworld.

One hundred millennia later, Coruscant was surveyed by the Columi, who dismissed the planet as a primitive disappointment, despite the already planet-spanning ecumenopolis of Galactic City. New buildings were built on the old. As a result, there was virtually no exposed land. In the forgotten underlevels of the city, there was darkness, pollution and crime. Higher up, there were government offices and penthouses owned by the elite. The lower fifty levels of the ecumenopolis is said to have last seen sunlight tens of thousands of millennia ago.

Coruscant was one of many worlds conquered by the Infinite Empire of the Rakata, who used Human slaves to build the Star Forge in 30,000 BBY. Under Rakatan domination, the Humans of Coruscant's colonization attempts were limited to sleeper ships, which ended up on Alderaan, in the Tion Cluster, Seoul 5, Kuat, Alsakan, Axum, Anaxes, Atrisia, Metellos, Corulag, and many other worlds. The Rakata were eventually decimated by a massive plague, leading to slave revolutions on Coruscant and other subjugated worlds.

Over the next two centuries, Coruscant was linked to other Core Worlds, including Corellia, Alderaan, New Plympto and Duro, by hyperspace cannons, via the Herglic Trade Empire. It was during this time that the Coruscant government peacefully absorbed the nearby Azure Imperium. During these pre-Republic years, the languages of Coruscant and its neighbors meshed to become Old Galactic Standard.

Galactic Republic
"That's the seat of Galactic government!'"

The Sacking of Coruscant in 3,653 BBY. In 25,053 BBY, when the Galactic Constitution was signed, the Corellians and Duros invented the hyperdrive proper, allowing Coruscant to become the capital of a democratic union: the Galactic Republic. 53 years later the planet became the galactic center, and remained the Republic's capital for 24,981 more years. Shortly after the formation of the Republic, the Perlemian Trade Route was mapped, linking Coruscant to Ossus and bringing the Jedi Knights into the Republic. Over the next millennium, the Corellian Run was mapped, linking Coruscant to Corellia and beyond. Blasters were also invented on Coruscant around this time, and the famous Galactic Museum was constructed in 12,000 BBY.

From the very beginning, Coruscant, as the Republic's capital, was the primary objective in several wars. The earliest among these was the Tionese War with the Honorable Union of Desevro and Tion in 24,000 BBY, in which Coruscant was bombarded with Tionese pressure bombs. Other early battles included the Alsakan Conflicts, the Duinuogwuin Contention, the Great Hyperspace War, the Third Great Schism, the Great Droid Revolution, and the Great Sith War. At the end of the Great Sith War in 3,996 BBY, the Senate Building was built to replace the old Senate Hall.

Following the devastation of Ossus, the Jedi Council took up residence in the Jedi Temple on Coruscant, to which many Jedi relics from Ossus were taken. The Temple was greatly expanded, including the building of the original Jedi Council Chamber. The Temple was repeatedly expanded including in 3,519 BBY, 2,519 BBY (when the Jedi Archives were built) and 1,019 BBY (when the Temple spires were finally fully rebuilt).

Sunday, November 13, 2011

Got a good group? Be grateful for what ya got


(pictured above: some gamer dudes trying to look cool and casual in the presence of a purty grrl)



My posting has been a little sporadic the last couple of months, feast and famine, due to being busy with work and other good life stuff. As it has been fun (mostly) having even a tiny voice in the online gaming community, the time I devote to game shit lately has actually been devoted more to actual gaming and less about droning on and on in a blog about the geeky side of my fairly non-geeky life. I have no aspirations to write games or adventures, fanzines, or to share charts and maps from my own games. And hell, there’s just too big a glut of all that anyway, just like gaming blogs. You either make that a big part of your life or you don’t. I don’t read more blogs, join more blogs, or seek to increase my following more because I just don’t have time to do it. Plus it is not as exciting to me as it was when I discovered there was an OSR around three years ago. Honeymoon period over, you know? And in recent months I’ve realized the truth of it; the actual gaming is far more important than talking about it or reading about it. Playing the game is always more fun than hearing about it.

It seems to me that so many blogging GM’s out there aren’t so into playing the game as they are writing about it. Getting more followers on their blogs (usually by joining each and every blog out there), having people read their game material, printing personal fanzines, or just plain having a voice in the OSR. If they get actual gaming going on, it seems just a thing to do so they can continue to do the ancillary things based on it with some amount of gravitas. But shit, if you have a group and it’s good, that should be the focus, right? But it is often not, it seems.

As we approach the holidays, a time when I am never sure how much time I am going to have on my hands to indulge in the secondary and tertiary life things, I wanted to take the opportunity to post about something I probably don’t do enough of; gratitude for the people I have the pleasure of being around a game table rolling dice with, bullshitting with, arguing with, and for the love of Mike getting actual quality gaming in with. This post is for the people at my sessions who put up with me and my wingding style, and keep coming year-in, year-out. This bud’s for you, bitches (who mostly don't even read this blog, so I feel safe calling them "bitches").


The more and more I look at the local gaming scene in So Cal, the more I realize how grateful I should be that I have a regular group that has been going strong for over three years now. And thanking God they are (fairly) normal people who happen to be gamers. But what I think really makes this group special is, despite a couple of “unique” personalities, is that not a one is what you would call a geek, dork, or spaz; At least in my moderately critical and judgmental eyes. Everyone is fairly interesting and fun without being extreme personalities. They are genuinely special without being wanna-be game designers, pretentious “artists,” or "retired" sex workers, edgy or otherwise.

I’m basically speaking of my own selfish joy here. I took around 8 years off from gaming (see my last post for an exception) because I didn’t have enough people around me to play during that time who would have been a right fit for a game group. I spent a bit of time in the 90’s recruiting gamers from non-believers that I knew who I thought would enjoy it. And they usually did. But it came to a point when I got older and didn’t have that kind of crowd around me, at least that lived locally. I’ve never been ashamed of gaming, but I certainly never told everybody I knew I was into it. As if. If I wanted to approach somebody to play in a game, I had to feel secure they would not just smile, look down, shake their head, and go back to talking about The X-Files or Seinfeld or whatever.

And I sure was not going to go hang around game shops or cons to try and sift through the flotsam and jetsom to find people I could stand being around the table for several hours with on a regular basis. I mean, if I did not have this group and was willing to do anything to get some gaming going, I’d have to go to more cons, gimmicky pay-to-play sessions held at stores and comic book shops, or monthly Orange County gamedays full of aging gamer dad’s trying to get their bored kids interested in the hobby they grew up loving by making them sit through sessions, mostly done by eager but strangely subdued DM’s, who run games that consist of reading aloud from the box text of old TSR modules or Pathfinder adventures in monotone voices (yeah, I visited and saw all that)– when they have D&D going on at all. And getting involved with private groups in the area is usually unsatisfactory and often verging on the disturbing.

So while other local groups come and go like the proverbial wind, or consistent groups made up of an open door “temporary players” situation seem to struggle to carry on from one week to the next, here I sit somehow blessed with a great group made up of four of us who have been there the entire three years, and three of us who are now on their (more or less) two year anniversary of play, well, what can I say? Sure, I bitched about some of the power/meta-gaming here and there (mostly because I was not used to being around it, these were mostly seasoned gamers compared to my 90's groups), but now we are used to each other and our particular peccadillo's. We know what we can get away with, and what we probably should not try to get away with unless you are Dan Dan The Power Game Man(tm). And it there is a certain security in the fact that we have to turn down at least one person a month who wants in the group because we are at maximum occupancy.

Do I deserve this good fortune, gamewise? I dunno. I’m basically a decent person who generally focuses his over emphasis on passion and outgoingness in good and positive directions, including into the games he devotes time to. Hey, anybody who has devoted a certain side section of their life since childhood to a hobby of pretend deserves a group like this, and it’s unfortunate not more get to experience that. I’m blessed, I tells ya! How long will it last?

So do you have a strong group you are glad to have? Or are you just happy sporadically playing out there in the gaming jungle?

Friday, November 11, 2011

Oriental Adventures & The Legend of Green Snake





I was going through a box of my older DVD’s last night, and came across my copy of the 1993 Hong Kong film Green Snake. I really love this movie, which I think I originally saw at the WLA revival theater The Nuart in the mid-late 90’s. I don’t know if there is a voice-over English version, but I hope not. The movie is so beautiful to look at (when the sadly terrible special effects are not on screen) and combined with the sing song native language it is almost mesmerizing, and part of the films charm (at least for a Yankee).

Wikipedia describes the film thusly:

Two snake spirits have been training for many centuries to take human form and experience the love, freedom and wisdom that is supposedly only available to humans. White Snake (Joey Wong) is the more experienced one and proceeds to get engaged with local scholar Hsui Xien (Wu Hsing-Kuo), with whom she plans to have a child which would complete her passage into the mortal realm. Green Snake (Maggie Cheung) is the younger and more impulsive of the two sisters and she is not yet quite sure about the benefits of the human world. The two snakes move into their magically created house and start a successful medical practice in the town.

Their enemies are a buffoonish Taoist and an overzealous Buddhist monk Fa Hoi (Vincent Zhao) who make various attempts to banish them from the human world. The monk thinks of himself as a keeper of the natural order of the world and is very prejudiced against spiritual beings seeking to improve themselves. He brings things to a head when he abducts White's husband from the human/spirit mixed marriage into his religious reeducation camp–styled temple.


Anyway, whenever I think of this film I think of Oriental Adventures (applying things that I like to gaming terms was a habit I never managed to fully lose after attaining it in childhood). Around 2003 I was into the second or third year of my gaming semi-retirement when I ran into an old player of mine at a suite party at Loscon in Los Angeles (a very rare sci fi con appearance by me) at around 2am. Lisa was from that period in the mid-90’s when almost all of my players were female and we were mostly doing Call of Cthulhu and Champions. Lisa, pretty high on joy juice, talked about how much she loved the old games, and raved to her fairly new husband about my DM’ing prowess (of course a party at a convention is the perfect place to hear that). It was decided right there that I would be doing up some games for these guys and whoever in the near future. At the husband Jeff’s request I would be doing some Oriental Adventures (something I hadn’t run since around 1990). Current player in my group Terry, who had played with Lisa in most of those 90’s games and was Lisa’s roommate back then, was up for it as well so there we were doing OA on a semi-monthly basis on weekends for awhile.

The movie Green Snake had a heavy influence on many of those games for me. For one thing, Lisa ran a Hengeyokai, and I tweaked that race just a little to match the changelings of Green Snake (animal spirits who spend many years of training and meditation to change into the higher human form). Then there was the super-powered, self-righteous monk of the film who both admires and distrusts the White and Green Snakes, Fa Hoi. I totally ripped-him off to create Tai Seng, a monk who I used as and NPC to guide the players towards various adventures and activities (he was not a prick like the movie version…for the most part).

Anyway, take a look at my favorite scene from the film, where the snakes White and Green make their transformation to beautiful human form on the roof of a tavern during a rainstorm, while a wedding/orgy goes on inside (little nudity so be careful at work). Maybe you’ll get the chance to watch in it’s entirely at some point. If you are going to run OA in the future, I demand you watch it! It might give you some great ideas as well.



Tuesday, November 1, 2011

The Heartbreak of November 1st





Aw, the unhappy ending of a beloved holiday. A Jager hangover in the office is never an enjoyable thing. And all the candy in the mailroom Is leftover crap nobody wants. Sweettarts, lollipops, and some kind of weirdo Mexican candy. There are still some cupcakes leftover in the large kitchen, but they look like somebody smooshed them with the palm of their hand. That’s ok though, because they are a sad reminder of the poor turnout and uninspiring costumes from yesterday’s office Halloween party anyway. The new blonde bookkeeper in the black cat costume was pretty hot though.

Last night I wanted to do the second year of a grand tradition. See, last year I happened to be at home heading towards midnight on Halloween, with the “Sounds of the Season” channel on. At exactly midnight they were playing “Monster Mash” or something, and *bam* suddenly it went right into cheerful holiday music. You know that stuff they play before Thanksgiving that aren’t really Christmas tunes or carols but evoke the Holiday Winter spirit anyway? So the image goes from a grinning pumpkin to a pilgrim handing a Native American a horn-o-plenty (the Native blissfully having not a clue about what would soon be happening to him and his people). Anyway, I was so jarred by that transition that I wanted to be there for it last night. Why not? All my holiday out and about partying was over the weekend (Sat night up till 5am, and there were some great costume concepts out there), so at home on Halloween Monday night it’s me and some Jagermiester at midnight with my new little tradition waiting for the musical transition…but nothing. No change-over. As of this morning, they are still playing goddamn Halloween music on that channel. I wonder how long that will go on? Halloween is over, dude! I’m thinking Time Warner Cable maybe don’t exactly have a crack team of professionals keeping an eye on those music channels.

Aw well, time to take down the cheap Rite-Aid decorations and get back to work. At least on the next holiday in a few weeks I’ll get a long weekend off. Vegas, baby!