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?

Wednesday, April 4, 2012

Were the Steading Giants Just a Family Having Dinner?





You know, since James over at Grognardia switched to his new comments format, I have not been able to leave a comment (forcing me to comment here about things I see there. That’s right, ToD has become a Grognardia commentary blog).




It’s a blessing in disguise really, because my comments online sometimes get me into trouble. I’m a nice guy, but when it comes to some of the things said on forums and comments sections (I really do need to stay away from these “think tanks”) I often react snarkily when presented with a comment that seems to come from an unfathomable place. It’s one of the reasons I’m doubling my efforts to stay away from most of them. But I do still read Grognardia, and James latest post is about the perennial fave, the Giants series. I’ve been planning to use at least part of it for the occasional high level 1st edition game (my last campaign, Night Below, left off with PC’s around 9th level) in the future, so have been revisiting it. I love the Hill Giant Steading especially. But one comment in the comments section really got my goat. Here it is in part:

“…Have to say I don't care for the G series or for any of the tournament style modules published around the same time. In G1 you have a bunch of giant sitting around eating dinner and the PCs have to break in and murder them all. It's more of an assassination mission than any heroic quest I wanted to be involved in (even as a 13 year old). Maybe that's because I view giants and just big people rather than monsters that need to be slain like manticores or carrion crawlers…”


WTF? To be fair, it was mentioned clearly (not sure of the exact wording in the module, because I don’t have it at work) that these giants were using a base of operations (the steading) to raise hell in the peaceful farmlands and villages. Stomping old ladies and drop- kicking household pets into orbit. That dinner they are eating is from the larders of destroyed farmhouses and family dwellings. And the orcs and ogres were probably eating the families from those villages.

It's not murder. It's war. Saying the giants were slavers, kidnappers, and murderers that needed to be dealt with (and what are you going to do, handcuff them all and put them in jail?) is about right. Plus it turns out that the giants are involved in a major conspiracy and secret war of an underground race of cruel and evil beings. I'd say the characters who attack the joint are pretty heroic. Bosh on this "leave the giants alone at dinner time" nonsense. You get in there with your high level characters and take it to the grill of those big Em Effers.


When I discovered the online gamer community a few short years ago, I noticed (especially in places like rpg.net) a certain type of gamer who has a sort of “new age” attitude about monsters. A sort of orc-hugging, soft-mother view of non-humans. I’m not heartless, and can understand that is the type of D&D they want to play, and that’s fine. I had a girlfriend when I was a teen who was the daughter of hippy parents. She loved to play D&D, but once actually broke into quiet tears over all the monster slaying involved. But for me, most monsters are not misunderstood. They want to kill you, eat your children, and steal your stuff. Orcs and Ogres are pricks! And those damn giants in the steading deserve the beating of their lives for their atrocities. No regrets!

Monday, April 2, 2012

I Hated Stories in my Game Mags

“…Your humming has summoned up a pair of mud ghouls, Lute!”



Over at Grognardia today James mentions some pulp fantasy fiction in Dragon Magazine back in the day. I had an immediate thought I wanted to comment upon there, but rather than lay a negative on his blog, I will do it here where it belongs.

I HATED that shit in my magazines. Short stories featuring some fighter or barbarian or thief or another. The Dragon, White Dwarf, The Dungeoneer…whatever, I hated it. They could have been the greatest stories ever told for all I knew. I didn’t care, I rarely read more than a few paragraphs before turning away to look at the Anti-Paladin article or whatever for the thousandth time. I didn’t care if they were good; if I wanted to read fiction I would get a book or Argosy Magazine or something.

Tables, charts, rules clarifications, character class and alignment articles, and even comics. These were fun to read and you would read the same entries again and again, and a thousand times again. But the stories. Ugh. Who read these more than once?

I more or less stopped buying game mags by the late 80’s, but I did pick up the occasional Dungeon magazine in the late 90’s, and they seemed blissfully free of amateur fiction. I hope that is still the case today, especially if I get a hankering to buy one.

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!

Monday, March 19, 2012

Dive bars…always with the dive bars…





It’s my basic gaming staple. Bars. Usually divey ones.

Whether it’s D&D (ok, those are “inns” and “taverns”), my futuristic Champions setting, Star Wars, or Call of Cthulhu, I always play the dive bar card. I’m not sure I ever did it with post apocalypse stuff like Gamma World, but if you ever saw Book of Eli with Denzel Washington, then you know those are great places for encounters/fights as well. I know from firsthand experience, because in the 90’s, especially when I was into darts for extended periods, I spent a decent amount of time in them.

It’s my go-to setting, because I can always get characters to spend time there. Often an entire session if I want. Have an interesting guy behind the bar, some mixed-economy patrons (there are always “yuppie” types who like to go slumming at dive bars), some ladies of ill-repute, some informer types, low-level criminals, and you have a nice mix of NPC’s to play with. Have a table or two with some open gambling, and frost the cake with fist-fight betting (cage matches or otherwise) and you got yourself a good time.

Players can chat to a lady of choice, get in on the gambling, or if they are the rugged type get involved in some nice punch-up play for fun and profit. My current group really loves my bar settings, and what was maybe going to be a very brief encounter often turns into the better part of the night.

Case in point: In the last Call of Cthulhu game, the characters needed to go to a lowbrow Hudson Bay dockside bar to find a guy who could lead them to a Ghost Town in the New Jersey Pine Barrens they needed to investigate. So after dealing with an attack from multiple byakhees (they have been stalked by a Chinese Business man since NYE who can summon them with an ancient whistle), they went into the bar for the usual bar fun.

Of course there was some fist fighting going on. It didn’t seem like any characters were going to get involved in it this time, until the young Turkish antique dealer grabbed Wing Kong, the young Chinese cook/martial artist, by the arm and sort of forced him into it. She is a brash young Turk, that girl is. Anyway, in the ring against “Slippery Pete,” Wing, who’s English is not so good, just dodged around confused while the guy threw punches. Wing Kong is the best HTH fighter in the group, and it was refreshing to me that he didn’t want to fight unnecessarily. But Andy’s old business man/’semi-hobo Michael (sort of an aged Clint Eastwood type) got up on the small dais and pushed Wing out of the way to take on Pete himself. After a devastating head butt and a good right hook from Pete, poor Michael was laid flat on the ground (this seems to happen pretty much every game to the poor old guy). Wing did not like that, and he got up to give Pete a thrashing with his five fingers of death (our young female Turk even tried to get a punch in). By the end of the evening, a group of international sailors were buying Wing drinks, and even Slippery Pete, black eyed and bruised, joined the characters at the bar.

I didn’t intend for the group to spend the better part of the game there, but these dive bar encounters just seem to have a mind of their own.

We have almost an hour left of the game, so we did manage to get them to the Pine Barrens, and a little bit of investigation into the presence of some Tcho Tcho people there. More on that, and a Mythos deity, next game.