Showing posts sorted by date for query call of cthulhu. Sort by relevance Show all posts
Showing posts sorted by date for query call of cthulhu. Sort by relevance Show all posts

Sunday, February 19, 2012

Bumper Crop of Cthulhu minis







I really don’t do a lot of shopping for figures lately. The other year I bought a few cheap batches of great, prepainted plastic minis from Ebay, and there were plenty of fantasy and sci fi ones. And with a nice basic color coat on them, it only took a little extra model work and couple extra colors to make the mini stand out or look like a particular character or NPC. These, and my older metal minis, form the stock in my miniature soup.

But for 1920’s Cthulhu fun, my mini collection is a bit lacking. Sure, I have the odd Mi-Go or Dark Young figure left over from the olden days, but not much in the way of 1920’s humans. Here and there some of my Champions and other modern figures can do in a pinch, but it’s really not enough.

So yesterday, seeing as I was in the Neighborhood for the Queen Mary Scottish Festival, I stopped by The War House in Long Beach. Actually, since I have been competing at these games for years now, I kind of make that Saturday afternoon my yearly pilgrimage to the place. I remembered from the year before that they had some Cthulhu minis, and I was hoping to find a couple of items for characters or NPC’s in the current campaign.

They had Chronoscope, which has a few nice pulp adventure minis. But these are pretty pricey. Not that I can’t afford it, but I really need to justify how much use I will get out of something I buy for gaming. But then I saw that War House still had a nice lot of official Call of Cthulhu figures, but sadly most where monsters and again, I have to justify to myself that I will use a particular mini enough to make it worth it.

Then I spotted this pack of Adventurers. 10 character/NPC types in one package…for 10 bucks! I immediately saw three or four that I liked rolling around in that little see-through plastic bubble, so that was my purchase. I cannot pass up 10 metal minis for that price. I knew I would use a few of them. The photo above from the official web site actually shows less than are actually in the pack, so people online are getting a better deal than they bargained for.

There is a big gamer hunter that might come in handy for a “Most Dangerous Game” type scenario, or for a character. The young female archeologist is perfect a couple of the players characters, and the two or three pith helmet guys will be useful eventually. The cops as well.

OK, so the old librarian lady and the South American native guy might not find much purchase in the game, but ya never know.

I haven’t sat down to paint for many months, so here’s my excuse. Hope my paints haven’t dried out.

Friday, February 10, 2012

Suddenly – Cthulhu



It does feel very sudden. In the last four years of this gaming group’s existence, I have run a long AD&D campaign that took characters from 1st level to close to 10. I did a handful of Metamorphosis Alpha sessions. I timidly started a Star Wars KOTOR campaign that most players quickly fell in love with. I have even managed to get in a couple of sessions of my beloved Champions setting (too long ago now, around 2 years). And with Big Ben regularly running AD&D I have gotten to sit down as a player more than I have since I was a teenager.

But the entire time I have had Call of Cthulhu in the back of my mind. My “big three” games of my adult life have been 1st edition AD&D, Champions, and Call of Cthulhu. These are the games I ran long campaigns for over the years from the late 80’s and throughout the 90’s. Full, satisfying, amazing campaigns with these three genres. And seeing as during the latter part of the 90’s we only seemed to be able to get one several hour session in every month or so, I am in sort of a renaissance of gaming. Running and playing almost every week (weeknight) which a few years ago would have been inconceivable to me. But here we are literally rolling in gaming goodness.

This has given me the opportunity to branch out a bit, and that was especially good for me because after a little over two years of AD&D I was ready for a break. With Call of Cthulhu holding a special place in my heart, I could have gotten a campaign underway sooner, but in all honesty I was not sure this was the best group for it. I have Terry, a veteran of those 90’s Cthulhu campaigns (which were often mostly comprised of female players, which would be another difference from the current group), but the likes of Dan Dan the Power Game Man™ might risk it being more farce than fearful. So as recently as a few weeks ago I decided to go with Runequest, but quickly hit a (hopefully temporary) snag because of my dislike for Strike Rank. I decided after game two to shelf that, and go the hell ahead with Cthulhu. With Big Dan overseas for a temporary period, it seemed like a good time to get a session underway before he came along and futilely tried to powergame a Basic Role Playing character.

My last campaign towards the end of the 90’s was set in around 1922 or so, so I decided to have 5 years go by and set the first session on NYE 1927. My catalyst would be my old NPC “Mr. Troy,” a sort of Truman Capote look/sound alike who was a wealthy antiquarian and high society mystic. Mr. Troy featured as a sort of benefactor in my previous campaigns, at one point setting the old characters up in an occult themed antique shop on the newly built Venice Beach Canals (“Venice of America”). At the start of this game, Troy is in New York, and after character set-up I managed to tie most of them in with Mr. Troy so they can be present at his New Years Eve party at a Times Square hotel penthouse.

One character was a female Turkish Antique expert, and another a female dilettante who used her massive trust fund to travel the world and indulge her hobby in archaeology. These two I connected to Mr. Troy, them being hired to both accompany him to the “underworld” private auction where a well-preserved 2000 year old Chinese urn containing the ashes of a X’an Dynasty sorcerer. I spent a few minutes running this auction with the girls in attendance, and got to introduce a rival of sorts for Mr. Troy, “Hong Lo,” a restaurateur and reputed occultist.

One of the male characters was a young Chinese martial artist working in Hong Lo’s restaurant, which incidentally was catering Troy’s party. So that’s how I got Ben’s guy at the party.

Andy ran a 70 year old investment expert named Michael who had taken a bath in the 1893 market crash, and since then has lived frugally off of some minor, safe investments. During some rougher patches he learned to handle himself brawling for survival or profit. I got him invited to the NYE party of Troy’s because he knew Cornelius Vanderbilt Whitney, heir to the Whitney fortune, business-man, wanna be Bohemian, and invitee to the party and he asked Michael to come along with him and his free-spirit pals.

The Times Square penthouse party was within view of the madness of Times Square on NYE, and within a stone’s throw of the ball-dropping. The party had a Chinese theme, and the female characters, the antique expert and the archeology-loving dilettante, stayed near the displayed ancient urn and acted as both custodians for it and information dispensers. As a band played and the large, eclectic crowd (sort of reflected in the character make up; Chinese food service people, business people, academics, entertainment folk, Bohemians, dilettantes, etc) in the party danced, ate, drank (those wacky Bohemians hissing like vipers as they smoked reefer by the fireplace) and had a good time.

Not long after the time Hong Lo showed up uninvited and unannounced ( still a bit miffed that Troy had outbid him on the private auction of the urn), and with some of his Chinese thugs acting as servers, he had secretly arranged for the urn to be covented in the chaos of the midnight countdown. A gun was pulled, the urn was grabbed for, and a nice pulp action sequence began as the martial artist intervened, and even the girl characters threw some Indy Jones punches during the ensuing brawl. It was actually a pretty enjoyable action scene, and proving that CoC is pretty good for this kind of thing.

Eventually Hong Lo whipped out a special magic whistle that could summon Byakhee, and as he blew it an loud, eerie Byakhee cry brought forth one of the creatures from the air of the wintery New York evening sky. As drunken party goers screamed and ducked in fear, the Byakhee rages around the room, and a couple of the characters engaged Hong Lo (Andy’s old dude going cane-to-cane combat when Hong Lo revealed his sword cane).

First sanity loss of the game, with Terry’s dilettante taking the worst san hit for 5 whopping points. She went catatonic for a couple rounds, as Big Ben’s kung-fu cook took it to the Byakhee’s grill. His well placed kicks hurt the creature pretty bad (I threw one of the Mythos’ few harm able creatures at them for this first game), and one of Mr. Troy’s armed assistants shot it down.

So 1927 passed by with a bang, and a successful session was in the bag. I was really happy with it. In past years my D&D players would hem and haw when I suggested something like Cthulhu, but they would soon be requesting it over D&D after they saw how fun it was. I think my current group could well feel the same. I’m really looking forward to more of this!

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.

Wednesday, January 11, 2012

Obligatory 5th Edition post




My experience with an D&D beyond 1st edition could fit into a thimble. In the early 90’s one of my players wanted to run D&D, so she went out and bought the 2nd edition stuff. She ran a few games, but I don’t really recall the major differences in systems.

One of the main reasons I stuck with 1st edition all through the 90’s was probably because most of my players tended to have very little gaming experience until they came to my games. “I always wanted to play but never go the chance” people. I of course was the “seasoned veteran,” and was able to lead these gentle lambs through many a campaign with 1st edtion. Hell, they didn’t care. That was a time of wide-eyed wonder for my players, it seemed. And I often had a lot of females in games then (at one point in the mid-90’s outnumbering the guys at many sessions), and in my games they tended to lean heavily towards role-play (especially shopping trips, which in D&D, Call of Cthulhu, and Champions was always great for developing those “winging it” DM muscles), so task resolution was not the main source of fun during those times. We’d have these amazing several hour session with minimal combat or action.

From around 2000-2008 I was not gaming, and not even really keeping up on what was going on with D&D. My stuff was all in boxes in a garage, and my internet interests were more about comic books, music, and movies.

Then out of nowhere *BAM* I’m running games for a regular group, reading about D&D and other games constantly online, and started this friggin’ blog. Gaming and D&D was all up in my grill. Still, I’m not exactly Grognardia James in terms of my knowledge of the history of gaming, and what is going on in the OSR. Obviously I’m a much better talker than a listener. Powergame Dan sometimes marvels at what I know that is going on in gaming and the OSR, but really it’s reading Grognardia and a couple of other select forums that gives me any particular knowledge on what is going on. And that knowledge is not exactly deep even after three years.

And in all honesty, looking at online stuff about gaming is starting to lose it’s luster. “G whiz” factor is gone. It might be different in my case if I was back in semi-retirement gaming-wise. I’d look online and do a shitload of “remember when.” But with a full and regular group going, I’m trying to enjoy that more. In some ways because I’ve slowly realized that it is a fairly rare and precious thing.

As for 5th edition, well, it’s not very relevant to me. I don’t think D&D is relevant at all any more. You don’t see it getting played by characters in films or TV shows like you sometimes did in the 80’s and 90’s. You never hear it getting joked about. Even the Ubergeeks on The Big Bang Theory don’t play it. In dorkdom these days, it seems pretty bottom of the barrel. If you watch Attack of The Show for a week you might hear a smarmy D&D reference, but even in venues like that it is rare.

So I don’t much care. I have a KOTOR campaign going, a Runequest campaign just started, a 1st edition setting to get back to, a player who is regularly running 1st edition games for us, and am itching to do some Call of Cthulhu before too long. I have plenty on my plate. So let me join the throngs of “happy wanderers” and toss my own “I wish them well” into the ring. That’s it, Mac, Smile and wish them well. But it’s ok if inside you just don’t give a rats ass.

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, 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.

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.



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.

Monday, May 16, 2011

Tintin and Me







Since childhood my folks would buy stacks of comics for me at various garage sales and swap meets. One day, sometime in the mid-80’s, they came home with a pile of large format Tintin books, and therein I discovered the Zen joy of the adventures of this diminutive French reporter and his rum-chugging sailor buddy Captain Haddock (Haddock actually didn’t come along until the later, best stories. He started out as a sort of villain). They were great adventure stories, spanning the globe and even going to the moon (while most of the stories were firmly grounded in a certain realism, the moon adventure was far more a flight of fancy).

A sort of sly, winking Euro-humor within the stories really added to the subtle flavor of the tales. The antics of the heroes were always rousing adventure, with the occasional violence sudden and brief. The very feel of the stories lent themselves very well to a Call of Cthulhu vibe. I mined ideas for my COC games pretty heavily in the 90’s. For example, there was a scene where Tintin and Haddock were trapped on a train in the Mountains (a footnote at the bottom of the page let you know it was the highest rail in the world at that time) of Peru that was out of control and rolling back down the mountain at increasing speeds to eventually end up careening off a bride hundreds of feet up. My ripping off of that entire sequence (and also later the attempted sacrifice of the heroes by cultists and their being saved by knowing an eclipse was coming) made for one of the most exciting Cthulhu games I had ever ran.

Steven Spielberg and Peter Jackson have produced a 3D animated movie of Tintin for Fall of this year, with an all star cast of voices including Daniel Craig, Simon Pegg and Nick Frost (of Shaun of the Dead fame). Although an animated version has the best chance of being true to the source material, I am a bit sad this will preclude a live action version any time real soon. The film will for sure be huge in Europe where Tintin is still beloved, but who knows how it will pan out in the states. I actually think there is a big fan base out there in the USA, plus references to Tintin are all over pop culture here for decades. The popular 80’s cheese band Thompson Twins are named after Tintin’s policeman pals, and every now and again you see the little dude and his dog “Snowy” on T-shirts. So we’ll see. A big hit or not, I’ll be seeing the film. If for nothing else, Tintin inspired some great gaming from me, and just all around gives me a warm fuzzy feeling inside. Blistering barnacles!

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!

Thursday, April 7, 2011

Campaigns End





Well, there you have it. Last night we finished up my Night Below campaign. At a bit over two years in duration, it is surely the longest campaign I have ever run. It was cause to party, and I was sucking down the brewskies with the satisfaction of a long run concluded.

No combat went down in the session, although towards the end during the final treasure shares, Krysantha the Drow and Vaidno the Bard seemed prepared to whip out there weapons and throw down, specifically over what to do with the Crown of Derro Domination. That would have been cool; finally a character death, at the hands of another character no less. But they managed to table further discussion on it and leave it with Vaidno for now. I have to say, it was really nice to relax and watch the characters, more vocal with each other than ever, pretty much take the ball and run with it. Some great role-playing went down.

Back at the surface and cleaned up, the characters were taken before the Queen of Tanmoor, Libertine, who had secretly come to town with some royal guards to see what all the fuss and kidnappings were all about. Meeting with the characters and hearing their story, she gave them modest rewards, and each a Royal Medal of Valor.

The group all went to Terry’s long-time hobbit character’s castle on the border of the Halfling lands for a party in their honor, with all kind of food, kegs of ale and wine of the finest hobbit make, and musical revelry. Lumarin the high elf MU amused himself by giving Terry’s hobbit’s children Tenser’s Floating disk rides in lieu of a pony.

Although rolling in dough from the adventures (I think most characters ended up each with somewhere in the neighborhood of 15-20 thousand golds worth treasure, not counting magic items), nobody is truly rich, so there will be plenty of reason for them to set out and adventure again in the future. I have a couple of high level modules in mind I might like to use on them.

But for now, the characters can go on with their normal above ground lives. Vaidno can go visit the tower the Deck of Many Things provided him (along with his 18 charisma), and Terry’s fighter Helena can marry the NPC soldier she got hooked up with in the course of the adventures . What the others will do, time will tell. But all characters have earned a deserved time of rest in the sunlight of the surface world.

Considering that three years ago I was on year 4 or so of gaming retirement (and dying to run games), I consider myself fortunate to have had the opportunity to run a fairly intense and complex campaign for such a great group of players. Most of our games were like little parties, and were big fun. I want to give special thanks to Andy for hosting us at his place; his wife’s backroom workshop (thanks to Andy’s wife Kara are in order as well) which, with its kitchen and nice garden backyard patio, was a nice place to play. For Andy, Terry, and Dan who have been there pretty much since the inception of this group over two years ago, I give wide thanks for being there for the whole ride.

Andy and the wife are probably going to be renting out the back room at some point in the near future, so we are losing the space to play most likely. Our best bet after that for our regular games would have been Dan’s spacious house up on Mulholland Drive, but he is still having construction done on the house and his wife is apparently days away from having her baby. So the games I run may lessen for awhile. A break might be nice, but I’m hoping to put AD&D aside for awhile and do a little of the Knights of the Old Republic thing I want to run. Some more Champions would be nice with just three or four players, and you know I’ve always got my precious Call of Cthulhu in the back of my mind, waiting for the right time to strike from the shadows. Game dreams and hopes galore.

But whatever happens in the near or far future, I’m just damn glad to have been able to run a long and fulfilling campaign. Here’s to more gaming goodness to come! “Excelsior,” as that old bastard Stan “The Man” Lee would say.

Wednesday, January 5, 2011

Blood Meridian and the Immortal Warrior






“Whatever exists.” He said. “Whatever in creation exists without my knowledge exists without my consent.” He looked about at the dark forest in which they were bivouacked. He nodded toward the specimens he’d collected. “These anonymous creatures may seem little or nothing in the world. Yet the smallest crumb can devour us. Any smallest thing beneath yon rock out of mens knowing. Only nature can enslave man and only when the existence of each last entity is routed out and made to stand naked before him will he be properly suzerain of the earth.” – Judge Holden

Judge Holden is like something from another world. A kind of mutant in the old, pre- civil war west. He is almost 7 feet tall, an albino, and is completely bald and hairless right down to the lack of eyelashes. Seemingly strong as an ape, he has been observed to lift a large anvil up over his head, and then toss it nearly ten feet on a bet. He has escaped near certain death by doing outlandish things like firing on his enemies point blank with a Howitzer under one arm and a lit cigar in the other hand. He is widely travelled and highly educated, maybe self so, and can converse with others in multiple languages (German, French, Italian, etc.) about such far ranging subjects as philosophy, paleontology, archaeology, linguistics, law, geology, and astrology. At night in the wilderness he will often spend his time collecting natural specimens of flora and fauna, keeping careful notes. To even those who know him, the Judge seems more than a little supernatural and fully out of place in most situations.

In Cormac Mccarthy’s 1985 book Blood Meridian, Judge Holden rides along with a group of border scalp hunters, fighting renegade Indians for a price. Apparently, the Judge met the current group he rides with as they were fleeing from superior numbers and low on ammo. Holden is sitting on a boulder in the middle of nowhere as if waiting for them, and in mere moments after their meeting, the Judge has gathered the proper local materials to show them how to create gunpower, with which they chase off their foes. Every man in that group of disparate men claim to have met the Judge at one time or another in the past, adding to his spooky mystique.

On top of everything else, Judge Holden seems supreme in his evil. Even among cutthroats, bushwackers, rapists, murderers, and thieves he stands out. When the group of outriders devolve into killing and scalping innocent villagers and pilgrims, the Judge takes no hesitation in slaughtering children when others flinch. An obvious pedophile, the Judge will keep a young captured boy or girl alive for a couple of days, before tiring of them and scalping them to add to the loot pile. He flatters children with sweets, and in communities the Judge arrives in a young girl or boy will invariably go missing or be found murdered.

In Blood Meridian the brutally biblical seems to meld into the blatant metaphysical. The colors and textures of the Southwest, much like those Carlos Castenada’s Don Juan experienced, take on an alien life of their own. But here it is more sinister. Every sunset seems like an open gateway to hell. When a lone tree in the prairie is struck by lightning at night, tarantulas, lizards, scorpions, and vinegaroons seem to gather around it in natural awe as if summoned by demons.

Judge Holden walks this landscape like some sort of ancient and devilish warrior of a bygone fantasy age. Like the good hearted immortal warrior John Carter of Mars, Judge Holden seems to come out of nowhere in the past and is not necessarily restrained by natural laws. Decades after the beginning of the novel, towards the brutal and controversial end of this visceral epic, Judge Holden seems completely unchanged and unaged in any way, his great strength and great appetite for evil undiminished.

I just finished this book, and one thing was on my mind at the end. What a great character Judge Holden would be to insert into a Boot Hill, Old West Cthulhu, or any weird west. The Judge could obviously appear in any age one wished, him being a supernatural entity and all (at least in my conclusion). A Roman citizen; a black knight in the Middle Ages; or even a futuristic setting. But I think to use him in the Old West would be best, to portray him as he appears in the book. And as I said, he appears to be the same in the 1850’s as he is in the 1870’s. I feel he could easily show up in the 1920’s, prancing to dark music arm in arm with Alister Crowley at an occult function.

If you haven’t read Blood Meridian: or the Evening Redness in the West, do so. But only if you can stand the brutality; inhumanity; and Cormac’s ruthless use of metaphors. I think that if you are a descriptive game master (or even not) you can up your game by making as study of this author’s colorful and flavorful (to the point of delirious overload) prose.

In true gamer fashion (and because this is a game blog) here is the basic Call of Cthulhu stats for The Judge as best I can make them on the spot. I may just use him if I ever get around to my Old West Cthulhu campaign. Hey, what if the Judge is yet another avatar of Nyarlothotep? Hmm…

Judge Holden
Occupation: Soldier/Warrior. Holden is an unapologetic lover of war and conflict.
Age: unknown. Appears generally to be in his late 30’s/Early 40’s.
Strength: 18
Dexterity: 15
Intelligence: 17
Education: 17
Constitution: 16
Power: 17
Charisma: 16
Size:18

*Note: as a supernatural/near supernatural being, Judge Holden is already “crazy,” and therefore immune to sanity affects.

Skills:
Anthropology, archeology, paleontology, geology: 60%
History, linguistics, chemistry, physics: 50%
Accounting, law, psychology, calligraphy, occult: 40%
Climb, jump, ride, sneak, drive carriage: 50%
Oratory, persuade:65%
Pistol: 70%
Rifle: 75%
Knife, club, brawling, grapple: 80%

*The Judge likes to dress in clean white clothing whenever possible, including a hat to cover his bald head in the sun. If he finds himself hatless in outdoors, he will first bargain, then kill, for one. Same for weapons if he is weaponless. Gaining a firearm, especially a pistol, will be a priority if he is unarmed.

Judge Holden prefers to be naked when camped out or in private, sometimes donning a light robe. When travelling he likes to carry his gear in a European Portmanteau instead of the more rugged leather satchels of his companions. If encountered “in lair,” he will probably be only wearing an open robe or coat and otherwise nude. In this circumstance he is likely to have: 40% a young but adult female (50% whore/50% against her will victim), 40% chance of a child under the age of 13 (60% female, 40% male). In addition, there is a 10% chance Holden will also have some form of unusual person (mentally disabled person, midget or dwarf, carnival freak, etc). All will be naked and possibly assisting Judge Holden in his abuse of his other “guest.” The Judge seems to also be capable of restraining and raping a strong, full grown man.
In this case he may only commit this act out of some kind of vengeance, although it is possible he has an attraction to certain grown men outside of revenge. His preference for evening “companions” is almost exclusively children of a pubescent age.

The Judge loves to use his oratory/persuasion skills to cause ruin of others. He once convinced a mob at a church revival that an otherwise steadfast preacher was a child and goat rapist. This is the type of thing he might do in a town for laughs. Once somebody becomes his enemy, the Judge will seek revenge on them relentlessly, even if he has to wait decades for the opportunity.

Friday, December 17, 2010

Call of Cthulhu Friday: Cthulhu zeitgeist




There is more of it out there than I thought. Not just plushies and Miskatonic U. bumber stickers ( Go Pods!), but I’ve discovered from my Amazon.com browsing that there are a pile of Cthulhu humor books out there. “Where the Deep Ones Are” is obvious, but an interesting one, not so much humor as a “Cthulhu for Idiots” type info book, is Cthulhu 101. Made for people who don’t really know what the works of Lovecraft are all about. It gives you the lowdown on the various entities of the Cycle, goes over Lovecraft and his life, and hits on the pop culture items where the Old Ones and their crew make their mark. Cthulhu zeitgeist!

Much as I am with zombies, I’m sort of Cthulhued out (although that may not jibe with the fact that I do a twice monthly Cthulhu post). Although I’d love more than anything to have a CoC campaign going on in the coming year, I think I can take a pass on the plethora of ancillary Lovecraft floating around out there. I wonder what HP would think of all this stuff?

Saturday, December 4, 2010

Wii owners, help a bro out



For the most part, I have always gotten video game systems years after they come out. When folks where digging on their Playstation around the year 2000, I was still plugging away with Sonic on my Genesis. When games were jamming on their Playstation 2’s, I was still going strong on my Playstaton 1.

For the most part it has nothing to do with cost (at least for the systems, I would never buy a new game at full price. As if.), it was that I didn’t spend as many hours on a game as lots of other people would. Unless I was burning my way through the better part of a twelve pack of Bass Ale, an hour or so would do it for me on any given night. Plus I liked to get games used, because I’ve got Scottish blood filling my veins and will rarely pay new retail price for anything but socks, underwear, and liquor. And when I like that game, I’ll play it a couple of times, unless that game is of the likes of Final Fantasy 7 that you can easily put 80 hours into and has no replay value.

Right now I think I am ready for XBOX 360 or PS 3. My mouth has been watering for around two years to play games like Bioshock, Dead Rising, and Fallout. Damn, these games all have sequels out already. Well, last year at the office Xmas party I was lucky enough to win the best raffle prize – the Nintendo Wii (a two year streak – I won a high end DVD player the year before. Maybe I’ll win a car at next weeks party). Although weaker in ability than 360 and PS3, it was at least a newer system. Alas, after putting maybe an hour into tennis and boxing with the game it came with, it has now spent around 11 months in its box in the closet next to the set of Spanish bagpipes that I paid 500 bucks for but never play (fucking toy).

For one thing, I have games I am still enjoying on my Original XBOX and PS2. I’m on my third run through on Knights of the Old Republic (I got inspired by my upcoming KOTOR RPG I’m going to do for the group to have one more run through), am still trying to get the motivation up to finish the very difficult Call of Cthulhu: Dark Corners of the Earth, and once a week or so regular group player Terry comes by for a couple of hours to play Baldur’s Gate: Dark Alliance 2 that I happen to have for the XBOX. But before this year is up I’ll be done (or fed up) with these, and will want to maybe give that Wii a shot before trading up to the 360.

So, maybe you can help me. I’m fairly unfamiliar with the Wii. I know it is mostly a kiddie/family system, and is famous for that Wii Fit stuff (c’mon, I get a better work out washing my Jeep). But what else is there I might have fun with? I know of Mario Galaxy from others who have the system, but I’d like something with a little more realistic and/or serious action for a grown up. I also know that Dead Rising was ported over to this, but I heard that it has features of the original that are missing (important ones, like the ability to jump over fences). So what would I like?

Here’s an idea of the things I like to give you an idea: I like mellow jazz, long walks on the beach, holding hands, fluffy kittens, and sipping tea while curling up in front of the fire with a good book. OK, I don’t really like any of those things. But heres some of my favorite games from older systems to give you and idea of what appeals to me (whether it be RPG, action game, or shooter).

Super Mario Bros. 1&3: what’s not to love? Mindless but challenging gameplay.

Final Fantasy 7: Taught me to love again. And also to have patience. I put 80 hours into it.

Resident Evil: Played all the regular ones in the series on Playstation, and then Res Evil 4, the best, on PS2. I played it through 3 or 4 times. Outstanding gameplay and story. Terry has this on the Wii, but I don’t need to play it on another system. I’m done.

Silent Hill: all the thrills and great gameplay of Resident Evil, with more creepy scares. Especially liked the first in the series, and The Room.

Castlevania: loved ‘em on the Genesis, and adored Symphony of the Night on PS1.

Fear Effect: 1&2, great action gameplay similar to Res Evil, but with interesting story, characters, and lesbo love.

Tenchu Steath Assasins: My one and only Ninja game. Played it a half dozen times through.

Dune 2000/Sim City 2000: yeah, I can dig a certain amount of Micromanagement. Makes me feel like a god, I tells ya! I especially loved the cinematic live scenes in Dune 2000, as well as the movie soundtrack used in it. Shamelessly used money cheats though.

Diablo: Oh yeah, fun fun fun top down gameplay. How could anybody who grew up on D&D not like it?

Champions of Norrath/Baldurs Gate: Dark Alliance: both with that winning Diablo style top down gameplay. Terry fell in love with CoN, and because of that I have a girl coming over a few times a month who I am not banging. Thanks a lot, CoN/BGDA.

Halo 2: Oh man, I can still pop it in for huge fun. One of the only shooters I ever got into. Great story and solid Sci Fi concepts.

So, anything you can recommend for Wii? Or should I just try to get 60 bucks or so for it on Ebay, and put that towards a nice used 360?

Friday, December 3, 2010

Top Ten Craziest AD&D Rules (part 2)

5) Nearly Anything in Unearthed Arcana

Sure, the cantrips were nice, and weapon specialization was popular with players, and already in-use in many campaigns -- but the unbalanced "new" PC classes (mostly cribbed from Dragon Magazine), the new sub-races of elves (why play any elf but a grugach or drow anymore?) really embraced the new "risk-lite" era of gaming, in which munchkin-ism was an assumed part of the game, and characters being anything less than superhuman was unthinkable. UA also introduced the new format of most TSR products from there onwards; the half DM/half player supplement. Which obviously never worked. DMs couldn't surprise players with the new info, since most of them obviously read the "for the DM's eyes only!" material. There is no honor amongst thieves, nor amongst gamers when it comes to players trying to beat their DM.


My take: UA blew me and my friends away when it came out. We used the new classes shamelessly, to the point where pretty much every character in games for around a year were classes out of this book. Cantrips, spells, whatever, I loved them. Never really used proficiencies, and don’t really use anything out of it in terms of characters these days. I let Big Dan run a female drow. There will be no more female drow PC’s in my game. Nuff said.

4) God Stats

If you don't want me to kill Loki, don't tell me how many hit points he has. It's as simple as that. Deities and Demigods went to great lengths in gaming-up pantheons (both real-life and fictional -- including the Melnibonian, Nehwon, and Cthulhu mythoi that would be excised for copyright issues in the third printing), which was sort of cool--but giving the divine stats is really just begging for them to be used as high-level monsters. Which, it was constantly claimed by TSR, was not the point--though the fact that TSR's own module Q1: Queen of the Demonweb Pits includes a climax in which it's very possible (if not exceptionally easy) to kill Lolth herself makes this claim somewhat dubious. Later editions have had their cake and eaten it too in claiming that these stats aren't the gods themselves, but their avatars on the material plane. Which is sort of cheating, but then again, so is claiming to have killed Zeus fair and square.


My take: Heh, I love that first sentence. Deit & Demi’s was a fun read on the toilet, but never got much in-game use out of it. Especially when I had created my own gods for my game world at around age 13. I actually got more ideas of of the book for my Call of Cthulhu games than I did for my D&D, although it was my reference for a Lovecraft inspired D&D campaign I did in the 80’s.

3) Material Components

Ah yes, the rule that turned all magic-users into ghoulish souvenir-hunters and gem-hoarders. This is one of those rules that some DMs used just to piss their players off--I mean, Identify is one of the most common spells cast by Magic-Users, and the material components are a 100gp pearl, and an infusion of an owl feather in wine with a miniature carp both swallowed whole. (Minature carp? Is that even a thing?) And at higher levels, the components get ridiculously expensive -- Shape Change requires a jade circlet worth at least 5000gp, Duo-Dimension requires a similar ivory cameo of the caster worth 5000-10000 gp, and even the fifth-level Wall of Force requires a "pinch" of diamond dust. It's pretty ridiculous, and with all the weird stuff that wizards would have to cart around for all their spells--gloves for the Bigby spells, balls of guano and sulphur for Fireballs, and rotten eggs for Stinking Cloud (you don't really even have to cast the spell--just throw the damn egg) -- it's surprising that Magic-Users in D&D don't come across more as the fantasy equivalent of cart-pushing bag ladies.


My take: yeah, it gets pretty stupid. In a lot of ways I think some of this takes the piss and fun right out of spell use. I really don’t like to have any component be all that rare or expensive. I for sure don’t make Big Ben’s high elf MU Lumarin in my game swallow a fucking miniature carp when he does one of his ID spells. Then again, in his particular case maybe I should just for laughs. Ben is sort of “by the book. ”Take that, sucker! Make a con roll to avoid choking on that fish and owl feather.”

2) Encumbrance

The ultimate rule that almost no one played with. There's no denying that it makes sense -- if you're striving for realism, there's no way that your character is carrying around much gold at all, especially if you're a thief relying primarily on stealth and agility. And especially in that case, encumbrance rules are pretty generous. But still, they're a pain, and most groups tended to fall in to one of three categories: those that ignored it completely, those that really only paid attention to it when it was egregious, and those that were granted a plethora of bags of holding in order to "realistically" be able to ignore it completely. And why? Because it's a dumb, real-life rule that gets in the way of, you know, actually having fun. It's the same reason most characters are still carrying around that one-week supply of iron rations, and generally don't worry about food unless they're in a tavern. It's the same reason that there aren't rules for potty breaks in the dungeon. It's the same reason there's not a table for seeing if you have a stiff neck from sleeping on a dungeon floor. Because it's a game.


My take: I’m pretty easy going on this. Although sometimes it irks. Recently Andy told me he was carrying three weeks worth of food. What, for a fucking hamster? Do you have any idea what three weeks of food would be like? And not just for a 6’3” fatass like me, but even skinny Andy’s three weeks of jerky and trail mix would be three shopping bags worth. Ah well, best not to think on it too much. Like alignment and components, Encumbrance is a pain in the patoot.

1) Grappling

This system has never worked in the history of the game. Non-lethal combat -- even just grab-moves in weaponed combat -- has always been a nightmare of a process, in every edition. Which is a shame, because a good tavern brawl should be easy to have. It would also be a pretty fun way to make combat more interesting--instead of just trading blows, you could actually grab that evil fighter by the hauberk and throw him across the room. But no, it's not so easy as just rolling to-hit. You have to consult percentages charts, figure out how many increments of 10% your strength is over 18, compare it to how many points over 14 your opponent's dexterity is, determine the kind of helmet your foe is wearing (open-faced? nasaled but otherwise open? visored or slitted?). And then, at some point in the process, you consult the "do you no longer care about actually following through with this move?" percentage on Table F.I.2: Loss of Interest. And if you're like 99.9% of the players who tried this, you eventually determine: "Ah, fuck it. I swing my sword."


My take: when AD&D first came out when I was a little kid, I could already tell by the weaponless combat rules that Gygax had never been in a fight in his life. Not only did I have two older brothers who were quick with a punch (go tell dad and he’d say in his thick Scottish accent “better learn to git yer hands up” before bopping me on the noggin with his huge, coal miner hand), I grew up in a poor version of now rich and trendy Venice Beach, and had to make the occasional statement to creeps who were usually smaller than me but thought they could box me around. Even before getting into boxing/kick boxing later in life, I knew how to take it to somebody’s grill. Needless to say, I had my own brawling rules very early on. I’ll post on that one day, fight fans.

Wednesday, November 24, 2010

Call of Cthulhu Friday: South Park Cthulhu




This new episode of the long running Comedy Central staple has been airing a lot this month. When I saw that it featured our favorite tentacle-faced god-priest, I considered that I might mention it in a post. But I have to admit that the sheer weakness of the characterizing of the Great One really turned me off. Don’t get me wrong, it was otherwise a pretty good superhero parody episode. In it, all the kids of the town follow the lead of The Coon and Mysterion and create costumed identities for themselves (all of them pretty fail). But the intriguing part of it is we find out that Kenny, the group pal who dies so often, actually has some kind of power that grants him this immortality along with an affect that makes others forget that he dies. So in his torment he creates Mysterion and patrols the nightscape.

That’s all good, but then enters Cthulhu. He has arisen due to the BP oil spill, but he isn’t too pissed off to be befriended by Cartman, who takes him on a spree of destruction than includes Burning Man, Whole Foods, and young pop singer and MILF magnet Justin Bieber.

As I said, I was pretty “meh” about it, but today I read on theclicker.todayshow.com where they seem to be asking if the makers of South Park were a little hard on the crooning kid jackhole. Well, that pissed me off, because I thought who they were hard on was Cthulhu. You see, I don’t mind when I see cute Cthulhu plushies or bumper stickers. That is all harmless fun. But the very fact that the South Park dudes just used him to squash things is to me unforgivable. Why didn’t they just use Godzilla or King Kong? Because they are trademarked or something? I mean, the appearance of Cthulhu should include the stars aligning, monsters rising, and people across the globe should feel the awesome psionic affect of Great Cthulhu’s mighty mind clicking into alien high gear. But no, he just crushes Whole Foods and other American conceits.

I think the makers of South Park are smart and funny, but I guess they just don’t really know what Cthulhu represents. I’m guessing they saw the plushies at some point, or a Miskatonic U. t-shirt, and then somebody told them “Oh, Cthulhu is a big monster that sleeps below the sea waiting to awaken and destroy the world.” Nuff said.

C’mon guys, do a little fucking research. This was a great opportunity to spoof the creations of Lovecraft in some meaningful way. But no. Worse yet, South Park has a way of bringing back monsters and things for further episodes, and it will probably just be more of the stupid chickenshit fail they did with Cthulhu in this one.

South Park, this is where you really jumped the shark. May Azathoth take your minds and souls.

Friday, November 5, 2010

Call of Cthulhu Friday: Ramsey Campbell






Ramsey Campbell wrote some of the most prolific and lasting Cthulhu Mythos tales in the latter half of the 20th Century. Although he has long since tried to distance himself from writing Lovecraftian setting stories, he himself freely admits that his favorite tales he produced are those dealing with those soulless god-beings of the Mythos.

As a more modern horror writer, Campbell is heavily influenced by of course Lovecraft, but also Howard, Robert Bloch, Robert Chambers (of “The King in Yellow” fame), and Richard Matheson (“I am Legend” and about a dozen Twilight Zone episodes). As a child of the 60’s and 70’s, these were most often the times his best tales take place in (80’s too). Shagadelic, baby! Yeah! These decades actually worked well as a time period for old school horror. Among free love and The Drug Revolution, Cthulhu and his minions could crawl in the psyche of mankind with impunity.

I think Campbell greatest contribution to the Mythos is The Severn River Valley setting. His earliest Mythos works were originally set in Lovecraft’s Massachusetts, but it was August Derleth who suggested that he come up with a new setting for Mythos tales. So Severn Valley was born, based on an actual river and area of England (The Severn is shown in the photo above) that he spent time in during his youth (including local towns and city areas still in ruins from The Blitz of WW2). His Brichester fills in for Lovecraft’s Arkham, and The town of Clotton is his Dunwich. Many of Campbell’s Severn Valley tales take place in these two locations and immediate environs. Campbell’s Necronomicon is The “Revelations of Glaaki,” at the time of the tales being reprinted in 12 volumes by Brichester’s Ultimate Press, who among other things are also producing pornography (finally the Mythos and sex meet, albeit in a printing shop). Brichester U. fills in for Miskatonic U. To give you a groovy hippy era vibe, Brichester has a variety of mod establishments, including a science fiction bookstore, tennis courts, and a vegetarian student hang-out called “Peace and Beans.”

All sorts of interesting things are going on in Severn Valley. “The Tomb-Herd” is a particularly chilling crowd. There are the tree-like Dark Young of Lovecraft fame running around in the woods (one of the few creatures in his works that Campbell did not invent), a god-monster living in a lake and blighting the homes around it with its cult, and the spacecraft of alien insects encamped in a clearing. There is even a sort of “Innsmouth taint” in one area, but instead of taking on the appearance of a toad, the rural villagers bring to mind the look of fat-faced rabbits (both amusing and chilling).

Campbell came up with quite a few of his own gods for the Mythos, including Eihort, a sort of multi-eyed elephant shaped blob that lays its young into a victim, who is driven mad and finally dies during a thunderstorm, tiny Eihorts bursting forth from his body. One of my favorites is Y’Golonac, a fat, headless being with eyes in its hands. Y’Golonac is usually found sitting behind a massive brick wall in a cavern, waiting for his name to be read aloud from “Revelations.” When it happens, he takes over the reader’s body and wreaks havoc. The Render of the Veils is especially scary, a being who shows you what the world really looks like, and when you see that you go forever mad. His priests call him forth with a blindfold on, which must be a treat to experience. It really is a clever take on why you can never see your God. I used all three of these gods in my 90’s CoC games.

“The Inhabitant of the Lake and Less Welcome Tenents” and “Cold Print” are the anthologies you want to read to enjoy the Severn Valley Setting. But besides his Mythos tales, Campbell has also done extensive work in other aspects of horror, drama, and fantasy. In the 70’s he completed three of Robert E. Howards unfinished Solomon Kane tales. He has written novels about serial killers, demonic alien invasions, and even novelizations of Universal Horror classics. Just a few years ago, after working a several month stint at a Borders Bookstore, he penned a novel about a bookstore staff trapped and hunted by evil forces while working an all night shelving shift (The Overnight, 2004). Clearly, just like Stephen King and Lovecraft, Campell had the ability to make the mundane and normal seem sinister.

Though I had not heard of Campbell in the 80’s, by the early 90’s I had discovered him (I think because of some of his entities showing up in a Call of Cthulhu supplement), and devoured his Lovecraft inspired stuff in a matter of months. He had a huge influence on my Call of Cthulhu games in the 90’s, and my very last few games I ended up doing in the late 90’s were going to be set in Severn Valley. But for some reason I went with Arkham instead. Pity, but maybe one day…

I plan to post more about Campell and his creations in future CoC Friday posts, but in the meantime, if you haven’t read him…go check out those anthologies!