Dungeons & Dragons

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(I’m cross-posting this from my personal portal blog…)

Do you live in Colorado Springs, CO? Do you have a gaming group? Or are you looking for one?

I’m looking for a group that I can play tabletop roleplaying games with and possibly GM a campaign using the rules for Warrior, Rogue, and Mage in my setting of Immortals’ Wake that I’m currently writing a supplement for (Immortals’ Wake: Rivergate).

It seems like I’ve been roleplaying forever – from the early days of Dungeons & Dragons back in junior high school (1983) to playing the James Bond Roleplaying Game from Avalon Hill in high school to the many different games I played in college…

Dice for various games, especially for rolepla...

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After college, I even added a few more to the list:

  • GURPS
  • Vampire the Masquerade
  • Werewolf
  • Heavy Gear
  • Traveller
  • Hero
  • Moebius Adventures – The Age of Phaedrus
  • Moebius Adventures – Covert Directives
  • Moebius Adventures – Immortals’ Wake
  • and probably even more that I can’t remember…

Unfortunately, my last roleplaying group fell apart a few months ago, my online campaign idea fell apart due to lack of interest, and I am looking for something a bit closer to home (i.e. in the Colorado Springs area).

I haven’t GMed for a few years, but I’d love to run a campaign in Rivergate using the Warrior, Rogue, and Mage rules from Stargazer Games.

Anybody have a slot open for an aging gamer? I can commit to a session every other week if I’m running one, but might be able to squeeze a weekly session in as a player.

Thanks for your time!

–Fitz

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As we approach the end of 2010, I’m left wondering where it went as far as my gaming went. However, I look forward to 2011 being a series of new beginnings with my gaming.

Will it work out? Who knows? But I won’t know until I try…

But in the meantime, here are some things to ponder as we exit the old year and enter the new!

Happy New Year to All!

–Fitz

Things to Ponder…

Religion in Roleplaying Games from Matthew Meyer at Nevermet Games

How to Build and Market a Roleplaying Game

The Roleplay’s the Thing (Wherein I’ll Catch the Conscience of the Gamer) by Shawn Merwin at Critical Hits

Art…

CthulhuTech Art

The Art of Todd Lockwood

Steampunk Typography

Cartography…

101 Fantasy City, Town, and Village Maps

RPG Clipart for Maps

Dungeon Mastering…

Top 10 New Dungeon Master Mistakes

Running the World the Players Built

Fifty More Adventure Ideas (for D&D)

James’s NPC Generator

Storybook Generator

Adventure Hooks: Welcome to the Sun & Moon Tavern, Part 1 and Part 2

Using Templates for Session Prep

Playing…

Backstory Groaners – some of these are awesome

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Hi all…

In case you missed it on my reviews blog, I wrote about Brother Ptolemy and the Hidden Kingdom over at Game Knight Reviews. Nevermet Press has put together a heck of a setting and adventure that would fit nicely into most of the D&D-based campaigns (4e or 3.5e really, though the book is tailored for 4e) I’ve played in in recent years.

Jonathan Jacobs and the rest of the gang at Nevermet have created a worthwhile villain in Brother Ptolemy. He really thinks he’s doing the right thing, which just amps up the creep factor for me. It’s these morally wrong people who feel they’re helping their fellow man that always make the best villains!

Check out the review here at GKR!

–Fitz

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So here I sit, wondering at what topics to address on this blog. The concept of Moebius Adventures is very much alive, and yet I have not released anything since the Core Rules book came out a couple of years ago. Since then, I’ve attempted to revive the efforts of writing and publishing, revising and editing… but it’s never left the starting blocks.

Now I’m left without a current gaming group (had to leave the D&D group I was playing with due to time/travel/scheduling issues) and without a current writing project beyond the RPG review site I started – Game Knight Reviews.

I’m looking for some inspiration to get me going again – a raison d’etre to stay more than marginally involved in gaming. And without a group, that’s tough to do. So I’m guessing that’s going to be my first goal. Getting some folks together or joining something down here in Colorado Springs.

Since I recently reviewed Johnn Four’s book – Filling the empty chair – I think I’m going to start using some of the concepts from Four’s book and see what I come up with for a weekly or bi-weekly group.

But I’m interested in what other folks have done when they’ve hit this kind of a dead spot… What have you done to rekindle the ideas and creative juices when things have gone dry? Let me know in the comments – I’d love to hear your answers!

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When you look up the word “martial” in the dictionary, most definitions tend towards the use of a few key adjectives – warrior, warlike, or military. So I’d be lying if I said that the Martial Flavors book from Chaotic Shiny Productions focuses on mostly peaceful people. Most of these cultures could be described as mercenaries, raiders, or warriors whether they believe in the chain of command or the power of the strongest sword.

At a mere 55 pages, Martial Flavor has to be one of the most colorful supplements I’ve seen in a while. Color, art, fonts, and text boxes are used to provide a layout that’s easy on the eyes and convey details on multiple levels.

The use of color works well to denote different sections, such as green for the titles, introduction, and table of contents, and a red/green pattern for The Daikort Pack, a green/brown pattern for The Elessim, etc. And each section is laid out consistently from group to group – starting with a vignette, an overview, appearance, hierarchy, rituals, races, sample characters, powers, and feats.

The full color and black and white artwork used on the front and back covers and inside provides not only a great way to break up the text, but provide a feel for each culture’s dress and appearance as well as what’s important. For example, for The Daikort Pack, we see a full color picture of an fair-haired elven maid wearing leather and a plate breastplate, which tends to indicate she’s more ready for a fight than to go frolicking in the woods in which she’s standing. But for The Elessim, there are three horses in the picture on a broad grassy plain and one rider. Something tells me the horses are important!

The black and white art was also quite striking...

→ Read More at Game Knight Reviews here...

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Hittite Cuneiform Tablet
Image by voyageAnatolia.blogspot.com via Flickr

Long title, I know…

But basically I am wondering how we might take the small things, such as the method of writing, and use that in a game. And by “method” in this case, I’m thinking of the tools used to create the work. For example, were the letters painted onto wood or stone? If so, how old are they? What remains?

Let’s think about a few different tools… brush, stylus, chisel, and pen – just for a representative sample.

If you look at the cave paintings in Lascaux, they’re estimated to be around 17,000 years old. That’s a lot of years. That could come into play in numerous different genres of games. The paint used, colors chosen, or even the brush strokes can tell a lot about the artist and how fast a particular piece was finished. The prehistoric artists at Lascaux took their time and it shows. Some gang banger simply marking gang signs on an underpass probably won’t use a brush and will instead opt for a can of spray paint…

Another example would be the good old cuneiform tablet. Clay tablets and a sharpened stylus worked pretty well to document lists of payments or property somewhere around 3500 BC. It may not be the most expressive language in the world, but it works. Consider for a moment some priest documenting the steps for interment of a royal family member and warning anyone not to disturb the dead or face the consequences. Scratches on the wall are probably going to be ignored by most game parties I’ve been in – so who knows what might be behind that cuneiform-labeled door?

Why not use a simple chisel? It beats having to find some wet clay and where you put your stylus down… Some chiseled petroglyphs may be 800,000 years old. More recent ones, for example from Pompeii or Rome, are probably a bit easier to understand if your Latin is up to snuff. (Mine isn’t.) Chiseled stone is kind of like the permanent record for many civilizations we still don’t know much about.

Pen and paper don’t last nearly as long as paint, clay, or stone, but they can be much more expressive and perhaps in a more modern language a PC might understand without too much research. Paper and papyrus have been around for nearly 6000 years. But unless your paper and pen is stored somewhere the paper won’t mold, mildew, or wear away with sun and sand, it’s not going to last very long. Crayons don’t last nearly as long, but can leave a brief reminder on a sanitarium wall that someone did in fact live there for a time.

Cuneiform sign
Image via Wikipedia

So how might you use these different tools?

Take for example a Cthulhu campaign or any other setting that relies on the “previous civilization” model. Can you imagine a scientist from our era stumbling upon the ruins of a temple to the Old Ones and finding 10,000-, 20,000, 100,000-year old markings that get translated (correctly or not) to form the basis of a summoning spell? Or perhaps the previous arrival of aliens or monsters from other worlds or dimensions? Lastly, consider how much you could play with your players heads if it turned out to be graffiti from some punk with a paintbrush in the last 10 years who wanted to spark a hoax…

And then keep in mind the effects of time on a particular piece of art. Has some of the paint disappeared, leaving a message that may be misinterpreted? Or were large portions of a chiseled stone destroyed, leaving only a partial text that may not include the stringent warning about letting whatever was locked deep inside the tomb free?

Endless possibilities.

From fantasy to modern and beyond (computers anyone?), the tools of the trade have a lot to offer as far as inspiration. So don’t forget the little things…

I’ll leave you with some of the sacred text of Monty Python and the Holy Grail

Chapman as King Arthur in Holy Grail

Image via Wikipedia

  KNIGHT:  There!  Look!
  LAUNCELOT:  What does it say?
  GALAHAD:  What language is that?
  ARTHUR:  Brother Maynard, you're our scholar!
  MAYNARD:  It's Aramaic!
  GALAHAD:  Of course!  Joseph of Aramathea!
  LAUNCELOT:  Course!
  KNIGHT:  What does it say?
  MAYNARD:  It reads, 'Here may be found the last words of Joseph of
      Aramathea.  He who is valiant and pure of spirit may find the Holy Grail
      in the Castle of uuggggggh'.
  ARTHUR:  What?
  MAYNARD: '... the Castle of uuggggggh'.
  BEDEMIR:  What is that?
  MAYNARD:  He must have died while carving it.
  LAUNCELOT:  Oh, come on!
  MAYNARD:  Well, that's what it says.
  ARTHUR:  Look, if he was dying, he wouldn't bother to carve 'aaggggh'.
      He'd just say it!
  MAYNARD:  Well, that's what's carved in the rock!
  GALAHAD:  Perhaps he was dictating.
(quoted from Sacred-Texts.com)

(Funny enough, this article was inspired by something programmer-related at Design for Hackers and not Monty Python – but hey. You take inspiration where you can get it!)

–Fitz

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In 1982, when I was just starting the 7th grade, I met up with a group of people who were playing Dungeons and Dragons. We played a lot over the next few years. And there were few boundaries.

We took on Tiamat, the Queen of Dragons, and killed her just to take her loot. Yes, so we might have been a bit bloodthirsty and the mighty haul was enough to keep us entertained. Perhaps it’s the bifocals I wear now as an adult, but I look back fondly on those days.

But here’s the thing. Nobody taught us how to play. We just kind of… figured it out as we went along. We were all bright, curious pre-teen and teenagers. Our parents allowed us (in a time when such a thing as D&D was linked to devil worship and suicide) the freedom to explore the boundaries of our imaginations. I don’t think we ever found them, but damn if we didn’t try.

Now I’m much older and have two little girls. They’re cute and bright and love playing games. The night that I dug out my old Dungeon! board game to play with them and my wife, I think I opened up a door to a new world. My style of parenting is a bit more open than many other parents I know. I will sit and watch movies like Shaun of the Dead, Wanted, and Legend with them even though it’s a few years off that they’ll even come close to PG-13. So when we go through and gather treasure and kill monsters in Dungeon!, we’re still pushing barriers and expanding their imaginations…

I have no idea how I’m going to get them playing roleplaying games. But you know what? I’m dying to try. My youngest is starting kindergarten this year and will be reading soon… My eldest is entering 4th grade and reading at a 6th or 7th grade level already – so they’re both going to be quick learners I think.

The thing is… Should I introduce them to roleplaying? Or do I let them learn on their own? Will I pass along my own prejudices for particular rules systems and settings? Will they get stuck in certain ruts as I do in particular roles sometimes? What’s the downside?

The upside of course is… I know what they’re playing. I can answer questions as they come up. And I get to play along with them. Ultimately I’m just a big kid. I know this. My wife knows this. We’ve all accepted it.

So I guess to heck with it… Soon we’ll be having family game nights that won’t involve Chutes & Ladders or Candyland… Maybe the girls will see it in their hearts to dare attack Tiamat’s lair!?

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Hey there…

People who play roleplaying games sometimes get a bad wrap. We get accused of practicing witchcraft or blamed for the suicides of individuals with mental illness, when all we’re doing is getting together to pretend we’re someone else for a while and hang out. “It’s a game, people” seems to be our regular response to this controversy, but that doesn’t stop some folks from trying to stop creativity and free thinking by banning books.

The Dungeon Masters is a new documentary from director Kevin McAllester (You’re Gonna Miss Me) that shines a light on the lives of three gamers – Richard, Scott, and Elizabeth. Though not typical of those people I’ve met in my nearly 30 years gaming, these three present a unique cross section of roleplayers from across the country.

Each of the three subjects of the documentary is involved in roleplaying games such as Dungeons & Dragons. D&D was introduced in 1974 by Gary Gygax and Dave Arneson. Now on its 4th edition, it has spawned two feature films and hundreds of books. Games such as D&D provide a creative outlet for thousands of imaginative and creative people around the world to escape the realm of the mundane and experience the fantastic for a time.

D&D is traditionally a table-top roleplaying game, meaning that a Dungeon Master (DM) or Game Master (GM) leads a group of players, each with their own Player Characters (PCs) on an adventure in a make-believe world. Games like D&D provide a structured, yet open-ended, set of rules so that everyone plays fair and doesn’t just start changing the rules as they go. PCs have characteristics to define their strengths, weaknesses, and abilities. And the players, in a way similar to actors on stage or screen, describe their characters’ actions and speak for them.

Scott is a gamer seeking a way to provide for his wife and son through his hobby as opposed to his job as an apartment complex manager. But as most of us with the same dream have learned one way or another, that’s tough to do. As a result, he spins the imagination he uses for gaming into a fantasy novel and tries to get it published through an agent.

Richard’s life is a little different. A reservist, he spends most of his time thinking about GMing his weekly roleplaying game sessions. GMs basically control everything that the player characters see in the game – from the rest of the population of a town or city to the monsters and even the weather. And Richard seemed to take a very adversarial approach to his games – going so far as to kill all the PCs in the game when they went into a Sphere of Annihilation and obliterated themselves, which put a strain on his group that bled even into the next group Richard GMed.

And Elizabeth is a different case all together. She, even more than the others, likes to inhabit her characters fully to the point where she dresses up as a Drow (Dark) Elf with face paint, a wig, and a costume. Elizabeth also plays World of Warcraft on the computer and enjoys Live Action Role Playing or LARPing with other individuals who like to wear costumes and wield fake weapons to get further into their own characters.

Where all of these people fall down a bit is with personal relationships outside the game. Scott’s wife seems to be the main breadwinner of the family while he chases his dreams of being a famous author and having a successful cable television series. Richard’s dedication to running his game meant less time to spend with his wife and within his church. And Elizabeth went from relationship to relationship seeking someone who would accept her as she is as a person and not just as a character.

Though I understand that overall there’s a positive message to the documentary that shows that change is possible for these people and they can mend fences to gain stronger relationships, I’m concerned that it portrays all gamers as socially dysfunctional, damaged individuals disconnected from the real world.

In my own personal experience as a gamer, I have spent time with many different types of people. And yes, there have been some odd folks like the guy who was occasionally on acid or the self-professed Wiccan. But for the most part, they’re just normal people. Most of the gamers I’ve met since college have had jobs, relationships, and are as ordinary as anyone you’d meet on the street. Some, like myself, even have families and still find time to game.

So the documentary seems skewed to me towards the more extreme ends of “normal” gaming behavior. Are there gamers who behave the way the people in the documentary do? Yes. But I can without hesitation say that I’ve never met anyone who tried to run their own cable television show.

Quality-wise, the documentary is very well shot. Most is in widescreen, with older video clips worked in here and there. In addition to the film itself are many outtakes that didn’t make their way into the final cut. I can honestly say that 99% of them would have made the subjects of the documentary seem even more unusual or crazy than they already do.

If you’re a gamer, I would strongly suggest you check out The Dungeon Masters to see how our hobby is being viewed in this case. The documentary provides an unflinching glimpse into the realities of these three lives and how they try to balance their hobbies and real life.

If you’re not a gamer, but know someone who is – I would encourage you to watch this documentary with them so they may provide a different perspective on gaming in their own lives. Use The Dungeon Masters as a starting point for a conversation about roleplaying – not the end.

But either way, I’d encourage you to check out The Dungeon Masters when it’s released on DVD August 3, 2010. For more details, check out the info page at Antidote Films here.

This article first appeared at BlogCritics.org here.

–Fitz

p.s. If you want to pick up this DVD when it’s released, check it out below:

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Hi all…

Yes, it seems that nearly every time I post anything these days, it’s asking a question. But before I ask, let me provide some context…

We have a very small group (currently 2 or 3 players depending on the week and a GM) playing a D&D 3.5e adventure set in one of the Paizo Pathfinder adventures (Second Darkness). The GM (Mike) and I have been discussing the fact that, like every other module-driven adventure either of us has played or run, it seems very linear. And, dare I say it, a bit boring for those of us playing who prefer story and emotional depth over combat.

Sure there are a few mysteries left. We only play once a month or so and sometimes not even that, so getting through significant parts of the adventure is iffy at best. And it probably doesn’t help that the two PCs in our group that are supposed to know and like each other are drifting apart (but that’s a tale for another day), so that’s not helping us move forward much either.

But here’s the issue… if the GM lacks the time to spin off his own ideas to make the setting more lively and engaging for the PCs and the PCs can’t stay together, how do we make the game more enjoyable across the board?

I suspect that if Mike as GM can find some nuggets of creativity in the module to build on, that’s one way to do it. And as a player, I can try and invest myself more in the world as well – perhaps going so far as to define NPC “friends” he may have met during spelunking beneath the city, in the wilds, or while avoiding the less natural parts of town (he’s a druid who’s probably swinging from neutral good to true neutral soon after some experiences he’s had in the campaign).

What do you do, as a player or GM, to make campaigns based around pre-written modules seem more lively? Or what do you do to revive fading campaigns when the enthusiasm starts to die?

Mike and I are both curious what others who have faced similar issues have done to help the situation… And not just what worked, but what didn’t… So we don’t unwittingly step in land mines trying something that probably was a bad idea from the get-go.

Any and all feedback would be greatly appreciated. I’ll try and sum it up in a separate post so others can benefit from the combined wisdom.

Thanks!
–Fitz

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When you see the term “Dungeon” – what comes to mind? I typically think of a few different things…

  1. The great TSR gaming magazine published for from 1986 to 2007.
  2. A board game published in 1975 by TSR to simulate some aspects of Dungeons & Dragons.
  3. A place where people were imprisoned or tortured.
  4. A series of connected rooms containing possible encounters or combat opportunities.
  5. A power metal/thrash band from Sydney, Australia from 1989 to 2005.

Though I still have a few issues of Dungeon magazine squirreled away in boxes and a copy of Dungeon! the board game, I can truthfully say I’ve never heard any music from Dungeon the thrash band. That said, let’s focus on #4 because we can kind of roll #3 into it.

We often encounter dungeons when we play roleplaying games. Adventures like the Temple of Elemental Evil come to mind when I think of dungeons and dungeon crawls where you enter with your friends and try to survive as many levels and encounters as possible to escape with your loot.

But if you look at the general description, a dungeon in gaming terms is just a bunch of rooms connected by corridors. That could describe just about anything, couldn’t it?

A while back, Johnn Four raised the concept of “5 Room Dungeons”, which are awesome. Just enough space to create a unique situation for a group of players. But what I loved was that they weren’t all underground in medieval settings. Sure, some were. But mixed in were temples, swamps, islands, and other locations that didn’t have to be underground. What a concept! (You can download many of the 5 Room Dungeons at Johnn’s Roleplaying Tips site.)

So we know about dungeons in the medieval sense. Usually these were sets of rooms that existed under existing castles, keeps, or other buildings to house criminals, political prisoners, torture devices, and so on.

What about other places? Why can’t a modern building be a dungeon? Think about a modern hospital. Aren’t the floors in a hospital designed in a manner similar to different dungeon levels?

What about…

  • Spaceships or naval vessels?
  • Laboratories?
  • Office buildings?
  • Cave systems used by freedom fighters or terrorists?

Aren’t they all dungeons of a sort? Multiple rooms connected by corridors. Each room may or may not have “stuff” in it. Each room may or may not have guardians or traps.

So as we go through some other topics in this series, keep in mind that dungeons don’t have to be in fantasy settings or historically-based adventures. A dungeon can be any set of rooms connected by corridors.

Think about that the next time you walk through your house, your school, or your office building.

Next time we’ll talk about doors and what you can do with them in various settings.

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