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I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out. It’s a gaming staple – doesn’t seem to matter whether you’re playing in a fantasy, modern, or futuristic setting. But it seems to happen a whole lot more while playing a fantasy RPG like D&D.

For some time now we’ve lived in a world where computer roleplaying games (CRPGs) have been around. I remember playing Bard’s Tale, Might and Magic, and the Gold Box Forgotten Realms computer games like Curse of the Azure Bonds to name a few. And from then to now, the general pattern is your character or party heads out to find bad guys to fight, you fight the bad guys, and then you collect the loot. You may not be able to haul it all away, so you leave useless items behind and take the good stuff until you can sell it.

Most of those games came out while I was in high school or in college initially. And I have to admit I played the heck out of them and enjoyed myself quite a bit.

But by that point I had already been playing RPGs (especially Dungeons and Dragons, James Bond, and a few other games) for a good 3-5 years. In that few years, I went from being the treasure hoarding munchkin to GMing and trying to achieve some kind of game balance. Though it was fun to kill the monster and take the loot, that wasn’t necessarily the goal any more by the time I left that period of my life.

And yes, we did all the munchkin things you’d expect. It was 1st edition D&D so we were kicking butt and taking names, even going so far as fighting Tiamat in her lair. (And it’s been asked, so I’ll answer here – no, I don’t recall if it was on her home plane or the prime material plane, but we did it nonetheless and got hoards of loot as a result.) We went up against the forces of Orcus. Did we die? Not usually – the GM and the mood at the time typically gave us enough room to survive. Was it Monty Haul? Of course.

That however was a phase. It lasted a while and then we got tired of simply collecting every coin, scroll, potion, sword, wand, etc. just because it was there.

Now if you look at CRPGs you see the same thing happening over and over because there’s no GM there to prevent it. We (yes, I’m just as guilty) stuff our pockets, backpacks, and saddlebags with everything we can get our hands on that is of value and leave the rest. The good thing is that we do run out of room so there has to be a bit of prioritization typically. The bad thing is that typically we have an infinite amount of time to gather, sort, and figure out where to stash everything.

Because I and many other gamers of our generation moved from traditional pen-and-paper RPGs to CRPGs, we’re less apt to take a CRPG approach to our RPGs.

Unfortunately, I’ve seen others that have gone the other way – from computer to game table – that just don’t get that you can’t haul off the kitchen sink and curtains or the other inhabitants of a particular city might take it the wrong way. Maybe you can do that in a dungeon after you’ve cleaned it out – there’s a certain amount of time you have there. But not every situation has the benefit of time.

Have other GMs and groups run into this bizarre trend? If so, have you solved it? And if you solved it, how did you solve it? We’ve tried lots of things, but logic doesn’t seem to work in this case. Or perhaps we just haven’t provided the right object lesson… I don’t know.

Thoughts? Anybody? Anybody? Bueller? Bueller?

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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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For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM, and c) has fun – it was a success. Without the interplay between players and between players and GMs, there is no game.

Writer Sitting B&WSo I’m always looking for other perspectives on how to create good adventures. Recently I saw an article in Entertainment Weekly about John Lasseter of Pixar fame. In the article, he stated his team’s formula for making great Pixar movies:

1) Toil to perfect the story.
2) Tackle technical innovation.
3) Take creative leaps of faith.

Why couldn’t we take that approach and apply it to… roleplaying games? If you think of an adventure as an episode or a campaign as a movie series, why not see how they work with RPGs?

1) Toil to perfect the story.

This one for sure applies. Story is the backbone for getting and keeping player interest. Yes, I’ve played games where all you do is clean out dungeon after dungeon. But without a reason for doing that – a reason for taking that path – all you’re doing then is stumbling through the dark killing things that move and taking any loot you find.

Occasionally, sure. I like a good dungeon crawl as much as anybody. But without having a story to explain WHY your PCs should care about these little podunk towns, why they should rescue the damsels or find the lost treasure of Whosit… they’re just going through the motions. As GMs or designers, we need to keep story in mind from the very beginning.

So before designing dungeons or monsters or setting up encounters… Make sure you have a story first.

2) Tackle technical innovation.

Now this one I’m not too sure about. As a software engineer, I have to admit I’m always looking for the next great gadget or piece of software to make my life easier (99% fail in this regard, yet companies like Microsoft are still in business – go figure). But I tend to go old school with my gaming and leave the toys off the game table.

I’ve seen many interesting and detailed discussions about using new technologies like Netbooks or Google Wave, touch-sensitive displays, projectors, and so on. However, I’m most comfortable gaming with a few books, paper, pens/pencils, and real dice.

Some of you may like to go techie when gaming – but so far I’m not one of them.

So maybe this one doesn’t apply in all cases.

3) Take creative leaps of faith.

This one I can definitely get behind. With story, you have the beginnings of a latticework you can add plot, setting, and characters to. But without being creative in how you create and present the end result, even the best stories can fall flat.

One huge creative leap for me is trusting in your players to fill in the gaps. Without the PCs, there is no game. GMs are there to set the stage and the PCs have to give it life in my opinion. So involve them from the beginning – let them fill in the backstories for their characters, let them describe parts of the world their characters would know intimately – get them involved in the creative process.

Another huge creative leap of faith can simply be presenting a heck of an idea in the story. Mix and match things in new ways. Take the Chinese Menu approach – a few things from column A, a few from columns B and C, mix, smooth over the seams, and voila…

Will the Pixar/Lasseter three-rule approach help? It certainly can’t hurt by offering another perspective.

So what are the cardinal rules for you GMs or game designers out there?

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This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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Another week of awesome posts in the gaming blog community means I’m back with a new list of links for Friday!

Hope everyone had a great Thanksgiving (if they celebrated) and is looking forward to some happy holidays. Winter has finally arrived in Colorado (with most of this week spent near zero degrees fahrenheit), so even I’m starting to think about Christmas.

Friday Links Banner 150x150But I digress. :)

Here are a few posts to contemplate when winter weather hits in your neck of the woods:

  • In the “Not Necessarily from This Week” category, we have “Fistfull of Lead: All the Monsters on a Budget” from Jonathan Drain over at Kobold Quarterly. The article tells us where to procure a solid collection of miniatures for your gaming pleasure. Everything from humanoids and skeletons to demons and insects is included in this mix and match collection for a bit over $100 US. Not bad!
    http://www.koboldquarterly.com/k/article3132.php
  • Is Chivalry dead? The RPG Athenaeum offers some suggestions on how to bring knightly orders into your game in “Chivalry doesn’t have to be dead…” The tips on designing a knightly order are very cool – including what to do if a knight fails to live up to the code. As someone who’s designed a few knightly orders, I wish I’d had these tips when I was writing them. :)
    http://rpgathenaeum.wordpress.com/2009/11/27/chivalry-doesnt-have-to-be-dead-use-knightly-orders-in-your-game/
  • Also from the RPG Athenaeum, we have “Flesh out your hero with an anecdote or two,” which offers some awesome suggestions on quirks for characters that might not have occurred to you. The article covers things like quirky appearance bits, emotional bits such as memories that surface during certain conditions, or unique phrases from their adventures or where they grew up. Cool stuff to consider for NPCs as well as PCs I think!
    http://rpgathenaeum.wordpress.com/2009/11/28/flesh-out-your-hero-with-an-anecdote-or-two/
  • From Abstract XP, we have an article on “Writing effective setting in adventures (part three)”. Weather is one of those things I never get right in campaigns, from what it should be from a seasonal perspective or what it should be from a geographic perspective… So tips and hints for using weather in an adventure is quite welcome. And when you add in tips for avoiding cliche’s and bringing in culture, the article starts overflowing with ideas!
    http://abstractxp.wordpress.com/2009/11/29/writing-effective-setting-in-adventures-part-three/
  • Rob Lang over at The Free RPG Blog brings up some intriguing ideas about making fantasy RPG rules into something that doesn’t fall flat in “How to turn your stock fantasy RPG into a unique delight.” As someone who’s trying to make a generic RPG and start with the fantasy aspects, this was particularly well timed. By not only going back to the source of fantasy ideas – fiction, myth, and folklore – but researching games and other mechanics to borrow ideas here and there to add crunch to otherwise not crunchy bits, I may have enough ideas to finish something soon. :) Thanks Rob!
    http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html
  • Ravyn at Exchange of Realities proposes three ways to think about solving problems in “Three Problem-Solving Question Sequences.” And though this was meant for gamers, I might actually suggest it to my daughters as ways to approach many different things in life. It’s hard to argue with “What do I have and how can I use it?”, “What do I want and what do I have that can help me get it?”, and “What could solve this problem and how could I get it?” Although they all pose similar questions, it’s HOW they’re asked that’s the key… Very though provoking!!
    http://exchangeofrealities.today.com/2009/12/01/three-problem-solving-question-sequences/
  • And lastly, we have a throwback to an earlier time for me… This picture of Orcus from the Lord of the Green Dragons just made me smile as I thought back to my youth and the early days of playing D&D. Good times. Does it reflect poorly on me when I think back on a big demon prince as a symbol of my youth? Maybe. :)
    http://lordofthegreendragons.blogspot.com/2009/12/old-school-orcus.html

Thanks to everyone who wrote the articles above and to the many more I have yet to read on the various RPG blogs I follow.

Have a great weekend!

–Fitz

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Yes, I’m a bit behind. To say that the past couple of weeks have kicked my arse is an understatement. That said, there have been some awesome articles in the gaming blog community that caught my eye when I had time to check ‘em out… So without further adieu, here are a few posts for your reading pleasure.

  • Friday Links Banner 150x150In the “not in the gaming community” category we have Philip Palmer from the Orbit Books Blog considering the ultimate question of life, the universe, and everything. We all know the answer is 42, but Palmer goes deeper into the numerological aspects of the answer and… the fourty-two texts of Hermes Trismegistus! (If you haven’t heard of Orbit Books, be sure to check out their website. They deal in some wonderful urban fantasy, fantasy, and science fiction materials that are full of story and campaign ideas!)
    http://www.orbitbooks.net/2009/11/19/the-meaning-of-life-you-read-it-here-first/
  • Next, in the “bad news for small publishers” category, we have bad news from Outlaw Press with their Tunnels and Trolls products. According to Andreas at the Omnipotent Eye, there are some questions regarding the use of artwork without permission among other things. I’m hoping it’s just rumor, but we’ll see how it all plays out…
    http://theomnipotenteye.blogspot.com/2009/11/latest-bad-news.html
  • Over at the RPG Athenaeum blog, we’re reminded to consider tactics in our D&D battles, not only as players, but as GMs. Using your opponents’ weaknesses presupposes a bit of knowledge on the part of those in the combat and some D&D critters, such as the kobolds used in one example in the article, should have enough brainpower to put 2+2 together to get 4. However, the trick is gaining enough knowledge of the battleground and your opponents before the battle to take advantage of such information… Looking forward to parts 2 & 3 of this three part series.
    http://rpgathenaeum.wordpress.com/2009/11/21/let-slip-the-dogs-of-war-part-i/
  • It seems RPGNow is having an extended Black Friday event between November 27 & 30, according to the Gaming Brouhaha. Next weekend will be a great time to find some awesome materials on sale!
    http://rpg.brouhaha.us/?p=1988
  • Brent Newhall has released a year of his earnings and web traffic for the two RPG PDF products he released about a year ago. I’m enthusiastic about such information as a self-publisher. It means people are making at least a little money with their hobby, which encourages other folks like myself to try to do the same. Thanks Brent and good luck with all your endeavors!
    http://brentnewhall.com/blogs/role-playing/21-Nov-09-one-year-of-tabletop.php
  • Zzarchov over at Unofficial Games pointed at a great article comparing DMing and software development concepts. As a software developer, I have to admit I’d not thought about gaming in those terms but will strive to do so in the future. Having the right bits that you can rearrange to suit particular needs in a just-in-time environment is a great way to view running a game.
    http://trollandflame.blogspot.com/2009/11/dm-and-sd-parrellels.html
  • And lastly, over at Gnome Stew, DNAPhil has encouraged us to properly care for and feed our creativity. Mine’s been starving a bit lately, so his advice is well received by yours truly. I love the idea of creating a new NPC, location description, or plot idea every day or every few days. It’s something I hope to put into practice soon!
    http://www.gnomestew.com/gming-advice/the-proper-care-and-feeding-of-your-creativity

This isn’t a complete list of all the articles I’ve noted over the last couple of weeks, but a representative sample at least. I’ve been trying to share these out in Google Reader when I see them, which makes it easier to find them again in the future and keeps them available for others to find if they so desire.

If you’re in the U.S., I wish you a happy Thanksgiving. And no matter where you are, I hope you’re enjoying yourself!

Until next time…

MFJAHXWUHDX6

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Sorry I’ve been a bit lacking in the posts arena lately. I’ve been doing a great deal of thinking about how to move forward.

Question MarksWith the great, constructive feedback from the October 2009 playtest session of the Moebius Adventures system, it became painfully clear it was time to rethink things. Each player at that session had constructive criticisms of various aspects of the rules, from character generation and presentation to skill resolution and combat. Though we had a good time despite the rules, I was left wondering about the future of the game.

Moebius Adventures was born in the mid-1990s when a friend (Sean Bindel) and I took a hard look at the games we’d been playing.

Like many gamers, we’d played with a number of systems in college and before. We had a great time with a campaign set based loosely on the Temple of Elemental Evil from TSR, but we used the Palladium Fantasy Roleplaying Game as our system. Add in some serious time playing the d6 Star Wars RPG, Call of Cthulhu, Mechwarrior, and even a little Dungeons & Dragons, 2nd Edition, and that about summed it up. And after college, we were playing in a Vampire: The Masquerade game and decided we wanted to get back to the fantasy roots we both started with.

The Moebius Adventures system started out as an exercise in discovering what qualities we wanted to see in a RPG rules system. We modeled it a bit after the Palladium FRPG (1st edition) and Dungeons & Dragons and set to work adding our own spin. The result was first published in 1997 and then in revised form in 2007. And it was the edition from 2007 that we playtested in October of this year.

Though painful, I would say it was incredibly valuable to have seen the game through fresh eyes with this recent playtest session. Almost immediately after, I started working on a slimmed down set of rules that would provide (1) quick character creation, (2) quicker skill and combat resolution, and (3) enough freedom to do all that I was looking at for a cross-genre universal system.

I believe I’ve met that goal and hope to do some playtesting in the next few months as I get more details written up and considered.

My problem now is deciding what to do about this predicament. I have a ton of ideas for free-form magic, super-hero abilities, as well as ways to integrate technology for modern and futuristic settings. And I have three entire settings from which to pull potential setting or adventure products from. But without a simple, consistent, and open system to use, I’m at a bit of an impasse. In my mind, I can’t create system-less modules or settings without having some way of modeling a consistent way to describe NPCs, monsters, items, and so on.

Am I simply over-thinking this? Obviously there are many companies and writers coming up with great RPG materials and I’m not the only one who’s run into this.

Can anyone point out some companies that are doing this already and how they’ve overcome this hurdle (that’s most likely entirely in my head)? Any and all feedback would be greatly appreciated.

Thanks.

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Hey all…

Yes, I’m a bit late this week. Sorry about that. First ugly cold of autumn for me and work has been keeping me busy. That didn’t stop a whole mess of people coming up with some interesting articles to keep us all thinking about gaming. :)

Friday Links Banner 150x150We’ll get the list started off this week with some Halloween-themed posts:

  • Dungeon’s Master has an awesome Zombie Survival Flowchart this week, which made my week. Definitely check it out! I started giggling as soon as I hit “Are you prepared for the zombie apocalypse?” -> no -> “You wet yourself.” -> “Do you change into clean clothes?” :) Zombie Survival Flowchart
  • And from Dungeon Mastering, we have an awesome summary of all things “zombie”… You must know your enemy to combat it! And it definitely helps to follow rule #4 – “Find the Necromancer.” :) Zombie-pocalypse

A few posts about magic:

  • Tankards & Broadswords today brought up using magic actually inspired by the realms of the occult, wicca, and so on. And though I won’t be sanctioning trying to summon beings from the lower planes in real life, I have to admit to a fascination with the “rules” of magic practitioners in the real world. Great food for thought, whether your campaign is in a fantasy realm or the “real” world!Putting Some Real Magic in Your Gaming
  • At Troll and Flame, I found myself presented with an idea that I’d bounced around with Mike (our GM) a number of times. “Magic Missile” is a pretty boring spell name when you think about it. I changed it to “Finger of Death” so I could give your enemies the “finger” whenever we were in combat… The solution in the article is to NOT name the spell – but let the player name it. What a concept – easy way to get the player involved in the world by defining a part of how his character interacts with it!Magical Monday – Personalized Magic

A few posts about the RPG industry:

  • The Seven-Sided Die has an interesting article about the cost-effectiveness of POD and shipping, which I found very interesting because I’ve used Lulu for publishing Moebius Adventures Core Rules. It is definitely not cost effective for one copy, but gets more cost effective the more copies you buy.A Comment on POD and Shipping
  • LivingDice has a very interesting way of looking at the RPG business model, from The Citadel to the Beer Garden and finally to the Bazaar. Anybody involved in publishing (or trying to, like myself) RPGs should give it a look and see what they think. I know I’ll be spending some brain power on it.The Citadel, the Beer Garden, and the Bazaar
  • Another article about RPG business comes from Wondrous Imaginings by Joe the Lawyer… He contends that D&D at Wizards of the Coast might not have gone the same way it has if it had focused more on PR and customer service. It definitely makes me think that PR & customer service should be high on the priority list for any small game company or game designer. Honestly that’s a good idea in any business. :) The Role of Customer Service in a RPG Company

And finally, a scattering of posts on a variety of other topics:

  • Over at the Sea of Stars, I found a well-thought-out view of evil and why evil characters work in a campaign. It’s along the lines of my own idea that there really is no good or evil, but an individual working toward a goal. If you think it’s ok to chop off a few heads along the way, you might be evil. :) Game Theory: Moral Dilemmas – Playing Evil
  • At Abstract XP, we get a bit of a primer on the difference between plot and story. And it’s a great refresher if you haven’t considered the difference for a while (like me!).Plotting Adventures: Part One
  • Also in the vein of defining “evil”, at the World of Alidor blog we find them discussing a greedy, but not quite evil god named Yol. But what really got me thinking was the comparison of evil to a deadly virus like ebola. Sure, it can spread, but it typically kills so quickly that it dies out and becomes dormant, waiting for the next opportunity to strike. I like the analogy. :) The Good, the Bad, Gods and Spirits of Alidor
  • Critical Failure – the GURPS Podcast pointed us at a great article on the anatomy of Japanese folk monsters, with some amazing images. You have to love the Japanese for their dedication to detail, even if it’s for a mythological creature!Potential Encounters: Anatomy of Japanese Folk Monsters points you to… Anatomy of Japanese Folk Monsters
  • And lastly, in the category of “go ahead, lay some history on me” we have an amazing article on the Persian Empire from the Sea of Stars blog… This is another one I’m going to have to devour a piece at a time to milk as much as I can out of it. :) Through the Lens of History 5: The Great King

As per usual, thanks to all the writers of these great, thought provoking posts! Have a great weekend and a wonderful Halloween!

–Fitz

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Hi all…

So Tuesday night, through the Colorado Springs RPG Meetup group and the nice folks at Gamer’s Haven, I ran a sample adventure as a playtest opportunity. We had 6 folks, plus myself, so we had a great turnout this time and an amazing amount of input.

  • RPG DiceShannon was nice enough to arrange everything on the CSprings Meetup board and book a table at Gamer’s Haven. She played the thief Kress.
  • Johnny played the fighter Hans, battle axe in hand.
  • JP played Father Goul, the priest of the group.
  • Frank played the guard Rod.
  • Nathan played the huntswoman Andra.
  • And Arpie played the huntsman Andrax. (I’d run out of characters, so we improvised.)

It was a great mix of players, some of whom have game design experience, which led to some very interesting conversations about game mechanics and impressions of the system based on the quick start summary of the rules and the character sheets.

Among the food for thought provided was:

  • The d12 mechanic for characteristic and skill resolution didn’t work well. After a 45 minute discussion of bell curve distributions for die rolls, we ended up with using 2d6 for the rest of the night. A 2 or 3 was a critical success and an 11 or 12 was a critical failure. The goal was to roll as low as possible under a target characteristic score (either the characteristic we’re “checking” or the highest characteristic for the skill).
  • The “feet per action” mechanic didn’t really work when we moved it to a hex map. We changed it to “hexes” per action, where a hex was 5 feet across. I believe some of this was due to a misunderstanding about how possible actions worked in combat, but we just went with it.
  • It came up that it would be nice if characters who were cooperating on a task requiring a skill (such as Tracking) gained a bonus for working together. Since party collaboration is a great goal in gaming, we decided that if cooperation was declared, each character would roll their skill separately and gain a +1 on the attempt. And all characters cooperating would then gain the best roll for that action.
  • The other main thing that came up was that 16 characteristics seems like far too many and the Random characteristics (Beauty, Wealth, Family, and Luck) should roll into other characteristics (like Beauty could be considered part of Charisma) or become separate entities (like Luck could simply be a pool of points a player could buy with XP or at character creation).

I think all of this is great. I really appreciate having the input of other folks. Sometimes I wonder if I’ve been wearing blinders when dealing with some of the “system” aspects, so it’s nice to see things with fresh eyes.

The whole process has kick-started some serious noodling over the rules and how I could simplify the mechanics to keep things fast, easy, and open so players can focus on roleplaying and creativity. We’ll see where it leads me.

Man on FireI owe a big thank you to Shannon and everyone who showed up, as well as Gamer’s Haven for providing us a table on a Tuesday night!

Before I sign off however, I have to relate a story from the end of the session that will stick with me for a while.

The group had attacked the brigand stronghold and dispatched the four useless guards patrolling within the partially ruined/rebuilt walls. Among the buildings are the ruins of a crumbled tower with an open doorway and stairs descending into the ground…

Hans, axe in hand, bravely headed down the stairs into the darkness. Near the bottom he heard the movement and growling of something large. He smelled it too – the musky scent of an animal den was unmistakable. But he couldn’t see in the dark, so he climbed back up, grabbed a torch, and headed down again…

Meanwhile, Andrax had come up with the idea of dousing one or more of the straw-filled mattresses in the guard’s bunk house, tossing it to the bottom of the tower stairs, and letting it smoke out anybody who might be down there. So, oil-soaked mattress in hand, he went down the stairs…

During this time, Hans had been attacked by the far-too-large wolf and was fleeing back up the stairs, axe and torch in his hands. Running up, he stumbles into Andrax with the oil-soaked mattress, setting it and them on fire, with both of them falling back down the stairs to the bottom. The wolf took a number of steps backwards and had a WTF moment. :)

It was a classic “you got your chocolate in my peanut butter” moment as the torch met the mattress… :)

–Fitz

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Hi all…

Instead of my usual Friday links post today, I’d like to focus on entries in the Small Press Week effort for the RPG Blog Network. There were some great games covered, including my own.

Printing PressCheck ‘em out!

I think this was a GREAT effort from the RPG blog community to focus on some of these products from little publishers. There are a TON of great designers out there producing some amazing work that gets overshadowed by the big boys far too often. Check out the little guys!

Hopefully this will be a more regular effort from the RPG community to spotlight these products we’d otherwise miss.

Thanks go to Zachary for organizing the event!

Have a great weekend everybody!

–Fitz

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