Saturday, December 20, 2014

Doomtown: The Town has Changed

I was one of the "unfortunates" that did not start playing Doomtown until AEG put out the Boot Hill edition, but I feel in love with the game immediately.

Doomtown had everything I loved in a game: Cowboys, Indians, spellcasters, mad scientists, zombies, magic items, cops, robbers, robber barons, pirates, priests, evil cultists, monsters...it was all just so jam-packed with awesome!

I spent a lot of money, then I became a part of the demo team for AEG (Bounty Hunter was the title at the time).  Then went on to the 7th Sea TCG/CCG...then to Warlord...then AEG stopped making Doomtown, and my sad face appeared.

Now, years later, Doomtown is back, and better than ever!

Doomtown: Reloaded Base Set
Faster, more aggressive play means you cannot "turtle-up" at home until you are reduced to a straight flush (the most common degeneration I saw locally).  Interestingly, this means that decks are usually geared towards just a few values and pull Full House, 4 of a Kind or 5 of a Kind.

The old cards are not completely compatible with the new cards, although you can play them against each other, the older decks will have more durability after the first 1-2 rounds.

Reading through the design goals that AEG posted on their website really brought me back into the game.  With a focus on shootouts and card abilities to enhance gameplay, getting into a shootout is the norm, many times on the first round, almost always on the second.

While a 2-player game can be super-fast (5-10 minutes) multiplayer is still where it is at for a long game.

The Factions have changed a little.

The Law Dogs are still around, now under the direction of Sheriff Dave Montreal.
The Blackjacks have been replaced by The Sloane Gang.
Sweetrock is gone, and the Morgan Cattle Company is now the big money-maker/deed slinger.
The Whately's are gone, but not to worry, the circus is in town and the Fourth Ring is full of Hucksters and abomitions, just waiting to show the freakiness.

Starting with just the four Factions gives enough variety to the game without getting too crazy, the original did the same, but by the time Boot Hill came out, there were 9 Factions in play.

This is not to say that AEG is not planning any new Factions, because they are, but they also realize that with fewer factions the game, and expansions, will not destroy the balance of the game.

Most of the rules have not changed, Lowball, Shootout Hands, movement rules, shoppin', skill pulls, have all stayed the same, Shootout Resolutions have changed dramatically.

Instead of Acing a number of dudes to cover the difference in hands you now suffer "Casualties."  For each rank difference you suffer 1 Casualty.  Discarding a Dude in the Shootout covers 1, Acing covers 2; special note: Harrowed Dudes go home booted to cover 1, discard to cover 2 and Ace to cover 3!

Also, instead of Acing the gear on dudes that go to boot hill, the gear is discarded, allowing you to play it later, of course, this does hinder the old deck-building style in some serious ways.

Currently, as far as product goes, there is the Base Set and a single "Saddlebag" (expansion), a complete collection will run about $50 or so, although I recommend 2 Base Sets since each comes with 2 of each card.  The Saddlebags come with a complete playset (4 of each card) and cost about $10.00, the next Saddlebag comes out in January 2015, you can bet on me buying it!

Sunday, November 23, 2014

SAT D&D Lost Mine of Phandelver ptIII

Tonights session went very well, with 3 of the 4 characters leveling.

The Paladin, Cleric and Ranger are trying very hard to convert the Half-Elf (Drow) Rogue to convert, but she seems bound and determined to hone her skills at killing.

The PCs have started the investigation of the Redbrand hideout, funny enough, they are not searching anything yet, lol.

They have missed so much stuff...

The Rogue has her own special move, jump on the opponents head and start stabbing. EVERY time she does this she rolls 18+ to hit on the grapple, then 16+ to attack (those are the actual die rolls...), so now the Ranger is copying her, LOL.

<spoilers here>

The Rogue found the pit trap, the hard way, the Paladin and Ranger both took the side ledges, with the Fighter almost falling into the pit.

The Cleric just jumped it, LOL, seemed like the first roll she made since the beginning that actually succeeded!

As far as investigation is concerned, they cleared the back room by the cistern in room 1, leaving one of the bad guys tied to the bunk, and killed the skeletons.

Next session they should be able to finish the dungeon, or at least face the Nothic and the Goblins.

Sunday, November 16, 2014

SAT D&D Lost Mine of Phandelver pt II

Second session of The Lost Mine of Phandelver, still in awe that people are finding this hard, yes, I do provide some insight to my players; this is the first game my wife has played since 2004 or so, and the first game for the 3 younger players (ages 10, 12 and 14).

Having a great amount of fun, I believe I will be picking up Hoard of the Dragon Queen and Rise of Tiamat also.

Synopsis (with vague spoilers) follows...

Continuing where we left off, the PCs were able to sneak up to the next cave, wherein there were 3 Goblins.

The cave with the twin pools went quickly, Ranger taking down one of the Goblins and the Rogue taking down another, before the 3rd one could run and warn Klarg, he was dead also.

And "Nubs," as he had been named by the party, was dispatched here also.

Charging into the next room, the party finally met Klarg.

The goblins and wolf charged forward attacking the Paladin and Rogue, Klargs javelin barely missing the Paladin.

The Ranger took her first shot at Klarg, who then charged in as one of the Goblins attacking the Rogue fell, Klarg killing the other with a surprising fail.  Through acrobatic skill the Rogue leaped atop his shoulders and plunged her dagger into his neck, ending his reign of banditry, and garnering much respect from her comrades.

The wolf followed quickly, before it had a chance to run.

From there, the group went down to the last cavern, and showing tactical skill beyond their years, sent the rogue up ahead to scout.

After reporting back, it was decided that the two elves would take shots at the goblins and then the Paladin would charge in.

A killing blow to the leader from the rogue, and another to a normal goblin from the ranger, followed by a charge and kill by the Paladin, and finally a Guiding Bolt from the Cleric, left a mere 2 goblin survivors at the end of the first combat round.

They surrendered and were taken prisoner.

At this point, the party freed Sildar, loaded up the crates and treasure, and headed off to Phandalin, delivering their goods, turning in the goblins for a bounty, and returning the missing goods to the other service in town.

They have heard a few rumors regarding the Redbrands and the Black Spider, next week will be the next morning, their first morning in Phandalin.

Saturday, November 8, 2014

SAT D&D: Lost Mine of Phandelver pt I

Started running Lost Mine of Phandelver from the D&D Starter Set.

(BEWARE: There will be spoilers)

The group consists of:

  • Raven Lawhonor, Human 2nd lvl Cleric (Life) - my wife
  • Wolf, Half-Drow 2nd lvl Rogue - my 10yr old daughter
  • Laora, Wood Elf 2nd lvl Ranger - my 12yr old daughter
  • Aragorn, Human 1st lvl Paladin - my friends 14yr old son

First encounter was pretty easy, as soon as they came upon the dead horses the Rogue slipped into the woods while the Paladin walked forward.

The Rogue was able to sneak attack 1 of the Goblins, the Paladin took out the other two.

(I had lowered the number of Goblins due to number of players and player lack of experience, I will not make that mistake again, LOL)

Seems like the main encounter people talk about online is the 2 Goblin guards outside the cave entrance.  Lots of death and TPK stories in regards to this encounter.

Except for this group.

The Rogue snuck up on them, killed one, and cut off the other one's hand (called shot, nat20, total of 26; Damage of 15).  The party then bandaged up the Goblin to staunch the bleeding, tied his elbows behind his back, and are making him guide them through the caves to find Gundren and Sildar.

The Ranger was able to calm the wolves (big surprise there, lol), and both the Ranger and Rogue spotted the Goblin on the bridge - who was promptly killed by the Rangers arrow as he tried to run in order to sound the alarm and start the flooding.

Had to cut it there due to time constraints, and next week, if everything goes well, they will encounter Klarg and the Goblins in the twin pool cave, as they are making the Goblin take them to the boss...

Sunday, October 5, 2014

GM Notes: D&D Encounter Building

Okay, getting very used to the system, running a game on Friday and Saturday nights.

During the last couple of sessions I have come to realize that the Encounter Building system from the basic rules just does not seem right to me.

For the rules, reference the DM basic rules pdf.

According to that document, the 30 Skeletons, 3 Spectres and 2 Wights the Friday night group is up against is going to slaughter them...halfway through the battle and it is a tough fight, but the PCs are holding their own, next session will finish the battle and we will see what happens.

Overall, at this point I see them winning, minimal losses.

Breaking it down, the encounter building XP, according to the above document, would be 14,000, 35 times the deadly encounter XP allotment.  Without the multiplier of x4 (for "horde"), the total XP would only be 3,500; still a "Deadly" encounter.

But if you look at it more in line with the way things were normally done in 1st/2nd edition, we get a little idea.

1st/2nd edition, hereafter AD&D, the method I used was total party level (TPL) = approx total HD of encounter with single creatures no more than 2-3 HD higher than highest level PC.

The TPL of the current group is 17.  When I total up the CR of all the creatures involved in the battle we get 6 (2 Wights, CR3) + 7.5 (30 Skeletons, CR1/4) + 3 (3 Spectres, CR1) = 16.5 Total CR.

That seems about right if you look at the old way of doing things.

For comparison, tonights game had two encounters, the first with TPL of 4 (2nd lvl PC + 2 1st lvl PCs) vs a Carrion Crawler (CR2).  PCs won with a decent battle.

The second encounter was TPL 2 (2 1st level PCs) vs 4 Cockatrice (total CR2), and the battle was perfect challenge for the 1st lvl Rogue and Ranger.

Both encounters tonight were straight up fights, nothing fancy.

The encounter XP for tonight's first battle, according to the DM Basic Rules, would have been 450, a "Deadly" encounter, for the second battle it would have been 400 XP (200 total XP x2 for 4 creatures), still double the "Deadly" level for 2 1st level characters.

I can argue that the Friday night group is way more experienced, used tactical considerations (cover, for example) and had the benefit of 2 Wizards, a Cleric, and some healing potions.

But tonight's group consisted of my wife (who has not played in years), my 12 yr old (2nd time playing an RPG) and my 10 yr old (also 2nd time playing an RPG).  They did not use cover, or disengage options to move to long range, they stood and fought for both encounters; classes being Cleric, Rogue and Ranger; and they were able to mop up pretty well.

For the forseeable future, I will be using the old method of creating encounters, I will share my results here, stay tuned...

Monday, September 15, 2014

Attitudes in Gaming: DM/GM Responsibility

I have noticed an interesting attitude from some gamers, that the GM of the game is there to entertain the players and make sure they have a good time...even if it means the GM does not.

Role-Playing Games are just that, GAMES.

Games are a form of play, and therefore meant to be fun, for everybody involved, the GM included.

If a GM wants to run a horror game, and the players want to play a comedy game, then it should not be up to the GM to change their style of play to fit their players if they will not have fun running a comedy.

This does lead to only a few choices

  • The GM can run the comedy game and not have fun
  • The GM can run the horror game and not have fun because the players are not having fun
  • The GM can find other players
  • The players can find another GM

The GM decides the story elements, works constantly on encounters, treasure/loot, NPCs, voices and making sure there is enough paper, books, dice and pencils for the players in case someone forgets something.

From my players I expect them to show up on time, voice any major concerns they may have, and participate in the game.

As a player, I expect the GM to fairly interpret the rules of the game, and not obviously railroad the players into something.

I do not feel it is any single persons job to make sure that everyone at the table is entertained, or that the story is good, I feel it is the responsibility of every person at that table to encourage the fun, in the spirit it is presented in.

As a GM, I spend most of my free time working on encounters that will be challenging, fun and vaguely survivable, researching rules and making sure everything is ready for the next session.

Mapping, writing descriptions, creating NPCs, writing plot points, reviewing previous notes to tie things together, going over character sheets to make sure the PCs have the appropriate skills, changing encounters because PCs do not have the appropriate skills, etc.

On top of that, we are the primary focus of the players.  We are expected to entertain, use funny voices, provide pacing and fair rule judgments as well as not (obviously) railroad our players.

Over the past few years I have seen more and more people state that it is the GMs "job" to provide entertainment.

No.

This is not my "job."  This is my hobby.  This is (supposed to be) my fun time.

GMs are not slaves to the players to accommodate their every whim and fancy.  GMs are players who do not get to kill the big bad.  GMs are players who do not get to grow a personality from a bunch of mere stats on paper.  GMs do not get to tell the glorious tales of how their character, alone and afraid, overcame the odds and became a hero.

No.  GMs get to be beaten down and looted, tricked and insulted, left to die or banished back to the bowels of hell from which they came to destroy the world they created.

I am a GM, a referee, not a player.  Not your personal RPG slave or lackey.

I posit that the players are there to entertain each other, but within the confines of the rules set forth by the GM.

The GM gets to use the information they have been working on, the players get to have fun overcoming challenges, and the game goes on.

If you want someone to entertain you, without doing anything yourself, go to a comedy club, or watch TV...but that is not what RPGs are about.

Tuesday, September 9, 2014

GM Notes: Checking the Poles in Dungeons & Dragons

Lately there have been many discussions on Alignment in the various groups that I attend, facebook, tabletop and general talk with other gamers.

Hitler, Stalin and Mao
At some point in discussing the Alignment system of D&D (all incarnations) someone pipes in about how <insert Hitler, Mao, Stalin, etc> could be viewed as Lawful Good, and then speaks about how they saw themselves and how they thought or felt like they were doing the right thing, etc

This is rubbish.

In D&D, Alignment is more than just how you view what you do.  It is a manifestation of cosmic forces.  Lawful, Chaotic, Good and Evil are present in the universe and represent absolutes.

A Lawful character, or creature, believes in order and fights against the forces of Chaos.  Likewise, a Good character or creature, believes in others over self and fights against the forces of Evil.

Notice the use of capital letters.  There is a difference here between good and Good, lawful and Lawful, they are pronouns, they are named Forces that manifest in the universe at large.

I can go on for lengths of time regarding how the Empire from Star Wars was a Lawful Good society, sometimes it can be fun to argue that, but everytime I do, I have to admit to myself that it is complete and utter balderdash.

Yes, the Empire brought about Order, yes, that makes them Lawful.  But the Emperor, and Vader, were Evil.  They were power hungry despots that had not a care in the world for who they destroyed, as long as they were on top.

The Rebellion, honestly, was also Lawful.  They believed in Order, but they were also founded on principles of Good.  Fair people, and fair laws, must be the rule, and differences should be handled with discussion and compromise.

Again, these are universal, cosmic, definitions.  Not definitions imposed by a single person, their friends/enemies, or society.

At the basic level, a lawful person obeys the laws of the land, a Lawful person instinctively strives towards order and away from Chaos without really understanding, or even caring, why, it is "right" to them while Chaos is just fundamentally "wrong," even alien in their thinking.

Classic Good vs Evil
In the real world, Evil may not realize it is evil, but in the fantasy world of Dungeons & Dragons, it knows what it is, it embraces what it is, in order to act good, it has to force itself.  And the same goes for Good, Lawful and Chaotic also.

One of the major aspects that separate Fantasy from other genre is the fact that these cosmic forces are there in the world, tangible, definitive and absolute.  Evil creatures destroy because they are Evil, Good creatures protect others, because they are Good.  There needs to be no other reason.

Science Fiction, and our real world, have come to view good and evil as merely gray areas instead of the black and white that is presented in the Fantasy genre.  Evil is a term used by the other side that believes itself to be Good, and the other side feels exactly the same.  Both sides cannot be Good, one side has to be Evil, or both sides have to be Evil, because if both sides were Good, there would be no conflict.

As someone who goes from game to game, genre to genre, I get where things can become clouded and grey-areas may pop up.  But there is a huge difference in the fantasy genre were "Humans are Evil says the Orc from his perspective" and "Orcs are Evil, because that is their cosmic alignment."

I am speaking in generalizations, not ALL Orcs are Evil, not ALL Dwarves are Lawful, those that stray from their racial alignment are outcasts (like Drizz't from R.A. Salvatore's novels), and will invariably end up killed by their own kind, exiled, or self-outcast from their race.

I feel like I am starting to ramble and type ad nausea at this point, so I will end it here.

For those that skipped to the end for the final statement:  Law, Chaos, Good and Evil are presented as cosmic absolutes in the game Dungeons & Dragons.  They are black and white, there are no "grey areas."

Last thought:  "What about Neutrals?"

They just have not picked a side yet.

Wednesday, August 20, 2014

RPGaDay 20: RPG Will Still Play in 20 Years Time...

I started with Dungeons and Dragons back in the late 70s/early 80s, and I still play it after approximately 35 years.

SLA Industries I started playing in 1993/1994, and still regularly play after 20 years.

Those two games are obvious.

The only game I have actually stopped playing (as in, I turn down invitations to play) has been the World of Darkness setting from White Wolf.  After 3rd edition was released, I just did not want to play anymore, it bored me.

But I still play Star Frontiers, Talislanta and a host of other games when I get the chance.  Narrowing the selection to just one RPG is an impossibility, and the list of games I have no interest in playing is to long to list.

If you love a game, keep playing it!
If you like a game, play it sometimes.

That is what it boils down to for me, and I have no intention of ever stopping my RPG hobby.

Will have to take a look back on this in 20 years, and see what games I am still playing at that time.

Tuesday, August 19, 2014

RPGaDay 19: Favorite Published Adventure

Since I do not (normally) use published adventures, I cannot provide a favorite, but I will talk about some of the ones I have read through, or used for inspiration.


  • Ilse of Dread - an oldie but goodie.  One of the first modules I owned.  A D&D "Jurrassic Park" style adventure.  If I remember correctly we were halfway across the island before we were killed by Rakshasa.
  • Castle Greyhawk - interesting adventure, the party can easily become side-tracked.  There are some serious traps in this one from my recollection.
  • Keep on the Borderlands - how can one not list this one?  Most of us older players have been through the goblin caves, maybe even died once or twice on this one.
  • Desert of Desolation series - LOVE IT!  Especially the scorpion-man battle!


Most of my module inspiration comes from the news, or a song, something I want to introduce, or something going on that I am thinking of, sometimes it changes mid-story arc in order to fit in with what the PCs are doing.

For example, I started working on a BPN (adventure/mission) for SLA Industries that would have the PCs tracking down a civilian that was taking advantage of the welfare system, essentially tripling his benefits.

During this time there was something in the news regarding people having multiple lifeline cellphones, people taking advantage of disability claims and also people getting more food benefits than they should because they were not declaring their incomes properly.

When the Ravenloft boxed set was released and the Loupe Garou detailed, I took that opportunity to introduce my players to the setting.  It started off simply enough, find out what is killing the local cattle...with fire.

The bad guy was a Loupe Garou/Wizard that was trying to find a way into Ravenloft to become a lord of a domain.  He succeeded in opening the portal and the brave heroes charged in after him.  Was a great amount of fun, and introduced the players to Ravenloft in a "not go against Strahd" way.

Another SLA Industries campaign I based the BPNs and downtime stories on Duran Duran's Greatest Hits album.  That was a super fun campaign, one of the longest I have had the chance to run.

Basically, you can find inspiration for your games anywhere, as long as you keep an eye out.  We spend so much time driving from one place to another, or walking, or taking a bus, whatever, why not use that time to pick out interesting people or situations and turn them into stories for the games we play?

Have fun and game on!

Monday, August 18, 2014

RPGaDay 18: Favorite Game System

There are many answers to this question, depending on what type of game I am running.

Heroic action/adventure or Space Opera/Science Fantasy goes to WEGd6, now freely available online.

Perfect for that Star Wars game you are wanting to run, or that 1920s-1940s against the Nazi's game.  Also works extremely well with a lost world type of setting set in the jungle.

Sword and Sorcery definitely goes to the Talislanta system for its simplicity and magic system.

The ease of creating spells, the elegance of the system...absolutely adore it.  I have been using the Talislanta system for all of my fantasy games since the release of 3rd edition D&D.

SLA Industries has a system that I have always found worked perfectly for the game itself, and I have always felt the same in regards to D&D, AD&D and now D&D 5th edition.

I am of the persuasion that the system has to fit the setting.  SLA Industries and the 3 versions of D&D I like have systems that fit those settings, and no other system is going to work.

Sunday, August 17, 2014

RPGaDay 17: Funniest Game You Have Ever Played

Tales from the Floating Vagabond.  Hands down.

From the character choices to the setting everything is a fun read, and a good time playing.

I was only able to play it one or two times, but I remember the crazy skill names, races and some of the things we were able to pull off.
Tales from the Floating Vagabond

Swinging into combat, middle of a desert (scrub plain?) from a rope, using my hair as a weapon, retrieving an important key from between the rhinoman's armored plates...wow...so much crazy goodness there.

I do not tend towards comedy games, but Tales from the Floating Vagabond is one that I would love to get my hands on, just for reading purposes.

Also, Toon would be a fun read.  Another game I only had a single chance to play in.  All I really remember is that I was playing a weasel that was obsessed with chickens.  I think it gave me brain damage...

Fairy Meat is another fun read, although I have never had the opportunity to play it.  If you can find it, read it.  It will change how you look at fairies forever...

Saturday, August 16, 2014

RPGaDay 16: Game You Wish You Owned

Interesting question, with different answers depending on context.  Game I wish I owned the rights to, or game I do not have that I wish I did?

Definitely not sure about the first context.  While there are games I am completely inspired to write for, owning the games themselves would be problematic.  For one, I do not have the ability, or time, to devote to owning a games IP and keep it going.  On another note, my biggest gamer love is SLA Industries, and while I have a ton of ideas for it, the game has a particular story, and that story belongs to Dave Allsop, the originator of the setting.

For the second interpretation of the question, there are many games that I have sold or given away that I wish I still had.

7th Sea, Deadlands, Shadowrun, and many others.

At this moment in time, I want the D&D 5th edition books.  I absolutely love what they have done with the system.  The changes bring the game into the current age and at the same time take you back to the Basic through 2nd edition AD&D feel of the game.  Back to the heart of Role-Playing, classes, levels and dungeon delving.

To be completely honest, I am mostly unaware of games on the market outside of the few that I have, and those are mostly out of print.

For the games I am aware of, that I do not have, Iron Kingdoms, Victoriana and Rocket Age all look like something I could sink my teeth into.  Somewhere out there, is a game based off of old 70s movies that I want to get my hands on also.

Feel free to comment with a game I might want to check out.

Friday, August 15, 2014

RPGaDay 15: Favorite Convention Game

This is going to be super-biased, the reason being, I have only played 3 games at a conventions: Doomtown CCG, some LARP, and Blue Planet.

Since this is all about RPGs, that leaves the post to Blue Planet by default.

Up until that time I had been to Archon many times, and stayed out of the game room as a participant.  I had only been in there to browse, playing most of the games in the hospitality or open gaming areas with people I already knew.

I had always looked over the game sheets, due to arrival time at the convention everything that I wanted to play had already been filled.

At this particular con a few of us decided to get into a game together, and lo and behold, BLUE PLANET!  One of my friends had the book and we had played it once or twice, he wanted to see how other people ran it.

So we signed up.

And were greeted at the table by one of the writers.

A quick perusal of the rules and character sheets and we were ready to go.  Outlaws caught in media res stealing something from a transport.  Wild West style on a water planet.

More fun than a barrel of monkeys, and ending with two of us in a standoff against the GEO, the police.

Standing inside the door to our transport, light flooding the compartment from the spotlight focused on our door, all it took was a look, no words spoken.

I went for the spolight, he went for the ground troops, and both of us went out in a blaze of glory!

The GM, Jeffrey Barber, just looked at us.  "I have run this adventure many times, nobody, NOBODY stood up to the GEO!"

Good times had by all.  Yes, it was a TPK-1 day, but it was a lot of fun.

Thursday, August 14, 2014

RPGaDay 14: Best Convention Purchase

I am going off-topic with this one, as I cannot remember my convention purchases, and will instead talk about my favorite convention.

I have only been to two gaming conventions: WindyCon in Chicago (once) and Archon in Collinsville IL (multiple times).

Obviously, Archon is going to be the focus.

Prior to the release of d20, Archon was a bastion of old and new RPGs, the dealer room was amazing.  All those games you wish you had purchased before they went out of print seemed to be there.  Along with costume additions, knick-knacks, miniatures and just fun stuff.

Played my first game of Blue Planet there, had a blast with the AEG staff, played in a DoomTown CCG tournament, and spent a great deal of time talking to other Role-Players and meeting new people.

One year we spent going from panel to panel, the most memorable one was with Ben Bova.  A delightful hour of listening to a scientist speak on such wonderful topics like the Star Wars Program, how lasers really work, Electromagnetic Pulses and their large scale effects, and some US history as it pertained to Los Alamos.

That was the same year that George Takei was visiting, made a great present for my Trek fan mother-in-law and wife.

Since 2004 I have missed every Archon.  A sad thing indeed.  Would love to go again, but family, work and lack of disposable income for that endeavor conspire against me.

Someday, Archon, I will return!

Wednesday, August 13, 2014

RPGaDay 13: Most Memorable Character Death

Over the years there have been untold amounts of character deaths, so many that focusing on a single event is hard to do.

There was the Thief in Ravenloft that sacrificed himself for his Paladin friend so the Paladin and his betrothed could escape.

There was the Paladin being killed by his betrothed shortly after because he went berserk when his friend died, killing off the foe in Ravenloft, and then, beset by grief attempted suicide, multiple times.  The Paladin thought he had lost his Paladinhood and was trying to commit suicide (he had not, his powers had faded a bit because he was in Ravenloft, unfortunately, with attempting suicide he did lose his Paladinhood).

There was the 12yr old boy in SLA Industries that sacrificed himself so his friends from the orphanage could live.  (There were other ways out.)

In a D&D game the PCs threw a lavish funeral for Timmy.  An NPC boy of 13 who wanted to be a fighter and protect his village, only to be killed when the village was set upon by a pack of werewolves, leading the party into a revenge-war vs the werewolf pack.

One time, in a Vampire LARP the following conversation took place:
     Me:  Hey man, I am sorry I diablerized your quadriplegic character
     Him:  My character wasn't a quadriplegic...
     Me: He was when I diablerized him.

Over the past 30 years, there have been so many, lol.  No, you do not hear about my characters dying, because I mostly GM.

The first character I ever played, he died, viciously choked to death, by the DM character that was traveling with us, because the DM did not want me playing (I was 9 or 10 IIRC).

There seems to be a point, where if I think hard enough, I can remember each and every death in the games I have run.  I try to make the characters significant enough that if they die, we can remember why they died.

Some were just bad decisions, like trying to cross the street during a firefight.  Some were bad luck, following a van full of terrorists on a hover board.

All were memorable in some way.

Tuesday, August 12, 2014

RPGaDay12: Old RPG Still Read/Play

Easy question.

Dungeons and Dragons, Talislanta, Star Frontiers, Star Wars (WEGd6), Torg, StarAce, Chill, Dark Conspiracy, Kult, Macho Women With Guns...

Okay, easy question, hard to answer.

I read all of the games I own, they are a constant source of inspiration for me.  Sometimes I will use them as source material for an adventure/session, or at least for the basic plot.

Some of my craziest ideas come from mixing games together.  For example, Keep on the Borderlands from D&D becomes a BPN in SLA Industries to remove gangers from an area of Downtown.  The Keep itself is the local SHIVER waystation.  The same module can be used in Talislanta.  The Keep is one of the outposts in the Wilderlands and you are removing a Raknid infestation.

For me, a RPG book has never been a game, it has been a supplement for whatever game I am running.

Monday, August 11, 2014

RPGaDay11: Weirdest RPG Owned

This is going to be a tie, multiple game tie.

  • Talislanta - completely not in line with traditional fantasy
  • Asylum - you play a 'patient' in a city of patients...
  • Hunter Planet - PC's are aliens on the planet 'Dirt,' hunting 'hoomans' and looting Mars bars
  • Puppetland - awesome game, btw, you play a puppet.  Hand puppet, finger puppet, shadow puppet, and marionette, and try to live in a world where Punch and Judy are real.  Judy leads the rebellion against the evil Punch, who has killed the Maker...

Talislanta I recommend highly.  Even if the setting is not to your liking, the system is elegant and quick.  As a bonus, the creator of the game has put up every published (and some unpublished) books* for free download on the Talislanta website, see the link above.

*There are a few books that were published and are non-canon, they are not on the website but can be easily found on ebay for a decent price.

Asylum is a fun read, and if you run any type of urban horror game is a great resource for ideas.  The use of colored marbles is a bit odd, but fun, easily modified to using dice.  Drugs and bullets are used as currency, and it quickly devolves into a psychotic craziness as everyone starts to have episodes of whatever psychosis they have.

Hunter Planet...it was okay.  I am not a big fan of comedy games, especially ones that seem to want people to go over the top with "the funny."  I will probably never run it again, but it was a fun one-shot.

Puppetland is just an awesome concept.  Never ran it, never played it, but the game is written very well, John Tynes did an excellent job, check out the link above for some Puppetland wholesomeness!

Sunday, August 10, 2014

RPGaDay10: Favorite Tie-In Novel/Game Fiction

I love the fiction in most games, it seems to add a quick break while reading the rules and at the same time provides a look into the vision that the creators of the game have for it.

Vampire, SLA Industries, Star Wars (WEG) and Talislanta would not be the games they are without the fiction in the pages of the books.

As far as novels go, I did really enjoy the Dark Elf and Icewindale trilogies from RA Salvatore.  Those were, however, the only truly gaming related fiction I ever read.

I read the Xanth books, the Shannara series, the Complete Book of Swords and many other non-game related books that have a distinct effect on the games I run, but they do not qualify for the tie-in.

While I feel that the fiction is important, I do prefer either the flash fiction or the short stories in the gaming books over a full-blown novel.  My attention is on the game, my players and my NPCs and I try to stay focused on that.  Also, I would much rather produce ideas from the books themselves than novels related to the game.

Saturday, August 9, 2014

RPGaDay9: Favorite Die/Dice Set

With multiple dice around, and various games requiring different types, I still find myself grabbing d10s and d6s for just about everything.

Goes to figure, my 3 favorite systems are WEGd6, SLA Industries (2d10) and Talislanta (d20).

Different Dice
I used to have a sizable collection of dice, and when Vampire was released I actually bought $10.00 worth of translucent orange d10s.

Over the years they have mostly disappeared, but I still have a few left.

My current favorites are my blue marblized d20, my black/silver marblized d10s and my white/black pip d6s (simple, easy to read, and cheap!).

My all time favorite dice: My Dice.

I cannot stand using other peoples dice.  It has nothing to do with any type of superstition, or germs, or anything like that.  I just like to bring my own dice.  I feel it is my responsibility as a player/GM to come prepared to the game.

This includes: pencil, paper, book (if possible) and, above all, dice.

I also expect the same from my players/GMs.  I hate having to loan out dice, that is why so many of my dice have gone missing over the years.

New players are an exception, I expect to provide them with anything they need to play.  If they decide to continue with RPGs, they can get their own dice at that time.

Friday, August 8, 2014

RPGaDay8: Favorite Character

I do not have one.

I suffer from two major drawbacks in this area: 1) all of my characters are my favorites, 2) I used to move around a lot, and due to the constant relocation I never really had time to develop a character.

When I finally did settle down in one place, I became an almost permanent GM.  There have been a few characters that I enjoyed playing, even just enjoying character creation, but when it comes to blows, my love for the character always stemmed from the quality of my GM.

Now, I have a favorite character for each player I have had.

Bob - Jimmy "The Squid": a grifter in a Noir LARP that I ran for a month or so.  He introduced so many plotlines just by trying to keep the other players from killing him that I made him carry around a piece of paper and a pen.  "What Jimmy the Squid don't know, he makes up!"

PeterAmthor - Hate: Squad leader for a SLA Industries group I ran. Good ideas, kept the group in line and focused at all times.  Great background, always working towards revenge on the Skin Trade for taking his little sister.  Had long term goals, got the job done, and would risk it all to make sure that the right thing was done.

SiokoTi - Don McGuiness: rough and tumble Frother KMS from Hate's squad.  Completely loony.  Never paid attention, like a meth addict with ADHD and a futuristic scythe.

Jason P - Roger "I'm a badass" Halton: throughout the entire time Jason played this character, the character only hit running speed twice.

Those are the big ones off the top of my head.  There are plenty more but I cannot remember the names of the characters.  A half-dragon (basically, he was a human raised by a dragon) who was not only willing to use a scroll that forced the Elven population of the planet to save vs death, including a party member, but he was also the type to cast directly from his spellbook if the situation even slightly warranted.  Blessed dice allowed him to create a similacrum of his father (a blue dragon), which he used as a mount.

I have been routinely blessed with great players, their characters are my real favorites.